I’m keeping my ground bounce, but I rarely get the H Beacon Bomb (I’m delaying a little after the j.h, so there’s enough time for me to do j.S as low to the ground), I have to abort mission and go straight into Servbot Surprise out of the ground bounce, where I can get up to 3 supers.
Like JetPack said, you dont actually use the ground bounce until later in the combo, youre supposed to save it. I should add that to the description so that people dont get confused.
Yeah sometimes its a little hard to get the 236H solo, especially if youre out of the corner. but I would just use 236L in a real match at the expense of a little bit of meter build and damage. You will still get the same height more or less.
What’s the deal with the 6H xx special cancel? Is it frame specific? I can’t get it to cancel into drill (I know I’ve done it before).
During the 6H animation I buffer the RDP and hit C after the actual throwing of the boulder connects… i’m pretty sure you have to actually throw the boulder before you can cancel. hope that helps
Hey guys, I’m new to these boards, but I’ve been following the discussions since ultimate came out. I have some quick questions to ask, maybe someone can help me out? Is there a way to consistently combo st.L after a ground drill? I’ve seen people do it consistently, but half the time I try the opponent just flips out. I try to stay away from using ground drills, but every once in a while the situation comes up where they are useful. Also, Rikir, I really like your guide, but what I don’t understand what each of the moves is supposed to be. For example, what move is 6H?
It’s simple really, just look at the right side of your keyboard and imagine the number keys as a joystick. 5 being the neutral state and the other 8 numbers as all the directions it can go. so 5L would be a stand jab while 6H would be Bandit Boulder, also 421H would be heavy Bonne Strike. Hope this helps.
Uh since TeenageDream answered the notation question, ill answer the drill question.
st.L after a drill is a link so you just have to time it properly. Its not really that tough of a link either, you have plenty of time to connect afterwards. However on smaller characters like Wolverine,Rocket Raccoon, etc; outside of the corner, st.L becomes really difficult to connect and is somewhere around the 1 frame link to impossible range. So you will have to cancel the drill prematurely into a King Servbot if you want any kind of damage after a drill.
Thanks! Does that apply to all versions of drill, and does that take mashing into account? Normally if I use ground drill I use the H version and mash out the hits.
Generally speaking yes. You should be able to connect with any version of the drill mashed or not. Of course you have the weird cases where the L version might not work, but no one really uses that drill much so I wouldnt worry about it.
Thanks, I’ve got it down now. I’m so happy to see you can still convert off random drill confirms!
is it possible to do ClakeyD ender with Hulk’s Gamma Wave assist?
I dont think so: you wouldnt be able to Beacon Bomb them at a high enough height to get 2 king servbots. IIRC, doesnt the Horizontial Gamma Charge assist have a soft knockdown you could use? It beats most projectiles and is pretty fast too, could be a worthwhile assist if you cant get a ClakeyD with your other character.
Well I particularly use Gamma Wave to get in with tron vs projectile characters but I guess I can try Charge.
Gamma Charge assist is no longer a soft-knockdown in this game. ClakeyD ender doesn’t ‘have’ to be two King Servbots. Unfortunately you’d lose out on some dmg by having to use L-Beacon Bomb though.
Yes, you can use Gamma Wave for the ender. You can even get H Beacon Bomb off of it.
ah ok
i was watching the basics video and i dunno how he gets j,h and j.s off at 0:28
how do i do it if it never comes out?
Huh, didnt know that
Oh well, I don’t think you can get the j.HS consistently, but you can definitely get j.S. Getting two King Servbots isn’t that big of a deal either since you can DHC into Gamma Crush after Lunch Rush and you end up doing more damage.
I just made a tron combo with Thor and Ghost Rider
Tron(Bandit Boulder)/Thor(Mighty Smash)/Ghost Rider(Hellfire)
:h:,:s:sj. ,,:h:,slight delay :s:, :d::h:/:a1:, :qcf::h:jump and delay, :h: land :h:, :s:sj. ,:h:delay:s:, :a2:, :qcf::h:xx :dp::atk:atk:, :h:xx :dp::atk:atk, :h:xx :qcf::atk:atk: DHC on Beacom Bomb hit, :qcb::atk::atk:(Whiff Mighty Punish), :qcf::h: does 1,272,300
You can also do variants all over with this combo, like this one:
:h:,:s:sj. ,,:h:,slight delay :s:, :d::h:/:a1:, cr.,:s:sj. ,:h:delay:s:, :a2:, :qcf::h:xx :dp::atk:atk:, :h:xx :qcf::atk:atk this does 936,200
I don’t know if they’re noobish or not but that’s what I’ve come up with
[media=youtube]dAMKiz4e6gg[/media]
I’ve made a video to go along with it
This is great, using both assists to continue the combo usually does more damage than just extending it with just Tron. I suggest cancelling s.H into drill before using Lunch Rush. Also for the Thor DHC part, refer to ABEGEN. He does like the up dive or something and then does the bolts which does more damage (I think, im not a Thor player).
Also do you actually use this team? Tron/Thor/Ghost Rider must be hard as hell.