Inkghost, while I’m not someone worried about this turning into a LMHH LMHH combo game could you ask Seth what he thinks of that? A lot of people think it will end that way so I would be curious to see his thoughts on that.
Ok I’ll try to talk to Seth tomorrow about it if I get the chance. I dont really have the authority to judge the game but my personal oberservation/view is that its looking like that at the moment.
If you successfully LMHH and then LMHH into a special move or ultra it takes about around 1/6 to 1/4 of life. Its an easy way to deal a lot of damage. However I believe that people are using this often since the game is new to everyone so people dont really know other ways to deal higher damage. Also I think later on players will learn how to use switch cancel more instead of LMHH since its safer, acts similar to Focus cancel and can get your other character in safely (although it costs one bar). Plus you can pull longer combos and can insert a cross rush as well. In fact a cool tactic I saw today was to switch cancel cammy’s spiral arrow so the other character comes in safely (when the opponent blocks spiral arrow it pushes them a safe distance away to get the other character in). A blocked LMHH is extremely punishable so in the future it may not be used as often. But at the moment that is how most people are playing it, looking for opportunities and punishing moves using LMHH and cross rushing into another combo.
I find that this game is somewhat of an inbetween of MvC3 and SF4 at the moment. I feel like it can’t be played like SF4 but then again I could not play it like SF4 since the characters I main are not in the game (Makoto and Rose). I played at the tournament there and lost to a person who was playing Chun/Kazuya. I think he won or got to the finals or semis. I asked and he was a Chun player in SF4 some of the skills transferred over such as which normals and pokes to use while many other players lost (including me hehe :P) since they were learning completely new characters.
So at the moment the game does seem like an LMHH LMHH combo game to me but I’m hoping it changes as people learn more about the game. Hopefully SFxT develops into a game that incorporates the footsies and mindgames of SF4 with a touch of craziness of the combos of MvC3
there seems to be some depth in the game, because i was with a few guys trying to test Links from SF4 and in this build some guys said they were working like ryu’s Cr.MP x2, Cr.HK. but other links just were not happening. and another thing that has been puzzling me for a while, and i didnt want to try it because i just wanted to stay on the machine~ and that was actual “air combos” or air to air chains. they said it was possible with SF characters, and i seen a few vids in the past people were doing some on accident. but it would be wonderful if someone would test out the limits on these and how they would be practical in combos. it seems that after some LMHH crossrushes you can jump and get an extra hit, this i know works but its not consistent. more or less because of the timing on the normals when you land and positioning.
i know this if for another thread but its sort of relevant here~ is that tekken characters have tekken style lauchers so their combos look really different. like kazuya can juggle off his electric and groundbounce(bound) off one of his chains and finish it with his low high chain. some SF characters have tekken like launchers and bounds so i think we have to see how to use them effectively to make actual combos then the basic LMH set ups, but again i think that is one of the “core” combos anyways. so actual juggles will still have LMH, but will have additional hits and motions…
Hmm thats really interesting, I’m going to try the air combo thing tomorrow. Yeah I also noticed that the tekken people seem to have longer combo capabilities, The other character I have been using is Julia and she has her own command launcher as well as a move that picks the character off the ground like in Tekken and allows her to continue the combo. But I do agree with what you said that in the future it will probably be more complex combos leading into the LMH, or possibly just launcher.
Well i know the combo i had posted up before isnt complex at all but its consistent and does decent damage. but can you can check to see if the the Air to Air chains are consistent. and try to explore more possible combos after Poison’s EX whip. i know you can chain to super but her super is ass damage so it isnt worth it. but funny thing is, you can LMH to her CrossArts haha so that works if all else fails
If I read correctly the air to air chains you describe are hitting an opponent while he is in the air once and continue to hit and combo into a cross rush when you land? So would it be something like Cross Rush/Launch --> hit once in the air --> Cross Rush/end combo? And yes I’ll try to see the combos with EX whip if my execution doesn’t fail me hehe.
yeah thats pretty much it, but i’ve seen people do more then 1 hit while mid air, so thats weird too, but i wouldnt worry about it. but yeah you have to time the attack as you land. i dont bother doing another light attack i went straight into close MP with poison because it hits twice and its to confirm it to HP to cancel it to her EX whip of love or Love me tender.
i was trying to advoid doing the double cross rush too as it wasnt doing too much damage and i was trying to explore more combos. but her :qcb::k: is good tho, alot of the guys i was facing didnt know what to do about it~ can you test to see if EX has any armor or invincibility? thanks in advance.
Is her super mashable and as for LMHH its not that. I’ve seen people in the current tournaments use that combo for if they are just out of reach for the other combos.
