guiz halp meh…
[media=youtube]82VhQ-UB0P8[/media]
guiz halp meh…
[media=youtube]82VhQ-UB0P8[/media]
I don’t think an H is going to work there. I think it’s going to have to be j.MM even if the starter doesn’t start with that (which I know it can but the timing is difficult as hell).
Okay, after seeing the j.M being canceled that way, I would think you’re right. I wish I could test this out… I have some ideas…
The only hard requirements are:
Corollaries of these requirements:
a) Being able to combo into required height from TAC
b) Being able to loop a combo which puts you in the proper height repeatedly.
For Tron, her best normal that can fulfill the hitstop requirement is probably j.L (similar to MODOK). j.M should work also with tighter timing. j.H cannot be used, since it has grounded recover frames, same for Drill.
The biggest problem right now is getting that repeatable jump loop. I can’t test it right now, but maybe something involving IAD j.L might work?
IAD j.L is not going to work for what should have been obvious reasons, lol. Way too slow.
I’ve gotten the post-TAC rejump much more consistently with just doing TAC -> Airdash, falling j.L. Did it on Wesker, no less, and the glitch triggered. Haven’t worked out what next though - the only viable option seems to be immediate j.L (varying number of hits), delayed j.M, delayed j.M. Even then, it looks like Tron’s too high when the last j.M hits to trigger the glitch again. Sigh.
^ can you do something like j.L (play w/ number of hits) j.M -> airdash j.M or throw in an airdash where you would need to to stop tron from jumping past the height needed to land in hitstop? that’s what I would try, anyway.
Adds a little more damage and flair/swag(?) to one of my usual BNBs, just gotta check if I can get this working out of the corner too. I think it should seeing as H Drill should take the to the corner most of the time.
[/quote]
I got around to trying this out, you can add an extra 20kish to the regular j.S BnB if you use the H drill. I think thats pretty good :3. Only thing is that its hard as hell.
I got around to trying this out, you can add an extra 20kish to the regular j.S BnB if you use the H drill. I think thats pretty good :3. Only thing is that its hard as hell.
[/quote]
Rikir, do you know if the j.S j.MMH j.MHS s.LMS BNB works on small characters? It seems like wolverine for example pops out at the j.MHS, if that’s the case I might have to learn this drill -> tk drill combo (have you confirmed if it works on smallsies?)
Thanks~
Rikir, do you know if the j.S j.MMH j.MHS s.LMS BNB works on small characters? It seems like wolverine for example pops out at the j.MHS, if that’s the case I might have to learn this drill -> tk drill combo (have you confirmed if it works on smallsies?)
Thanks~
[/quote]
j.S, j.MMH, j.MHS s.LMS works on small characters (even tried it on RR and Ammy, works fine), you just need to adjust your timing a little bit.
The TK drill BnB also works on small characters,.I got this to work on RR:
IAD j.S > j.MMH > j.MMHxx 421H > 4217H (no mash because of small character) > s.S > j.HS (j.M is hard to connect given the scaling and the size of the samller character):: (Approx 517.000k) (+0.99 meter)
On regular characters with the full BnB:
IAD j.S > j.MMH > j.MMHxx 421H > 4217H (Mash) > s.S > j.MMHS:: (541.000k) (+1.10 meter)
This is really hard though, not only because you have to TK the drill, but because the scaling is really flimsy and you can randomly drop the combo at any time.
EDIT:
And for comparison heres the normal j.S Jump Loop BnB on pretty much all characters.
IAD j.S > j.MMH > j.MMHxx 421H> s.HS > j.MMHS:: (516.00K) (+1.05 meter)
I got around to trying this out, you can add an extra 20kish to the regular j.S BnB if you use the H drill. I think thats pretty good :3. Only thing is that its hard as hell.
[/quote]
Yeah, pretty tough to do consistently right now, but it is something.
Lol I just realized how messed up my post was. I should quote things properly next time.
Anyway, Im going to start typing up most of the Tron BnBs that I was going to record. Ill post up the list here as soon as im done. Oh and Brian Kasugano graciously offered to record the combos in HD for me :D.
Oh yeah I was working on this earlier. Its not really new, this was back in Vanilla if you guys remember.
[media=youtube]DKrJ4lm_qIQ[/media]
[media=youtube]altidaHuYX8[/media]
Allrighty im done! Heres my Tron BnB guide.
