I’ve been screwing around with DLC chars here and there and I haven’t found a great use of his j.HP until I randomly threw it out while practicing combos. Rare instance that j.HP connects properly only here with Cody x Law; tell me what you guys think and if you’ve found any similar situations where j.HP was a better exchange in a combo
[media=youtube]DlclbDnz1SI[/media]
I haven’t put a lot of time into the DLC chars x Law. I do use the j.HP in my Juri/Law TCs though.
(Law) J.hk, hp, shaolin kicks, TC > (Chun) hp, launcher > (Law) hp, hk.somersault, c.hp, dragon charge p>k (491, 1 meter)
or…
(Law) J.hk, hp, shaolin kicks, TC > (Chun) hk, lk.hazanshu, c.lk>mp>hp>launcher > (Law) hk.somersault, c.hp, dragon charge p>k (491, 1 meter)
Same damage except one is way more cool lol… and it burns time
Updated some of OP, if you guys got some more neat practical pandora setups, I’d love to see them. Law’s got like nearly every single tool in this game minus a DP. With Ver.2013 changes and a supposed anti-air buff, pretty sure he’s going to be placed in top 20% of the roster.
I’m hoping we either get a buff on cr.fp startup frames or some invincibility on somersault. I’ll take damage nerfs all day just don’t kill his footsie game.
Flash Kick – Midair combo counter usage changed to 2 - Startup 14F->7F - Damage 40->70
Guys, do you think this means we can no longer do summersault combos like we used to do.
Such as tag cancel ones like cr hp summersault cr hp dragon charge then flight.
No, this means in the corner:
c.HP~somersault, c.MP~somersault, back flipper, somersault, back flipper would be nerfed to one set of somersault & back flipper instead of two.
Thats good to know thanks a bunch bud. Wish i could play you
But i am on Xbl and i am pretty sure you play Psn.
thanks for clearing that up
In case you were wondering why Sethlolol opted for Shaolin Kicks combo enders after landing b.MP>LK>MK:
#1. What I was doing before (& what you may be doing):
b.MP>s.LK>s.MK, b.MP>MP, Dragon Charge> Punch > Kick
#2. Seth:
b.MP>s.LK>s.MK, b.MP>s.LK>s.MK, Shaolin Kicks
#1 only gives you 1 more in damage. Yep, 1. Whereas #2 gives you great positioning by only sacrificing a measly 1.
This is midscreen only btw.
Thank you, Mr.lolololol!
Edit: some of you may know this already but I went on this whole time thinking Dragon Charge ender was da bes because it looks so swagged out lol
Updated with like two new combos from the patch. He didn’t get a lot of new combos but the new shit hurts.
So now in ver. 2013 you can’t go from ex FFR or launcher or tag to “hp xx flashkick, cr.hp xx dragon stance knuckle, kick”.
But you can skip hp xx flashkick and instead go directly into flashkick(heavy), then you can hit with “s.hp xx dragon stance knuckle,kick”. So far that is the most damaging Launcher combo I have found after the flashkick juggle counter nerf. You do want to use standing hp if possible as it does more damage.
Can you mark which ones those are?
I bolded some of them.
Correct, on some or probably most combos even such as boost into Law doing that, you will whiff because the somersault’s juggle points got pushed up. So you will want to optimize for Spinkick follow up instead. It’s a few points less damage but you can switch if you need to and the knockdown setup is a little cleaner and consistent. Just make sure if you do c.HP into Spinkicks you might want to slightly delay the c.HP so you can cancel into full Spinkicks. Because the c.HP got sped up, you might be hitting it too early and missing 1 or 2 hits due to canceling too early and the opponent might be higher up and not falling into the hit boxes.
It’s great that it’s possible now to do follow up combo’s after AA’ing with MK somersault (you need to be in range however).
Easiest one to pull off that I found is: (AA MK Somersault) Knuckle Rush (b. MP, MP) - cr. HP xx Dragon Charge (HFB + P) - Knuckle § - Flight (K) = 300 damage (Somersault included). Dragon Charge is replaceable with Shaolin Kicks (QCB + K: nice to tag cancel, +/- 300 damage also) or Super (+/- 430 damage). I bet there are better ones available, right?
Suparnovax: You might wanna edit some of the first post combos that have a c.HP in them, as it does less damage than s.HP now. Specially those after FFR(mp) and tag-ins. As I said in my last post, do s.HP when possible.
And as you said, shaolin kicks should be used more often now, it builds more meter too.
Edit: eeh… actually, I was wrong. After FFR when you are not tagging you do"flashkick(hk), 2xflashkick(hk)" or… wait what? that doesn’t makes sense…
Edit: I was wrong about the most damaging combos, corrected them. (hopefully they are right now)
Law comes in after launcher or tag-cancel in juggle: “s.HP xx flashkick(HK) c.HP xx 2xflashkick” but as most of you probably know, when you know you are gonna tag right back to the partner, go directly to s.HP xx shaolinkicks" for a better optimized combo, (depends on the partner of course). Never do c. HP when it’s possible to do s.HP, cause it’s a loss in damage.
I really noticed the nerf in meter gain on FFR I never got meter when I need it anymore think I need to switch out some gems.
Whiffing flashkicks is also the best way to build meter outside combos now. In case you didn’t know
You can now link c.hp directly from cl.s.hk.
cl.s.hk, c.hp xx hcf+hk, b+mp>mp, c.hp xx qcb+p>k = 380+ dmg.
Ending with spin kicks nets slightly less.
Using cl.s.hk, cl.s.mp, c.hp at the start increases the damage by only 3, but I find the link off of the cl.s.hk easier.
Hope that helps.
- Geronimo
Don’t you get more dmg if you go into FFR(hcf+mp) instead of flashkick(hcf+hk)? then after FFR you do either s.hp xx qcb+p>k or flashkick(hk), 2xflashkick(hk).
I’m not at home atm so I can’t check for sure.
Wish I had a recorder so I could do some video of sorts
Hmmm…you’re probably right…fro some reason, didnt test that, LOL. It’s probably easier/more consistent as well.
I’ll have to test that out. Also, I don’t think I was able to get s.hp after flipkick in a juggle…at all…:-/