also fun fact proper pushblocking makes clone trap null and void. haha.
i usually save my busters for when they start to pushblock the pattern. that completely fucks up their timing usually. and i have task arrows so i call those while i’m doing the trap.
Yeah it’s the same w/ arthurs powered up( and xfactor level 3 powered up) lance setup. If you pushblock it properly you won’t take any chip for whatever reason and then that’s when good arthur players delay the lance throw or throw in the little daggers to mess up the timing.
And yep proper pushblocking mess up the trap like you stated. And yeah if I see them do that then i throw in green busters or the hard version of handeki
How do people usually do the basic midscreen solo relaunch? Looks like H dive > cancel buster > L hienkyaku > dash up st. M > S
I’ve tried to do this but I can never actually get the st. M to connect. This seems like the easiest solo relaunch without going into jump loop stuff
second question is, what do I need to do to keep my opponent from falling out of the jam session extension if I’ve already done one extension before it?
I’m trying to do strider vajra extension then jam session extension but they flip out of jam session sometimes. Do I need to do the combo faster or something? I’ve tried taking out the L raikousen off the first relaunch and I can get it sometimes but often times they’ll still flip out
edit: forgot a question
How do you make L raikousen cross up on incoming? I tried using a dummy/record to L raikousen me after a snap and I can just block same side and it never crosses up. I’ve tried different timings, heights, etc but I can’t seem to get it to cross up even once ;_;
First of all when you do the H dive you gotta be kinda close to the opponent so you can actually reach with the dash up. And it’s actually kinda hard to do the dash up. You have to do the dash pretty close to as early as possible and then you have to do your normal right after your dash to be able to hit in time. Timing is pretty tight, and I personally think it’s harder than jump loop, but it’s still something you should know how to do in case you see you’ve fucked up your jump loop timing. Also, I usually just do dash up S, because at high hit stun decay, the st.M > S won’t combo.
Lots of people have trouble doing the Dante extension at high hit stun decay, but it’s really just a matter of calling Dante as early as possible after lightning, doing your launch as late as possible (so Jam Session actually hits before they flip out and they’re as low as possible), and then jumping and doing M lightning as fast as possible. That’s all there is to it. Timing is pretty damn strict, some Zeros will still drop this a few times.
It depends on the character you’re doing it on too. Some character hit boxes extend so far down that they’ll pretty much get hit meaty or close to it while coming in, and there’s no way that’ll cross up. I know that it’s extremely rare for me to cross up on Doom for example.
Midscreen relaunch isn’t as hard as it may look at first, pretty much get it 95% of the time now if not 100%,
Doing sj.MMxx H Dive helps as it moves you closer to the opponent’s body when you land as opposed to MMHS where you’re landing further back. Then you can easily gauge whether you’re close enough to do jump uf H Dive, Buster, L Hienkyaku dash M,S or do a dash before your dive.
A lot of people like to use H in the relaunch but I find the speed and range of M,S much more reliable/ easier to use. After all, why bother squeezing out as much damage as possible if there’s a much higher chance you’re not gonna finish the combo?
As for crossup L, you have to do the lightning somewhat late. JUST before they enter, and pretty much hold forward to stay there.
You can change to a fake by either doing the lightning very early, or doing at roughly the same timing as your intended crossup, but then hold back (Zero moves back out of the corner).
I was holding back after Raikousen out of habit but I can get it now. The relaunch seems kind of awkward at first but I don’t think it’ll be that hard to get down after some practice
It’s important to tell us what you’re actually having trouble with. I could throw lots of random tips at you that may not help you if we don’t know what you’re having a problem with. I’ll just throw some random tips at you anyway though.
It’s much harder to do non TK loops on small characters like Rocket Raccoon and Zero, so if you’re practicing on those, that might not be very representative. If you’re doing it on a normal character like Skrull and still messing up and you’re unable to get the next lightning to hit in time, you probably did the previous one too fast so that not all the hits connected. If you’re doing Evil Toaster’s 2013 version, after the M lightning, buster cancel, you have to delay the L lightning slightly so that you get the full hits on some characters. If Sougenmu is wearing off too early, then you’re either not charging the buster fast enough or you’re not doing loops fast enough so that you can release buster as soon as it gets to level 3.
Vergil’s extension just takes figuring out in the lab. It’s obviously pretty hard to describe the timing in text, but I call Vergil and wait a tiny bit before pressing S. It’s not a very hard extension though honestly, it’s much easier to time than a lot of extensions. You gotta make sure you don’t have too much hit stun before you try to do Vergil’s extension though or they will flip out of the dive buster lightning relaunch afterward, that’s why a lot of Zeros don’t go for the longest solo Zero combos before doing it.
Magneto, Strange, Storm, Captain America, etc. all are harder to do the combo on. Either wait a bit before you do the OTG so that their body has stopped bouncing (I think this is easier to do than the next one) or OTG whenever but wait a bit before you buster cancel so that you’re lower to the ground and they get hit higher.
Generally all the characters that float in their standing animation (Mag, Storm, Nova, whoever) and a lot of the tall human characters are more difficult to do the OTG buster lightning on. To be safe, you aught to just combo like all characters are like Magneto unless you’re worried about hit stun decay for waiting too long. In that case you should just do OTG buster command dash down.
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<div class=“QuoteAuthor”><a href="/profile/62248/Kajean">Kajean</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/44538/Yoru13">Yoru13</a> wrote: <a href="/discussion/comment/7983157#Comment_7983157" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>How come i can’t get the otg > buster > lightning on Magneto/Ammy? Is there an easier way to do this? Am i just doing it too slow?</div>
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That combo just doesn’t work on Ammy or Shuma.<br>
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Magneto, Strange, Storm, Captain America, etc. all are harder to do the combo on. Either wait a bit before you do the OTG so that their body has stopped bouncing (I think this is easier to do than the next one) or OTG whenever but wait a bit before you buster cancel so that you’re lower to the ground and they get hit higher.<br>
<br>
Generally all the characters that float in their standing animation (Mag, Storm, Nova, whoever) and a lot of the tall human characters are more difficult to do the OTG buster lightning on. To be safe, you aught to just combo like all characters are like Magneto unless you’re worried about hit stun decay for waiting too long. In that case you should just do OTG buster command dash down.</div>
</blockquote><br> Thanks for the info! XD I just tried it and works. Now I can use 2 assists in 1 combo, haha.
Anybody have a quick notation of a lighting loop that doesnt use TK and it usable on most of the cast that is consistent? i really need to start learning these.