So on the last day of PAX I didnt have as much time to play but I did confirm a few things. Her EX crescent kick doesn’t have invincibility, I asked my brother to continuously jab while I did it and I got hit out of it. I do take back what I said about the normal versions of the move. They have the ability to jump over fireballs but the timing is strict and also is a matter of spacing. As for EX whip, I apologize, I guess I’m just not very good at doing rekkas (which is why I had trouble using yang and fei long) sorry… I wish I could of tested out the properties of EX whip more. After PAX ended I searched for videos of Poison and now I know what the combo your talking about may resemble, its seen in the Dhalsim/Poison gameplay video although you probably have watched it by now
around 0:40 is where Poison’s section starts
It shows Poison being able to combo EX shoryuken after EX whip as well aswhat you said about comboing into EX crescent. As for the air combo thing, either the timing is strict but I found it hard to hit the person in the air after a cross rush. The one thing I found about the fighting system in general though is that if both of you jump and you hit the opponent out of the air some air moves allow you to combo into a cross rush or self combo while other allow them to recover (similar to SF4, like if Ryu hits you out of the air he can continue with shoryuken). For example I couldnt go into a cross rush with the air light punch and kick of her moves, but the stronger punches and kicks left them in a state that allowed you to continue to combo. Like when I was fighting the Chun player one of the reasons I lost was it seemed like Chun’s air strong kick gives Chun a very small hittable area and the air moves I used with Poison or Julia would go through Chun’s model and I would end up getting hit. It was really strange to see the whip go through or be very very close to Chun’s body but not hit her since the attack points down. But possibly this may link into the air combos that you were talking about.
Yeah double cross rush doesn’t do too much damage, I see it as more of a way just to bring your initial character back in, also I found myself not being able to followup with anything after the second launcher, they seem to fall faster after the second cross rush.
@Genistar, I apologize, I forgot to check if her super is mashable since SRK was down/or I went to sleep before you posted
Anyways the game so far is fun, its quite accessible and I had a great time with it. One of the things I forgot to test are the properties of her other EX moves outside of EX crescent as well as just the uses for her normal moves so to anyone that has their hands on the game in the coming months hopefully can check on the things I missed out which is plenty.
Oh yeah after looking at older videos I think I may have seen the air combo things talked about in the Character Reveal trailer at E3
They are quite scattered around the video but its possibly the closest to what I think the air the air combos may look like. Now that I look at these videos I realize the combos in this game can be quite long and flashy
You made my day with this. This should calm down the LMHHLMHH fears.
Sounds like they might have buffed Chun’s j.mk by tweaking the hitboxes.
Isn’t there a hard “no combos after the second launch” rule in the game?
Yup. Seth even said so back in NCR9.
thanks Inkghost~ there are other little things i wanted to disscuss so if you could PM me your IM or w/e so we could talk that would be cool~
Does anyone know what she says when she’s doing her Super? She says it too fast!
I only caught the second and third part. “Blah blah blah! On your knees! Are you having fun?”
When she starts the super I believe she says “I’ll murder you! On your knees! Are you having fun?”
At least this is what I hear for now.
she slang’s its a bit~ but that’s pretty much it~ I do like her English VA more so then her Japanese one.
hers some of her in fight quotes:
Start of a Round: “Wana have some fun~?”, “So you got some guts?”, “I’m getting all hot~” “Make Your Mind~”
Cross Art: “Now Come On!”(Startup), “Leave I’t To Me!”(Startup during partners Cross Art)
Cross Assault: “We’ll Play With You!”(Startup)
Super Art: “I’ll Murder Ya!”(Startup), “On Your Knees~”(During), “Aren’t Ya Having Fun?”(Finish)
Specials: “Eat it!”(During Aeolus Edge, and Whip of love)
Counter Hit: “Dummy~”, “Your A Baby!”, “Are You Even Awake?”, “What Are You Stare-ring At?”
Launcher: “Why Bother?”
Tag: “Go Get Them!”(Out) “Get In There!”(Out), “Don’t Drag Your Feet!”(In), “Let’s Rumble~!”(In), “I Don’t Need Your Help”(In)
Taking Damage: “Jerk!”(Light), “AH! You Hurt me!”(Heavy Damage)
Win Quote Between Rounds: “Your just not good enough~ So Run Home!”, “Im Just Not Hotter Than You~ I Also Just Kicked Your Ass~!”
She also says "oooh poor baby!"
She also says Damn it when she is taking damage too.
More poison gameplay
[SIZE=3][FONT=Tahoma][SIZE=12px]http://www.youtube.com/watch?v=Hbch81yrRpQ[/SIZE][/FONT][/SIZE]
[SIZE=3][FONT=Tahoma][SIZE=12px]http://www.youtube.com/watch?v=y1KnElJ-vzQ&feature=related[/SIZE][/FONT][/SIZE]
[SIZE=3][FONT=Tahoma][SIZE=12px]http://www.youtube.com/watch?v=F_3yoGQUWQM&feature=related[/SIZE][/FONT][/SIZE]
[SIZE=3][FONT=Tahoma][SIZE=12px]http://www.youtube.com/watch?v=BpLxcTMeXcw[/SIZE][/FONT][/SIZE]
[SIZE=3][FONT=Tahoma][SIZE=12px]http://www.youtube.com/watch?v=h4cj7voGnpw&feature=related[/SIZE][/FONT][/SIZE]
As for backdashes
i think it would be closer to ibuki’s