Note: All combos are starting with one bar unless otherwise stated. Damage values are approximate and may vary because of mashing. Net meter gain is in relation to starting with one bar. Ex (-0.10 Meter) would be 100% (1 bar) – 10% (1/10 of a bar which represents how much total meter was lost) = 90% which is how much meter you will have once the combo ends.
Most combos are started off of 5L because it is an easy hit confirm and makes it easier to compare values. Any combos starting with 5L can also be started (for most combos) with the following normals (which add scaling to the combo) : 2L, 5M, j.L. The following normals are optimal and recommended due to high damage and little scaling: j.M, c.M
To get the most out of your combos, try using 236H instead of 236L, it does more damage and builds more meter. Also try getting the Drill to hit evenly so that all requires hits connect.
notation guide:
numbers: directional inputs in relation to your keyboard’s num pad. 2 is down, 6 is forward, 4 is back, etc.
j. : Jumping, j.H is jumping H
xx : Cancel, for example 5H x 236AA would be canceling stand Heavy into Lunch Rush.
[jx.] : Jump Cancel, Tron’s 6M (Gustaff Fire) is a jump cancelable normal.
[sjx.]: Super Jump Cancel, usually from Special/Launcher button
XX : Any two attack buttons
X: Any single attack button
IAD: Instant Attack Dash, Air dashing while inputting an attack
:: End of the combo
(PDC) = Premature Drill Cancel, means to cancel Tron’s drill attack before the last hit(the pop) connects. Of course try to mash every hit of the drill up to that point for more damage.
(MAH) = Mash all hits
(NM) = No Mash
~ : Plinking, or pressing one button almost simultaneously after another.
(GBI): Ground Bounce Interruption, during this portion of the Gustaff Fire jump loop (j.MHS > 5M,), 5M is always used to interrupt the opponent before they hit the ground and cause a ground bounce after the j.S. This saves your ground bounce for later.
Notable Moves:
6M: Gustaff Fire
6H: Bandit Boulder
2H: Off The Ground Attack
Notable Specials:
236X : Beacon Bomb
421X : Bonne Strike (Drill) (Air Ok)
623X: Servbot Launcher
624X: Bonne Mixer (Command Grab)
Notable Hypers:
236XX: Servbot Takeout (Lunch Rush) (Mashable)
623XX: Servbot Surprise (King Servbot)
624XX: Shakedown Mixer (LVL 3 Command Grab) (Spin Stick for more Damage)
SOLO COMBOS:
One thing to note is that Tron has a very difficult time staying meter positive when she is by herself. She is capable of a one touch kill using a Clakey D ender, but requires stock meter (starting with about two bars) in order to do so.
P.S: I sincerly apologize for the spoiler tag nonsense. I have no idea what is going on, ive tried fixing it but this is how it always turns out. It looks wretched I know, but please bear with it.
Standing Opponent
[details=Spoiler]
[FONT=tahoma]Basic ABC combo:[/FONT]
[FONT=tahoma]1. L,2M,H,S [.sjx.] j.MMHS > 2H(OTG)6H xx 421H (MAH) xx 236XX:: [/FONT]
FONT=tahoma (-0.10 Meter)[/FONT]
[FONT=tahoma](note if 5M was used instead of 2M the result would be (591.000k) (+0.00 Meter) which is a good example of how 5M affects damage scaling but builds meter)[/FONT]
[FONT=tahoma]Tron’s Ultimate Gustaff Fire Jump Loop:[/FONT]
Note that during this portion of the jump loop (j.MHS > 5M,), 5M is always used to interrupt the opponent before they hit the ground and cause a ground bounce after the j.S.
