but then you can’t switch sides dude, and that’s my favorite part
I managed it fairly easily, your first loop has to be quite fast. Then swap sides and do your j.H.
you have to have the j.l though if you are still wearing glasses though.
Okay, use it when you have glasses on. But with glasses off you’re just scaling your combo unnecessarily.
does it really matter wether your combo is slightly more scaled when you can go into a nifty reset after either and kill off a good chunk of the cast?
Yes, it means the difference between a dead or alive character. You might not even need to reset if you do enough damage.
if the difference between a guaranteed ToD and using a reset is 20min in training mode, i’ll spend 20 minutes in training mode.
and i love resets.
Since when is a reset guaranteed?
Regardless, if you scale your combo you have more chance of dropping it as well as doing less damage. And if your reset does work with a more damaging combo beforehand you have less work to do to finish off the character.
I’ve took this idea and went running with it. With a couple of choice assists (for example, Super-Skrull’s Orbital Grudge), and you can set up some very… Interesting mid-screen Phantom Dance setups. Notation for this spoilered because it’s right above me but emoticons might make it easier to understand:
Spoiler
cr:m: s:h: :qcf: :l: - :l: teleport :df: :h: cr:m: s:h: :qcf: - :h: teleport j:s: cr:m: cr:h: :qcf: :l: - :l: teleport :a2: (Orbital Grudge) :df: :h: - :h: teleport xx :qcf: :atk: :atk:.
What’s really interesting here is that because of how Orbital Grudge (since we’re continuing with this example) juggles the opponent away and slightly upwards, when the :h: teleport comes out Wesker ends up right next to your opponent, but on the other side of them, leading for a very strong Phantom Dance as opposed to one in the corner. Mashed out and with the exact notation above I can land either just below 800k or just above it (glasses off. It’s about 750k, maybe a little below it). I’m pretty sure there’s other assists you could get this to work with, especially if you’re open to that final gunshot teleport going :l: instead of :h:. Lotta possibility here. Good find Stryder1587.
Replace both st.:h: moves with cr.:h: and you’ll probably manage over 850k. Remember st.H is 2 hits so the moves you do afterwards will do less damage because of scaling.
Right, heh, silly me. You are absolutely right CKeegan - shaded you can reach between 750k and 775k with this. Shadeless it’s a very respectable 850k when you do that.
I don’t think you can get away with replacing the st. :h: that cancels into Ghost Butterfly. You can certainly cancel into Ghost Butterfly after the first hit when you’re not wearing glasses. Going for raw damage with this idea I can eke a couple more 10ks with a simple Cobra Strike loop.
Ah yes true you do have to use st.:h: before Ghost Butterfly so your opponent is high enough. Your only exception is MODOK there.
You could also try doing a j.:s: before going to Phantom Dance, can’t confirm it myself because I’m not on Marvel right now but definitely try it and see how it goes.
You can use cr. :h: into Ghost Butterfly on MODOK? Interesting, didn’t know that.
I’ve tried a couple of times with both shades and shadeless to land a j.:s: and cancelling into Phantom Dance, but if you do Wesker either falls too far to scoop them up with Phantom Dance leading to an air recovery, or it’s too much hitstun and they simply recover in air. This may very well be due to the assist adding an extra six hits, since it’s not a very long combo at all. I’ll have a mess around with this probably on Sunday - I’ve got a whole weekend of work ahead of me and very little time for Marvel.
Thanks for taking an interest though dude, I appreciate it.
i meant that it only takes a little bit of time to optimize your combo, and taking the time to do it can net you guaranteed ToDs instead of not guaranteed resets.
/wasagreeing
My bad. I thought you meant you’d spend 20 minutes learning the reset
I’ll try it out later, I don’t think the combo is long enough for the opponent to flip out even though Skrull’s assist is 6 hits. It might also be worth trying an :l: teleport instead of a :h: teleport, then jumping up and doing the j.:s:.
Can Wesker do any elaborate damage off exchange?
Nope. Unless you’re willing to spend at least 2 or 3 bars to teleport down and THC/Level 3.
Can someone who is better at gun looping than me try this? On an up exchange into Wesker, teleport down and then gun loop (or his jump loop) for a potential infinite
Edit: Never mind I can’t confirm anything right now about these stupid infinites
Tried screwing around with this, wasn’t working out for me.