Yep its performed the way you described it. Just becareful that Strange doesnt come out on the wrong side and that your stinger doesnt accidentally cross up in some weird way.
I havent decided what to do in the corner yet. Im still looking into that. Im not the ones whos actually using this team btw, im just thinking of combos :P.
This combo actually seems a bit to strict to land in a real match. ( I could do it, but most of the time or Strange didn’t come out, or I whiffed the Stinger)
I made this short video. I keep seeing a lot of Dante/Vergil players who unnecessarily save their wall bounce and ground bounce for Vergil when they can TOD a large part of the cast without doing so. The only situation when you want to do that is when you want to do over a mill, everything between 920k and 980k can be done without it, and this also assures you don’t lose any meter gain.
You just did what I absolutely love: reverse revolvers!
Can you always just cancel the landing into million dollars? I thought for longest time that crazy dance was the only option.
As long as it hits on the angle of the video (causing the side switch) you should always be able to land it.
That’s the only setup I’ve found so far :sad:. I’m still in the lab though, I’ll find more setups soon enough.
Delay the first j.H after Volcano, doing so pushes them out further so that the shots connect properly. It works just like dealing with the pushback on Magneto’s j.H, except you do the opposite here and make it push them away.
Hey guys I’m having trouble coming up with a combo extender utilizing Akuma’s tatsu assist. Other than controlling space, covering strings and teleport mixups, I can’t find and uses for it as a combo extender.
What I have been looking for is something that starts in a hard knockdown and ends in a hard knockdown.
Examples: hard knockdown state call Wesker samurai edge, hammer
or hard knockdown state call Vergil rapid slash, Rain Storm rapid slash sends opponent in air xx hammer
I’ve looked around in some the threads and YouTube, but it seems like everyone dropped this pairing after vanilla. Any help is appreciated, thanks in advance.
(in the corner) call akuma, cold shower, jump, sky dance beehive etc. that’s not a hard knockdown, you could do j.s instead i guess.
if hsd isn’t scaled too far you can do volcano, (tatsu hits), jump cancel into air trick, j.s for swag points.
He can combo off raw Crystal, on grounded opponents you can link crL, if it anti airs you can link stMH. I don’t think it’s possible to combo off crystal off a classic messed up Volcano BnB outside those conditions though.
oo really? thanks guys. the reason i wanted to know is, after a level 3 that doesn’t kill, i do crystal+call assist. if they roll forward, they get hit by crystal, but i’m ever able to combo off of it.
i know you can do :df: :h:>pop shredder, but i haven’t quite got that down yet.
Early in a typical bnb without gun loops, after the Volcano -> j.H -> Airplay part, you can call Akuma tatsu at the same time as the falling j.H and right when you land, teleport -> dash into j.S. The falling j.H has to be really low for you to have enough time to get the j.S to hit.
Call akuma > Volcano > Tk reverb shock into fireworks.
It’s only really worth doing if you you already used your ground bounce. Also you can get a ground bounce reset with sky dance in the corner with Akuma by doing calling akuma and OTGing with volcano and jumping up and doing skydance. It’s not feasible to do at higher levels of hitstun decay so mess around with it and see what works best for you.
Sumbrwn, been usin a lot of the tips you put in the other threads, great shit and thanks again! I have been wondering, though, when you do get a landed tatsu off a mixup, howre you going into a full combo since they start airborne? Like, what’s the confirm and transitoon to a bnb? I’m assuming its not just a jumping S into cold shower shredder etc etc.
I’ve been playin the team with both tatsu and plasma beam in the back(both ways are a blast!), and for both its the same airborn confirm issue. I’ve just been goingto a launch into killer bee, but wondered if you’re doing something more. Thanks!
It’s pretty bare bones honestly. I just do M > H > S into clay pigeon into prop shredder into a basic combo. If akuma is hitting the opponent pretty high up to where you dont think clay pigeon will connect then just try and delay your S after H a bit and it usually fixes your spacing up just fine.