[FONT=tahoma]2. L,2M,6H xx 421H (NM) > L,M,6M [jx.] j.MHS > FONT=Tahoma 5M,6M [jx.] j.HS > 236H > 9 (delay) j.H > 5H xx 623XX > 5H xx 421H (PDC) xx 236XX:: [/FONT][/FONT]
FONT=tahoma (-0.30 Meter) (Normal Sized Characters) (All characters in corner)[/FONT]
[FONT=tahoma]3. L,M,6H xx 421M (NM) > L,M,6M [jx.] j.MHS > FONT=Tahoma 5M,6M [jx.] j.HS > 236H > 9 (delay) j.H > 5H xx 623XX > 5H xx 421H(PDC) xx 236XX:: [/FONT][/FONT]
FONT=tahoma (-0.40 Meter) (Mid-Small Characters, Amaterasu, Wolverine, etc) (Try to execute AFAP)[/FONT]
[FONT=tahoma]4. L,M(2hits),H xx 421L (NM) > L,6M [jx.] j.MHS > FONT=Tahoma M,6M [jx.] j.HS > 236H xx 623XX > 5H xx 421H(PDC) xx 236XX::[/FONT][/FONT]
FONT=tahoma (-0.80 Meter) (Smallest Characters, Rocket Raccoon, Arthur, etc)[/FONT]
[FONT=tahoma]Corner Half Relaunch:[/FONT]
[FONT=tahoma]5. L,2M,HS [.sjx.] j.M(Delay)MH > 5H xx 623XX > 5HS [sjx.] j.H xx 421H (Mash all hits)::[/FONT]
FONT=tahoma (+0.05 Meter) [/details]
[/FONT]
[FONT=tahoma]
IAD j.S Solo Confirms
[details=Spoiler][/FONT]
[FONT=tahoma]Solo j.S Jump Loop:[/FONT]
[FONT=tahoma]6. IAD j.S > 236H (May be omitted) > j.MMH > j.MMH xx 416H (Dont Mash) > 5H xx 421H (MAH) xx 236XX::[/FONT]
FONT=tahoma (-0.05 Meter)[/FONT]
[FONT=tahoma]Solo J.S, ABC Combo :[/FONT]
[FONT=tahoma]7. IAD j.S > 5HS [sjx.] j.MMHS > 2H(OTG)6H xx 421H (MAH) xx 236XX::[/FONT]
FONT=tahoma (-0.05 Meter) (Note: Must be executed fast in as little time as possible, some hits may have to be removed depending on how far you are to the corner so that 6H xx 421H connects)[/FONT]
[FONT=tahoma][/details]
[/FONT]
[FONT=tahoma]
Solo j.H Confirms
[details=Spoiler][/FONT]
[FONT=tahoma]ABC Combo:[/FONT]
[FONT=tahoma]8.IAD j.H > 5S [sj.x] j.MMHS > 2H(OTG)6H xx 421H (MAH) xx 236XX::[/FONT]
FONT=tahoma (-0.10 Meter) [/FONT]
[FONT=tahoma]Gustaff Fire Jump Loop:[/FONT]
[FONT=tahoma]9. IAD j.H xx 421H > 5M,6M [jx.] j.MHS >FONT=Tahoma 5M,6M xx j.HS > 236H xx 623XX > 5H xx 623XX > 5H xx 421H (MAH)::[/FONT][/FONT]
FONT=tahoma (-0.70 Meter) (If you have extra meter you can cancel 421H into 236XX)[/FONT]
[FONT=tahoma][/details]
[/FONT]
[FONT=tahoma]
Jumping Character Solo Confirms
[details=Spoiler][/FONT]
[FONT=tahoma]10. 236H(May be omitted) > j.MMH, j.MMH, j.MMH xx 421H(NM) > 5M,6M [jx.] j.HS > 236H xx 623XX > 5H xx 623XX > 5H xx 421H(MAH)::[/FONT]
FONT=tahoma (-0.60 Meter) (Some hits may need to be omitted for combo to work)[/FONT]
[FONT=tahoma]11. J.MHS> FONT=Tahoma 5M,6M [jx.] j.MHS > 5M,6M [jx.] j.HS > 236H xx 623XX > 5H xx 623XX > 5H xx 421H(MAH)::[/FONT][/FONT]
FONT=tahoma (-0.60 Meter)[/FONT]
[FONT=tahoma]12. 6M xx j.MMH, j.MMH > 5M,6M [jx.] j.HS > 236H > 623XX > 5H xx 421H(PDC) xx 236XX::[/FONT]
FONT=tahoma (-0.90 Meter)[/FONT]
[FONT=tahoma]13. 6M xx J.MHS> FONT=Tahoma 5M,6M [jx.] j.MHS > 5M,6M [jx.] j.HS > 236H xx 623XX > 5H xx 623XX > 5H xx 421H(MAH)::[/FONT][/FONT]
[FONT=tahoma][/details]
[/FONT]
[FONT=tahoma]
Tiger Knee Drill Confirms
