I want to see someone do that last combo. I cant seem to get it…
The last part of that combo with akuma assist is pretty tricky. You basically have to teleport behind them as akuma is hitting, and then inputting a quick backdash to get further behind them. That’s because akumas assist carries them so far that you’ll need that extra backdash to stay behind them (otherwise, input get messed up and you’ll end up doing :qcf::l: into rhino charge). As soon as you’re on the other side after the backdash, input :qcf::l: as early as you can into phanto dance as early as you can. It’s alot easier with something like doom beam assist because you don’t have to dash back after the teleport. It does get easier after practice though. I wish there was someway I could capture it on video…
good stuff burnsilver. didn’t know L mustang kick could be used in such a way. and the range on it is pretty sick. i’m definitely gonna start incorporating this into my gameplay.
Thanks man, glad to know i helped. I see alot of top Wesker players using H Mustang Kick so i figured they may not know what L mustang is capable of. It’s alot better that kara’ing H Mustang. It has about the same range as a kara’d H mustang but has the benefit of still being 1 frame and grants you the maximum possible damage off of any version Mustang Kick. The L version is pretty deceptive. It may just seem like a wasted grab opportunity into a soft knockdown. but you can actually cancel out the beginning of the kick animation and follow up the soft knockdown into anything you want. Its best to make it muscle memory to input a dash during the kick animation though. That pretty much sets you up for a combo from anywhere. No need to adjusting you combos like you would have to with H mustang wall bounce. And if you grab them in the corner, you don’t even need to dash.
I was already using the combo you posted in the corner, but it never occurred to me that it was possible to use a buffered dash to do the combo at midscreen
Also, it is worth noting that for characters that :df::h:,:d: whiffs on (Iron Man, Jill, any others?) you cannot use :df::h:,:d::l:,:d:,:h:,:qcf:, as the :qcf: will whiff due to hitstun deterioration, but it will work if you skip the :d: immediately after after the command and only use :d::h:,:qcf::l:.
yoo damn. L mustang so fucking godlike. i was abusing the fuck out that today. i’m trying to think of a reason to even kara H mustang now.
I’ve been using L mustang forever now… there’s like, no reason to use the others lol. Maybe if you’re lazy.
Also after the kick you can combo :f::h: into teleport then finish the combo rather than dashing.
You get less damage from doing :f::h: combos after L mustang. The dash gets really easy after some practice and you can basically go into his FULL ground combo from it for crazy meter.
ah, you’re right. I just tried it.
good shit dude.
[media=youtube]sTE99Gpyv9I[/media]
There ya go.
And while I’m at it, I made a combo video a little over a week ago featuring my team.
[media=youtube]xZNJi0ehKE4&feature=channel_video_title[/media]
The first minute involves Wesker. I tried to keep it interesting, but with a character like Wesker that’s pretty hard to do, so whatever.
How come people still do meterless BnBs with 236A?
c.:l:, c., c.:h:, :qcf:, hold forward, :f::h: (gunshot, not teleport), :h: teleport, j.:s:, c., c.:h:, :s:, j.:h::s:, (:a1:/:a2:) df.:h:, (Magneto Disruptor hits, dash, :s:, j.:h:, j.:s:)
About 510k without assist, about 560k with it. Works everywhere. Good oki afterwards (without assist). Works on most characters, maybe all? I doubt it will work on small hitbox chars.
Mustang Kick:
:hcb::l:, immediate :f::h:, :l: teleport, c., c.:h:, :s:, j.:h::s:, :a1:/:a2:, df.:h:, Magneto Distruptor hits, dash, :s:, j.:h::s:, df.:h:
Around 405k.
More meter gain and more damage? That should be pretty obvious.
More meter gain, yes. More damage, barely (515k vs 510k for the thing I posted), with horrible oki options after last df.H pickup. If you add assist, combos with only 236B will do more than the ones with 236A and 236B because of increased damage scaling. Not exactly too obvious to me.
Just an opinion.
I get ~560 using dark hole, and you can do plenty off the last otg shot (dash up and jump to air throw, teleport/wavedash crossups, etc), so I’m not sure what you’re complaining about.
You can, but they only float up there for a very short amount of time, giving you too little time to keep your opponent guessing Non 236A combos have more time to keep switching sides to confuse your opponent about what you’re going to do.
Never knew you could do 560k with 236A stuff. Quite interesting. Done off c.A?
Yeah, off 2A. It’s been posted quite a few times in here, but…
2A 2B 2C 236A dash up 3C 2B 5C 236B~C j.S 2B 2C 5S j.BBCS A1 3C 236A 3C (Assuming you know number notation since you keep using 236A)
You do have more time to mix someone up after a shorter combo, but I feel like it’s easier to get in someones head when the mix up is more sudden. To each his own I guess.
Here’s a question for other Wesker players. Why are some of you using :d::l:,:d:,:d::h: as a hit confirm instead of :d::l:,:d:,:h:? I can’t believe how many times in competitive play I’ve seen Wesker players land a :d::l:, continue with the chain, only to have the :d::h: completely whiff, occasionally costing them the game (If Wesker was their last character.) as they whiff either :qcf::l: or :qcf:. I realize that :h: scales the rest of the combo more than :d::h:, but I still think I would rather use an attack that will always connect.
As for the discussion on the combos, :d::l:,:d:,:h:,:qcf::l: is the start of my BnB on a grounded opponent as I always want to take the opponent to the corner, so I can either do some fancy ender, make it so that I no longer have to guess which way they choose to air tech to after otg’ing with :df::h:, or (if any of you have read Viscant’s thread about mixups) using and assist like Akuma’s B assist to force a ground roll on the opponent, which in the corner is arguably better than the air throw/air loop mixup.
Though, it seems as though only one hit of :h: connects on some crouching characters from the normal max range to get both hits on the same character standing, meaning that if one went straight for the :qcf: off of their hit confirm, it may not combo (the opponent would only be hit once by the :h:, but the cancel for :qcf: would still be timed as though both hits connected). Using :qcf::l: works fine with the same timing regardless as the move starts up much faster, but it’s something to keep in mind. Of course, at that range :d::h: would whiff anyway.
Oh, and the fact that :d::h:,:qcf: doesn’t even work on Amaterasu should mean something. And that you NEED to use :h: for :qcf: to connect on the opponent in a juggle state.
That’s a pretty specific situation. I only recall that happening to me w/ say, j.S jump-in against standing Dormammu/Sentinel, and then only at certain ranges (and I usually dash in anyway).
Outside of that I never have probs w/ that string.
Because I know my ranges, and know when to use 5C over 2C in a combo. Which is about 1% of the time. I’m not going to reduce damage in all of my combos so I can hit my combo in the very few instances I can’t hit the opponent with 2C.
Came up with a S.T.A.R.S theme team combo that covers a bit of Wesker
YouTube - MvC3 Chris Jill Wesker “I’m a member of S.T.A.R.S.”
[media=youtube]U-v_3KXItWI"[/media]