haha my bros dropping off my playstation tomorrow, gonna go hard in the training room to get this kinda damage off a throw w/o resets.
I can do 1 million with mags off a throw >: ) got it on RDK last time we played
haha wow can you guys post a quick vid or something
2meters 1M damage off a throw is hard to believe for me.
one of the joints i do is off of grab xfactor emp. does that count?
[media=youtube]kXQvN6YugqQ[/media]
just trying to see what’s most optimal in the corner after a grab with xfactor (or without xfactor) so, any advice or tips are greatly appreciated ( i know my execution is butt compared to joker’s but please look past that fault)
EDIT: I think i broke 1.2mil somewhere in there with no meter usage, but it’s off of a tac. not so practical i think
Check out the latest vids. The stuff Joker is talking about is his throw BnB with Sentinel and IronMan extenders + Triple DHC.
you mean on rdk’s channel? if so then im already there
Yeah XF doesn’t count esp since you won’t have time to kill the next character with an incoming afterwards haha.
Just saw Joker vs RDK and I’m guessing its the triple DHC with extenders too since the beginning of Plasma Storm killed Vergil.
Ya it does 1 + mill as long as I mash hard enough sometimes to gives me 998 which sucks jaja
Also if I got the extra bar or bars I can go into hsf then into plasma storm which should kill anyone
if you don’t have good DHC synergy than you’re team doesn’t qualify. I might make a vid just to show how easy it is to get 1m with the following…
I can list the 1m throw teams
Mag/Storm/Sent
Mag/Ironman/Sent
Mag/Dante/Sent
Mag/Dante/Akuma
Mag/Sent/Akuma
Mag/Ryu/Sent - not sure
Mag/Spencer/Sent
Mag/Vergil - no 3rd DHC needed
Notice they all have good DHC SYNERGY
Maybe…
Mag/SentDoom <- Sphere being the last DHC
Mag/Viper/Doom <- same^
Mag/Wolverine/Akuma
okay. seems i just need to work on my execution lol
Mag/Dorm/Doom and Mag/Dorm/Sent should be able to hit it as well. Note that you need to use two extenders and your team has to be able to enable Mags to build 2 bars in one combo and hitting the triple DHC leaves you at a -1.0 meter deficit, which means if you grab the next character, you’ll have to reset or TAC to kill them since a normal DHC should only do about 750k-800k.
i can get 1 million with my team with this combo:
grab, jump, ADF+tatsu assist, j.M, j.S,(i should be in the corner ), jump, j.H, j.S, ADDF j.L, s.L, S, j.H, ADD, j.S, raw tag doom and follow up with st. m, S, j.M, j.M, double footdive, s.H, S, double j.M, double footdive, mags hypergrav, st.H, jump, double footdive, ADB, j.S, st. M xx lvl3 :D:D:D
I prefer doing 3 reps of the j.M, j.H hyper grav loop as damage scaling is already ass and you dont get that benefit from empire loop. it also builds tons of meter.
facepalm… i forgot about the Doom rawtag
everyone does… everyone. does.
I see what you’re doing, and imma steal that shit and do it without lvl3, but 2 Doom hypers.
cant do two doom hypers if you do the double j. S
That extender you’re doing with the magneto hyper grav is not the best though. And I have sentinel to fit in another. I’ll record it or some shit tomorrow, but I believe my ender builds a lot more meter than the one you’re doing. More damage too, possibly. You’ll see
EDIT: Welp, you do a lot more damage than me, jesus, that akuma assist right in the beginning of the combo really brings your overall damage up a notch. really nice. And that last j.S is fucking genius xD you build the meter right on the spot for the lvl3, good shit.
The most I do with my team off a throw, using the doom raw tag, is 983,200 using your ender (really squeezing out the meter) or 982,200 with my ender (TK L.PlasmaBeam + hyper grav > H groundplasma beam > lvl3) which gives me a just a bit more meter to be confortable if I missed a hit somewhere.
Your team does a shit ton of dmg
Yay a reason to staircase the opponent into infinites
[media=youtube]dtYWqsq9Liw[/media]
My dTAC infinite video. Posting so I can point a few things about maintaining the infinite (height correction). As you all know, you need to jump as soon as possible so that the glitch doesn’t drop.
The setup is easy:
[TAC HIT]
:l: Hyper Grav
j [hold up]
[jump]
delayed j :h::s: makes the opponent drop to an acceptable height
xx addf j.
the last 3 points are the infinite. Now, since you can’t delay your jump for spacing, you need to delay your :h::s: input, if you want to bring them closer to the ground. An example of this is @ ~80 hits, spencer is going way too high to continue the infinite, so I start doing these really late :h::s: to start bringing him down and @ ~100 hits onwards, he starts going lower and lower because of this. To bring him back up, I speed up the reps so @ ~115 hits, he’s at regular height again.
Just trying to help out people who might be having trouble maintaining it. Also, notice I don’t use :l::h: to dash. it isn’t necessary.
have you tried doing a combo with mags, ending with a raw tag into sentinel, rocket punch xx plasma storm, doom sphere flame? maybe that can give you a lot of dmg