[details=Spoiler][/FONT]
[FONT=tahoma]14. 4217X (H Version Reccomended) > 5M ,6M [jx.] j.MHS > FONT=Tahoma 5M,6M [jx.] j.HS > 236H xx 623XX > 5H xx 623XX > 5H xx 421H(MAH):: (747.000k) (-0.85 Meter)[/FONT][/FONT]
[FONT=tahoma]15. 4217H > 5H,S [sjx.] j.MMHS > 2H(OTG)6H xx 421XX xx 236XX::[/FONT]
FONT=tahoma (+0.00 Meter)[/FONT]
[FONT=tahoma][/details]
[/FONT]
[FONT=tahoma]
Solo Throw Confirms
[details=Spoiler][/FONT]
[FONT=tahoma]Ground Throws:[/FONT]
[FONT=tahoma]16. Throw into the Corner > LM,6M [jx.] j.MHS > FONT=Tahoma 5M,6M [jx.] j.HS > 236H > 5H xx 623XX > 5H xx 623XX > 5H xx 421H(MAH)::[/FONT][/FONT]
FONT=tahoma (-0.80 Meter) (Corner)[/FONT]
[FONT=tahoma]17. Throw into the Corner> L, 2M,S [sjx.] j.M(delay)MH > 5H xx 623XX > 5HS [sjx.] j.H xx 421H(MAH)::[/FONT]
FONT=tahoma (??? Meter) (Corner)[/FONT]
[FONT=tahoma]18. Throw Outside of Corner> Wavedash x 2 > 2H(1-2hits of OTG)6H xx 421M > L,M,6M [jx] j.HS > 236H > 9 (delay) j.H > 5H xx 623XX > 5H xx 421H(PDC) xx 236XX::[/FONT]
FONT=tahoma (-0.90 Meter) (Midscreen)[/FONT]
[FONT=tahoma][/details]
[/FONT]
[FONT=tahoma]
Air Throws
[details=Spoiler][/FONT]
[FONT=tahoma]19. Air Throw Jumping Opponent > IAD j.MM > j.MMH > 5M,6M [jx.] j.HS > 236H > 9(delay) j.H > 5H xx 623XX > 5H xx 421H xx 236XX::[/FONT]
FONT=tahoma (-0.95 Meter) (Mid Screen or Corner)[/FONT]
[FONT=tahoma]20. Air Throw Jumping Opponent > j.M xx 421H(NM) > j.MMH xx 421H (MAH) > 6M [jx.] j.HS > 236H xx 623XX > 5H xx 623XX > 5H xx 421H(MAH)::[/FONT]
FONT=tahoma (-0.65 Meter) (Mid Screen or Corner)[/FONT]
[FONT=tahoma]21. Air Throw Jumping Opponent into Corner > j.H > land > j.MMH > 5S [sjx.] j.M(delay)MH > 5H xx 623XX > 5HS [sjx.] j.H xx 421H(MAH)::[/FONT]
FONT=tahoma (+0.10 Meter) (Corner Only)[/FONT]
[FONT=tahoma]22. Air Throw Superjumping Opponent > IAD j.MS > FONT=Tahoma 5L2M,6M [jx.] j.MHS > (GBI) 5M,6M [jx.] j.HS > 236H xx 623XX > 5H xx 623XX > 5h xx 421H(MAH):: [/FONT][/FONT]
FONT=tahoma (-0.70 Meter)[/FONT]
[FONT=tahoma][/details]
[/FONT]
[FONT=tahoma]
Bonne Mixer
[details=Spoiler][/FONT]
[FONT=tahoma]23. 624X(H Version used here) > 2H(OTG)6H > 5L,M,6M [jx.] j.HS > 236H > Move back a little> 5H xx 623XX > 5H xx 421H(PDC) xx 236XX::[/FONT]
FONT=tahoma (-0.85 Meter) (Character Specific: "Thanks for Playing!" The UMvC3 Tron Bonne General Thread)[/FONT]
[FONT=tahoma]24. 624X(H Version used here) > Wavedash x2 if necessary> 2H(OTG)6H xx 421H (All Hits)xx 236XX::[/FONT]
FONT=tahoma (-0.30 Meter) (Corner or Midscreen) (Unfortunately this is the most you can get without assists on most characters)[/FONT]
[FONT=tahoma][/details]
[/FONT]
ASSIST COMBOS: Tron with an assist instantly becomes more lethal. Most combos will now end up meter positive, and are almost always guaranteed kills on most characters. For recommended assists check out the Team Building thread on the Tron Subforums (http://forums.shoryuken.com/t/calling-all-sky-pirates-tron-umvc3-team-building-thread/139272).
