So, I’m going to visit my family for thanksgiving tomorrow and won’t be back home 'til sunday. I’ll may some stuff up for post 2, but I won’t be able to add video until then. I do have some extra special stuff to show off, though.
I picked up Spencer about a week ago and I’m okay with some of the combos, but this thread is really amazing. I didn’t know the Bomber used up groundbounces and I was trying to combo 2 of them together from point blank after a H~S grapple.
I’m still having trouble with the first extender. When I try to do the combo, I get :s: j:m: :df: :atk:+:s:, and then :h: whiffs most of the time. Does it matter how early I hit j:m:?
Basically, try to hit M during jump startup, so that it gets buffered and comes out at the earliest possible moment. Then wait a bit for you to ascend over the opponent, and do the zipline down-right. After it ends, wait just a bit to start falling and do the j.:h:, so that you quickly hit the ground but still do hit with the j.:h:.
Great thread, the videos are very helpful.
Great thread… Im having trouble with a combo Im doin…it goes…
:l: :h: :s: :h: :df::s:+:l::h: :qcf::h:-:l: tk:qcf::s: :h: :s: into tk :qcf::h:-:l:
the problem occurs after i do the tk bionic bomber and then try to follow up with to :h:… the always hits but sometimes they randomly drop out after the and i cant get the :h: into launch…I can connect the :h: sometimes but it seems random? can ne one help:)
:eek: From my experimentation, it depends on a few things.
First, if this is training mode, I find it’s best if you try not to use the as a confirm; that is, if you know the timing to link after Bomber, then just tap out that , :h:, :s: series…don’t try to make sure you hit them first and then try to get the rest. Get confidence in the timing and tap the series out. The link may have some leniency in the way of a few frames (less than 5, I’d imagine…I should actually do some research), so try adjusting your timing to be a bit faster on the , perhaps. That short wait between the Bomber and the may be what’s letting folks pop out of your series as well. Try tweaking those two areas and see what you find.
Next, if this is in-match, the problem may be whether you’re leading in with assists or not. If that isn’t then problem, then maybe the adjustments suggested for training mode will prove helpful.
All of this isn’t revolutionary as most of it (if not all) was taken off PR balrog’s inspired videos. I made them to help a friend of mine but someone else may still find this useful.
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I’m currently using hulk/spencer/doom and im having a ton of trouble landing the missle assist on the right corner. Left corner works all the time, and the right corner seems to not work consistently. Has anyone else had problems with this?
Sorry if this one has already been posted, but I’ve been doing a corner BNB that doesn’t require you to do any TKed bombers (you have to tk an air grapple otg, but the window for those is easier and more familiar at this point anyway), and no jump cancel cancel vertical grapples, and it does 934,700 damage for really easy execution.
:l: :h: :s: sj j. j.:h: j.:s:, (before landing) air Bionic Bomber, xx (upon landing) Bionic Maneuvers, :qcf::uf:+:h: to otg, then just before hitting the ground, j. :s:, land, :qcf:+:h:xx:l: (reel in punch), then normal jump forward and quickly do a Bionic Bomber, into Bionic maneuvers, and then a final OTG H air grapple. You need to start with about 1.1 meters, and it gets you 934,700 damage.
spencer gets over 1million with 2 bars solo!
i did the optimization of my previous combo!
plus! i landed it online.
and for you stark! it starts from a j.S.
1,051,700 damage 2 bars corner
j.s c.m s.h S mh d/f zip line S. tk DFA mh xx h grapple ~ l xx maneuvers, h.otg grapple, falling S, s.S xx H wire grapple ~ L xx maneuvers, h.otg grapple
interesting thing about this combo, is that if you start it from just outside the corner… you seem to get the TK DFA with only the shockwave hitting, haven’t experimented with it yet. because it’s very situational…
when i do it, i usually walk forward as a i call doom, and when he’s 100% out, i stop and prepare the first verticle grapple…doesnt work on all characters tho
ah. starks starter… does MORE damage solo.
j.s, c.m s.hS m d/f zip, H land h grapple l follow up, tk DFA, smh xx h grapple ~ l xx maneuvers, h.otg grapple, falling S, sS x h wire grapple ~ l xx maneuvers. h.otg
1,102,100
damn… barely anyone is safe from spencer… now =/
dhc into proton cannon (turbo on for mash) 1,291,400
who needs lvl3’s?
Hey, can somebody help me out with a combo using Firebrand’s swoop assist?
In the corner, I do whatever into hard knockdown with grapple L, then call Firebrand assist and DFA. Firebrand hits after the otg, putting them in a spinning state and giving me time for a vertical grapple. But I can really only get this to work sometimes, Firebrand usually seems to hit at the same time DFA does, and the combo doesn’t work. If someone can help me figure out the spacing/timing to make this combo consistent, I’d appreciate it.
all i can say for things like this is to call the assist as late as possible…
to do this, firstly you need to make sure youre NOT doing a super jump to the TK bomber, you can do this by HOLDING down before inputting the motion, this gives you a lower tk, AND the ability to call assists, the next thing is alot harder, but is pretty useful for these things
calling the assist during the motion. this is easier than on the ground due to snap backs, but the motion should be
[2]369 A1~S
on the ground it’s more like
23 A1 6 S
not home right now so i cannot test. but I hope this helped you out.
Thats what I was afraid of, sadness.
In vanilla it worked on everyone that mattered like a charm, now I can’t land it on wolvie in the right corner like 70-80% of the time which is too much when it counts.
Maybe I’ll change hidden missiles for beam so I can approach easier and just do two maneuvers in one combo to compensate for damage. Which sucks because I enjoy having tons of meter to burn.
im having a problem after the first maneuvers landing the falling j.s, s xx h wire grapple does anyone have any tips landing this?
its much easier if you cut out the second S and just make it J. S into H wire grapple and you barely lose any damage
I’m not sure I’d say it’s easier. j.:s: j.:s: |> :s: jcc :qcf::h: is not difficult. The issue is that… It doesn’t work against most characters. I’m pretty sure, anyway; when I saw it in Japanese vids before the game came out, I was all, “Yeah, I can’t really get that to work, is it character specific” and I switched my training dummy to the person they were fighting and it worked every time, so…
ALSO
What do you all do in this situation?
I dont have a go to corner overhead combo yet, but if im reverse corner and land an overhead i typically do this;
cr.l, cr.m, h, overhead, qcf+s, dash forward, m, h, s, sj.m, sj.m, sj.h xx s+atkx3, sj.s
This takes em to the opposite corner, i forget if youre able to land qcf+s otw down into manuevers since i was more focused on landing reverse corner midscreen combos last night. Ill do more testing and post back
Also stark is there another way to go into that jawbreaker reset loop than off a command grab?
Oh, there’s tons of ways. That video is just showing how you can loop it and it will work on any tech direction; the only thing is that you need to not have so many air hits that they tech too high off a forward/back tech for you to grab them, and you need to have enough that they do tech instead of just falling to the ground after Bomber. But keep in mind that most characters have some way to get out of it, even if it’s using an air jab fast enough that it comes out in the period between where they’ve recovered and you can throw them. I posted a list of the characters it worked on in the last thread…