RIP organized combo threads.
They should have waited a bit longer before launching this.
RIP organized combo threads.
They should have waited a bit longer before launching this.
Ahh gotcha.
oh god. i feel bad for momo lol
one quick/nab question
why im soo inconsistent on tokido’s bnb? I whif the addf/add H 80% of the time (im doing the relaunch, j.H fly L H adf H instead of just H’s)
whats the tricky part of this combo? im hella mad coz I cant do it consistent
I’m not sure exactly which BnB the tokido is, but if it’s like a short mag blast loop into relaunch + fly combo, hit stun has deteriorated far enough by that point that you’ll need to control your juggle and drop them rather low on the last j.H hitbox before you ADD HS st. H xx grav.
So more height control, and do it faster. That’s what my guess is anyways.
also if you’re doing LH adf LH adf LH as it sounds like you might be, you’re adding way too many hits to the combo so it’ll be more likely to drop. that’s why people do “just Hs”
<blockquote class=“Quote” rel=“Kelter Skelter”>also if you’re doing LH adf LH adf LH as it sounds like you might be, you’re adding way too many hits to the combo so it’ll be more likely to drop. that’s why people do “just Hs”</blockquote>
im doing S > H > FLY > L H > adf H x3
omg, took 3 minutes to figure how to edit my post lmao
anyways
yeah, u r right sir, delaying/controlling the last H before the addf is the key
thanks!
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Anybody doing this stuff yet?</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=RqsxKL68ufQ&list=FLt6e-JzZUHKeZ_r7D6s__ug</span></font><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>I’m practicing the 2nd combo…</span></font></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div><span style=“color: rgb(34, 34, 34); font-size: 12.800000190734863px; background-color: rgb(255, 255, 255);”>and I can’t really figure out inbetween the 7th and 8th hit how Rayray gets back to the ground so fast after the L blast. Then immediately dashes and jumps in again for another j.H into L mag blast. Everytime I try to do it the magnetic blast hits them too low to the ground and by the time I get on the ground to dash there’s not enough time to jump back up with the H, L blast and S launch them.</span><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div>
no one is doing that stuff because 90% of the community think those combos are impractical or they’re told that there’s much easier stuff like fly combos. <div><br></div><div><br></div><div>as for combo 2 7th n 8th hit</div><div><br></div><div>you need to hit the first part (j.h, addf, j.h, mag blast) without any delay. It needs to be done quickly or the character will fall too low. </div>
<p>@Deviljin you just hit the jH adf jH xx L blast asap where the opponent is below magneto. Then buffer your ground dash while you are doing the magnetic blast or buffer your jump. It’s easier if you do jH adf L blast when you land and I find it more consistent. </p><p>@Ika, it’s not that they are impractical, but Magnetic Blast combos have one fault where the hitstun decay can ramp up off certain confirms and you won’t be able to convert into hypergrav loops on low weight characters at the end of combos. I personally use Magnetic Blast combos and that’s what I hate about them. Honestly the “Tokido” or the combo FChamp is doing is the best combo midscreen/fullscreen and the strongest confirm overall.</p>
Mmmm…is there any youtube video of the F.Champ/Tokido or is it just easy enough to get from watching their matches. I noticed they like to use an assist towards the end. Can you throw jam sess in the end like missiles and do you still get respectable damage without the assist.
I just like the mag blast stuff cuz it will help me get used to the mag blast motion and using it in the neutral. I’m doing full stairkick loops mid screen with Viper so I’m not worried about impractical. Impractical in this game means too spacing specific or runs up HSD too high which this combo seems to have neither of those issues off basic confirms. If a combo is timing sensitive you just need to practice more instead of calling the impractical card. Most of the combos in Melty Blood or Guilty Gear are impractical by MVC3 player standards.
Ill get to learning the champ stuff and then continue working on this and see which I like better. Probably will stick to Tokido for aerial confirms and use m blast for the ground stuff.
<p>Actually the Magnetic Blast loops have HSD issues with small characters. Low weight characters when carried midscreen to corner will not drop down far enough off Magnetic Blast loops off certain confirms, and Magnetic Blast loops are not that great for aerial confirms. It’s not difficulty that’s the problem, is that for example my Mag blast loop will drop off wolverine if I confirm it with a trijump along with Task Horizontal Arrows assist. I never said they are impractical since that’s my bnb, but to say they are perfect is wrong, they aren’t great vs low weight characters and don’t add THAT much damage off FChamp’s bnb (jH adf jH xx L Blast, dash forward S, sjuf jH fly jL into fly loops converting into hypergrav loops with assist extensions).</p><p>The Jam Session extension is pretty straight forward, crH S delay TK H Hypergrav. You can do stHS jH xx L Disruptor into Temepst afterward, but it doesn’t work well with the DHC.</p><p>I do agree that Magnetic Blast combos are one of the easier ways to learn inputting boxdash blasts in neutral and cancels into Magnetic Blast.</p>
Yeah its things like HSD and weight that hurt more than the execution of the majority of the combos in the game. I know you didn’t say they were impractical of course.
Yeah ill grind some champ/tokido stuff tonight.
Learn ROM, people will like you more.<div><br></div><div><br></div><div><br></div><div>Until you drop it on stream and everyone calls you a fraud.</div>
ground series > H adf H xx L blast > SJ tridash S to knock opponent into an assist (tatsu for me) > relaunch into full flyfierce > end with the other assist extension (I do wesker otg, hypergrav H S sj H xx L Disruptah xx Air Tempest).<br>Depending on assists this should get you 800K+ for 1 meter and carry full screen.
Magnetic blast loop already sounds great for that. I would imagine that’s even harder since Capcom purposely nerfed the hit stun on H to nerf that combo. I still see people do corner ROM but I only see like Joker still trying to swag it out in the midscreen. Though he’s a Marvel 2 player and that’s just what you did then.
<div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Yeah the general consensus on Mags BNBs is --</span><br><div>Solid ground confirm --> MagBlast loop or ROM<br>Air to air confirm --> transition into FlyFierce or ROM<br>Anything in the corner --> Do whatever you want.<br><br>DJ what are you doing for your corner combo?<br>I do LMHS > sjH adf H xx L Blast > jH xx L Blast > stHS > sjH adf H xx L Blast > stH xx L HyperGrav, sj boxdash HS, stHS > sjMMHS > wesker OTG > L HyperGrav, stHS, sj H xx L Distuprah xx Air Tempest. does 850ish meter positive.<br>If you don’t have any assists available depending on your confirm add in a rep or 2 of HyperGrav loop before the last launch sequence into super.<br>Its brain dead easy to combo, and works on every character.<br><br><br><br></div></div>
I think the corner combos are a bit situational depending on whether you need the meter or damage. Full Hyper Grav loop with an assist ender does marginally less than the Alioune loop in the corner and it builds more meter.
Nope. Hyper Grav loop does more damage in the corner. See for yourself (both from cr.LMH)<br><br>cr.LMHS > j.H add j.H > st.H > HG Loop till 29hit > super jump addf j.HS > st.HS > j.H Disruptor = 613k<br>cr.LMHS > j.H H Blast > j.H Blast > j.HH Blast > j.MH Blast > st.H > hypergrav > super jump addf j.HS > st.HS > j.H Disruptor = 583k<br>
I think you meant adf j. HS, but that’s not the point. Grav loops will always net more meter and damage, so unless they’re still uncomfortable for you, there’s really no reason you shouldn’t be doing grav loops every chance you get. Make sure to tack the assists on at the end of the combo, not the middle or beginning, to maximize damage output and meter gain, and to minimize scaling early on in the combo.<br>