If I go in and land a box jump or teleport jH or even a close sL or something (basically land a hit), but they are in the air (but obv low enough to the ground that I can connect), where should I go from that? Like, ground to ground, I know what to do; but with them slightly off the ground, do I need to just go into a launch? And if so, is there a standard go-to BNB for for a launch situation as opposed to the whole ABC stinger BC etc stuff? Thanks!
(if this info already exists, no need to retype, please just point me to it)
If theres enough space you can do S~Gun shots~Prop shredder into the standard stuff. If not S, MH Killer Bee Backdash S~H gunshots Stinger [teleport] into whatever is probably what you’re going to do.
if floating a jumping opponent with standing m go heavy s in to shot loops and then convert in to stinger teleport hammer or stinger jump s or hammer if near the corner. If air to air go for medium jump medium heavy in to killer bee then back dash in to shot loops.
if you’re in devil trigger, you can use vortex to convert off of almost any hit from pretty much any screen position. it’s not always the most optimal option, but it’s available and reliable.
Awesome, thanks guys! Though if I’m going for the shot loops, after the S~H x n, is there a specific n in that equation? Or is it one of those things that varies depending on opposing character size/weight?
Varies. You can always get at least one rep into assist or Stinger wallbounce against even smallest/fattest/wonkiest targets (ex: s~h, s~hhhhh~Stinger).
Timing of (s~h) x n will also vary depending on target, experiment and practice (i suggest using a doom/sent/raccoon team as practice dummies)
“Normal” body types like Wesker/doom/mag/dante/etc, you can get 3 reps reliably
It’s mostly something you have to get a feel for and you do that by grinding it out and gaining experience through application so just go for it in casuals as much as you can. A tip I can give is this heavies like sent especially it’s easier to go for 2 “10 shot reps” then stinger lv2 for mid and light weights I suggest 3 “2 shot reps” and a final 10 shot for the 4th you can go for a few more reps with these confirms because hit scaling is relatively low the loops a bit tighter after a volcano jump loop or a hammer/ js volcano starter. If you can get consistent with shot loops Dante gets a whole lot scarier
i was actually going to ask a similar question, because sometimes i teleport and hit my opponent with an air :h:, but they just happened to jump and the grab option select didn’t get them. i end up doing :l: :h: Valcano out of habit, and they just go flying across the screen lol. should i just switch to the anti air combo when that happens?
You should be trying to hit confirm stMH confirm S on a jumping opponent, most of us do Stinger with braindead muscle memory, but stMH should be your go to confirm rather than stMS which is a very unsafe and harder hitconfirm. You should also try to learn S~H f+H BC Teleport Hammer as it’s a very very good confirm that adds a lot of damage while being less picky about hitstun decay than prop shredder and easier to do than shot loops.
Reverb shock > fireworks > Million dollars > X-factor ??
because Ive been doing teleport, hammer, cold shower, stinger, teleport volcano, beehive, jet stream, fireworks and then another super, but that’s not so damaging =/
super cancel reverb shock into DT unless you need to keep building meter (i.e. 99 second happy bday).
Try j.S/Hammer -> Volcano xx Beehive -> S~H~Stinger BC Hammer xx DT -> flight -> Thunderbolt spam. XF makes thunderbolt to a shit ton of damage
i know you can do dagger of denak, SoV> DHC devil trigger, teleport, air :s:, etc. i think you need the DoD for that to work, though. you can also DHC into devil trigger and do jam session lol. but that’s pointless.
it can if your going for a prop shredder after a volcano juggle combo but if you go for shot loops or a simple standing heavy in to S~H stinger lv2 bc teleport hammer off the volcano juggle your golden. Hell instead of using the wall bounce you could go for a launcher in to a j H - vortex - j S after the volcano mini juggle. There is a lot you can do if you got the metter to burn and dt adds 15% more damage to the first half of your combo. It’s a great tool to use especially if you built up a good amount of metter.
when i use :df: :h: for combos, should i mash :h: a little bit to let all the shots come out, or should i cancel into pop shredder as soon as possible?
i’m asking because i can’t get stinger to connect unless i mash :h: for a while.