To make things easier, Ive decided to break these combos into an A and B portion. The A Portion is the part that just involves Tron, and is everything up until Tron puts the enemy in a hard knockdown. The A portion is the important part which determines how the rest of your combo will turn out. There’s a bigger focus on relaunching in comparison to her Solo combos. The B Portion is the half of the combo post 2H(OTG) and involves various assists.There can be many variations depending on the assist used so I won’t go into detail about this portion. However all B Portions should end in a Beacon Bomb so it can set up for one of the three enders.
Tron Combos have three main enders from a Beacon Bomb (236H or 236L):
Classic Clakey D Ender: Most Damage, and Most Meter spent (3 Bars, 2 King Servbots, and 1 Lunch Rush)
236 H xx 623XX > 5H xx 623XX > 5H xx 421H (PDC) xx 236XX
Dazed Ender: Mid Damage, and retains a good chunk of meter. Will not work in longer combos. (2 Bars, 1 King Servbot, and 1 Lunch Rush)
236H > 9(Jump Forward) j.H (should hit just below the character’s hitbox) > 5H xx 623XX > 5H xx 421H(PDC) xx 236XX
Short Ender: Lowest Damage, and retains the most meter. (1 bar, Lunch Rush).
236H > j.H > 5H xx 421H xx 236XX
OR For more Scaled combos
236H > j.HS > 421H (Before they hit the ground) xx 236XX
Heres a basic Tron BnB and the various enders to show the difference:
Standing Confirm Assist
Basic Drill Extension: (Note starting with two bars instead of one)
Now continue into the B Portion…
1.(continued):: 2H(OTG) ~ Assist (In this case Jam Session) > 236H > j.HS > 236H::
(512.000K) (+1.55 Meter) (This is the B Portion)
Now from here you can pick one of the three enders:
1a.:: 236H xx 623XX > 5H xx 623XX > 5H xx 421H (PDC) xx 236XX::
(1,131.000k) (-0.15 Meter) (ClakeyD Ender)
1b.:: 236H > 9(Delay) j.H > 5H xx 623XX > 5H xx 421H(PDC) xx 236XX::
(980.000k) (-0.05 Meter) (Dazed Ender)
1c.:: 236H > j.H > 5H xx 421H xx 236XX::
(776.000k) (+0.85 Meter) (Short Ender)
Now that you get the idea, I will only be posting A Portion combos since the B and Ender part is totally up to you. I also don’t have the time to test every single possible variation with different teams.
P.S Im sorry about the tags, I still dont know what the problem is.
Standing Opponent Continued
Advanced Relaunch Series:
Note: TKing the Drill makes sure all hits connect, cancelling the j.H into Drill instead is also acceptable and works anywhere, but may not connect all hits of drill. For people with bad execution in the corner, omitting the Drill and just using 5HS to relaunch works as well.
2M,HS [sjx.] j.M(delay)MH> 4217H(MAH) > 5S [sjx.] j.MMHS::
(534.000k) (+1.05 Meter) (Possible Midscreen, Best in Corner)
2M,HS [sjx.] j.M(delay)MH > 4217H (NM, or little) > 5HS [sjx.] j.MMHS::
(512.00k) (+1.00 Meter) (Possible Midscreen, Best in Corner)
Gustaff Fire Jump Loop Series:
L,M,6H xx 421M (NM) > L,M,6M [jx.] j.MHS > FONT=Tahoma 5MS [sjx.] j.MMHS::[/FONT]
(399.000k) (+1.15 Meter) (Mid-Small characters, Amaterasu, Wolverine, etc)
L,M(2hits),H xx 421L (NM) > L,6M [jx.] j.MHS > FONT=Tahoma 5MS [sjx.] j.MMHS::[/FONT]
(354.000k) (+1.05 Meter) (Smallest characters, Rocket Racoon, etc.)
IAD j.S confirms
Keep in mind that if you start with a j.S, you wont be able to use a ground bounce later in your combo unless you have an assist that resets it.
Jump Loop Series:
7.IAD j.S > j.MMH > j.MMHxx 421H> s.HS > j.MMHS::
(516.00K) (+1.05 meter)
8.IAD j.S > j.MMH > j.MMHxx 421H > 4217H (Mash) > s.S > j.MMHS::
(541.000k) (+1.10 meter)
9.IAD j.S > j.MMH > j.MMHxx 421H > 4217H (NM) > s.S > j.HS (j.M is hard to connect given the scaling and the size of the smaller character)::
(517.000k) (+0.99 meter) (Smaller characters, eg. RR)
Relaunch Series:
IAD j.H confirms
IAD j.H xx 421H > j.MMH > 5S [sjx.] j.M(delay)MH > 5S [sjx.] j.MMHS::
(386.000k) (+1.05 Meter)
IAD j.H xx 421H > j.MMH xx 421H(Mash) > 5S > j.MMHS::
(379.000k) (+0.99 Meter)
IAD j.H xx 421H > 5M,6M [jx.] j.MHS > FONT=Tahoma 5MS [sjx.] j.MMHS::[/FONT]
(365.000k) (+1.04 Meter)
TK Drill
4217H > 5HS [sjx.] j.M(delay)MH > 4217H(NM > 5S j.MMHS::
(345.000k) (+0.99 Meter)
4217H > 5M,6M [jx.] j.MHS > FONT=Tahoma 5MS [sjx.] j.MMHS::[/FONT]
(270.000k) (+0.99 Meter)
Throws
Ground Throw:
Throw into the Corner > 5S [sjx.] j.M(delay)MH > 4217H > 5S [sjx.] j.MMHS::
(359.000k) (+0.90 Meter) (Corner)
Throw Outside of Corner> Wavedash x 2 > 2H(1-2hits of OTG)6H xx 421M(No mash) > 5S [sjx.] j.M(delay)MH > 5S [sjx.] j.HS::
(285.000k) (+0.80 Meter) (Midscreen) (Omit relaunch and do a basic j.MMHS series if too far from corner) (On smaller characters omit relaunch and mash more hits of M Drill to get close enough to connect with 5S.)
Air Throws:
Air Throw Jumping Opponent > IAD j.MM > 5S [sjx.] j.M(delay)MH xx 421H(NM) > 5S [sjx.] j.MMHS::
(330.000k) (+0.90 Meter)
Air Throw Jumping Opponent > j.M xx 421H(NM) > j.MMH xx 421H (MAH) > 5S [sjx.] j.MMHS::
(361.000k) (+1.00 Meter)
Air Throw Jumping Opponent into Corner > j.H > land > j.MMH > 5S [sjx.] j.M(delay)MH > 5HS [sjx.] j.MMHS::
(349.000k) (+1.00 Meter)
Air Throw Superjumping Opponent > IAD j.MS > FONT=Tahoma 5LM,6M [jx.] j.MHS > (GBI) 5MS [sjx.] j.MMHS::[/FONT]
(320.000k) (+1.01 Meter)
Throw Superjumping Opponent > IAD j.MS > FONT=Tahoma 5S [sjx.] j.M(delayMH) > 4217H(Mash) > 5S [sjx.] j.HS::[/FONT]
(370.000k) (+0.98 Meter)
Bonne Mixer
624X(H Version used here) > 2H(OTG)6H > 5LS [sjx.] j.M(delay)MH > 5S [sjx.] j.HS::
(368.000k) (+1.00 Meter) (Character Specific)
624X(H Version used here) > 2H(OTG)~Assist(Arthur daggers) > j.MMH > 5LMS [sjx.] j.MMHS::
(384.000k) (+1.04 Meter) (Any character)
25 . 624X(H Version used here) > Wavedash > Wavedash ~ Assist(Arthur Daggers) > 2H(OTG) > j.MHS > 5S (Make sure there’s no ground bounce) [sjx.] j.MMHS::
(365.000K) (+0.95 Meter) (Midscreen)
[FONT=tahoma]
Other
[details=Spoiler][/FONT]
[/details]
**
I’m having a hard time hitting the second jump loop, the H doesn’t want to connect, the dummy is popping out before it connects. Am I doing it too late/early? Is there a trick to the timing or just practice?
Oops theres no second rep. Its a typo.
Rikir. is that an IAD after the neutral jump airgrab…? where are you finding all of this combo tech…?
out of curiosity does this work on chars like Arthur? b/c her standard jM-Drill whiffs on him…
Yep you can IAD j.M after an air grab even on Arthur.
Though I never realized that jM-Drill whiffs on Arthur. Probably because theres only like 2 Arthur players in my scene which I rarely see lol. I guess this is on smaller characters in general though.
Alright, good look. I’m normally good with execution so this was driving me nuts that I couldn’t get it lol.
EDIT: I must be missing something/not doing it right somehow. When I connect with the j.HS, the S doesn’t put them into another knockdown, they just hit the ground and pop out, so I can’t follow up with the 236H. Help?
You have to connect the sM before they touch the ground, so that your ground bounce is conserved. That way, your second jS will groundbounce them and you can get the Beacon Bomb after.