I figured I’d best post this now, or I’ll just keep re-editing indefinitely.
Quick question to all, do you find combos easier to read using these SRK icons, or plain text notation easier to read?
Spiral trap notes:
Midscreen re-grab trap is actually a trick. If you’re trying to attack out of it, you get re-grabbed, as your attack resets the “two throws” per combo/juggle limit. If you’re using a character that can’t maneuver out, just don’t attack (you can hold back to block a potential relauncher though). You’ll land right next to Spiral instead of getting grabbed. This doesn’t apply to heavy characters that remain in stun and hit the ground.
If you’re having trouble tech’ing during the corner trap despite having meter, make sure you’re drumming punches and not kicks. Kicks don’t seem to do anything for tech’ing/safe falling (maybe on a kick throw?)
General dizzy note:
If a character recovers from a dizzy, or you break a combo not long after a dizzy to “reset” the damage scaling, the opponent is in a state where it takes them far longer than normal to become dizzy again. Some “resets” get around this faster than others.
General combo notes:
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With almost any long combo/loop/infinite, you have to keep a close eye on you and the opponents position. You might have an aircombo/juggle that will loop, but minute changes in your timing and positioning could lead it to break in the next rep or so.
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To combo/get a ground to air throw, the opponent should be just above you when you hit toward/back and attack. Kinda like you’re grabbing where they’re going, and not where they are.
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The corners are different “sizes”, with the left being tighter than the right. In the right corner if you dash for the launch string then hold forward for the aircombo, there’s a good chance you’ll end up behind the opponent. This is far less likely in the left corner.
Wolverine Combos:
(simple, dizzy anywhere ones): c.hk, c.hp(2 hits) xx hard drill claw
Colossus only: c.hk, s.hp xx hard drill claw (also works off an mp throw)
Sentinel only: jumpin down+mk, j.hp, land, c.hk, c.hp(2 hits) xx tornado claw(mash).
On standing Sent - jump toward j.hk (2 hits), j.hp xx drill claw… jump toward j.hk (2 hits), j.hp is also an infinite.
Corner:
After a super, you can run up and combo a throw, or juggle/launch provided the super ended with them in hitstun until they hit the floor. If the last hit misses (as he rears his head back), they don’t go into this stun. The wall can also “cancel” the super if you hit it as a deep juggle, and you won’t lose all your meter.
This was the basis for one of Mofojo’s Wolverine combos in Mofojo Volume 3. (vs Cyclops in corner: Jumpin HP, dash HK, LPx3, Berserker Barrage, dash LP, LP, Berserker Barrage, etc).
Corner throw reset, feather to heavy:
d.s.mk-mk, c.mp, walk up (or dash up if need be) and throw. This can combo, but generally you don’t want that in a match.
s.mk-mk can loop onto itself in the corner (walk/dash in accordingly), s.mk, c.mp can loop after this (walk/dash in accordingly), and s.mk-mk, c.mp… s.hk makes for a good launch string. s.hk, c.lp (whiff), s.hk makes for a good launch string as well. The heavier they are, the more height you might need to give with your launch string.
Air combo corner loops, feather to heavy:
launcher - s.hk
aircombo A. sj.lk, sj.mp x4, sj.hk (2 hits), land, relaunch with s.hk or s.hk, c.lp (whiff), s.hk if need be. If you’re not low enough by the last sj.hk, you can use kickoff to add another sj.lk, sj.hk but you need to be deep when doing so.
*if you’re really deep on certain characters, you’ll hit more than twice.
aircombo B. [sj.lk, sl.lp, sj.mp] x2, sj.hk(2 hits)
aircombo C. sj.hk(2 hits/+)*… sj.lk, sl.lp, sj.mp, sj.hk(usually 1 hit)
aircombo D. sj.mp x2, sj.hk (2 hits)… sj.lk, sj.mk
General Tip- If you’re in need of healing and can’t get the pressure off of you, do it when you land c.lk, belly slide (cancel as soon as the slide hits). Dangerous on Sentinel because he wakes up so fast. Or if the opponent is slow, do it off any move that knocks them away (s.HP or s.HK…)
After a hit-confirmed belly slide is also a good time to use Speed Up.
Psylocke:
Psy is one of very few I’ve seen able to combo a ground to ground throw (Storm can do it off of some of her electric stun hits).
Psylocke also has a full ground chain, although if you do it off a dash some hits may miss due to pushback.
Stand HK can be crouch cancelled, and hold toward to roll forward. This can cross behind the opponent.
Psy-flash shouldn’t be used point-blank as the recovery is bad (it can still be comboed into and in some cases out of).
Same with Psy-blade, you don’t want them to land right next to you as your recovery is long.
Corner:
Featherweight to Omega Red:
launcher: c.mk, c.hp (there’s a tiny pause between these. Listen for the opponent hitting wall and use that as cue if it helps)
aircombo: sj.lk x2(somewhat slowly), sj.lk, sj.mk, sj,hk… sj.lk, sj.mk (land)
relauncher: c.hp
relaunch modifiers: If you think they’re getting too low, add a s.lk before c.hp, and/or delay the sj back up ever so slightly to allow the launcher to maximize it’s height. You can also add a c.mk instead, but it must be chained to c.hp quickly.
light and middleweight launchers: d.c.mk…c.mk, c.hp
middleweight/OR relauncher: c.mk, c.hp
OR launcher: c.mk, c.hp… c.hp
general aircombo modifiers: You can substitute sj.lp for the last sj.lk on the way down, especially if you feel they’re getting too high.
If you want to throw in a super in the air, do sj.mp or sj.mp, sj.mk after your sj’s apexed and you’re on the way down. After the super you have a big window to combo the throw, or you can juggle them back down, or just relaunch if you land first. They’ll be in stun 'till they hit the ground. It’s better to Super during a super jump rather than while you’re on the ground, if you do it on the ground you’ll be in normal jump mode when it’s over and limited in what you can do, comparatively (unless you’re doing the super as part of a low juggle).
Corner throw traps (After the second throw, combo to dizzy. Unless the opponent attacks, the throw limiter will prevent another throw attempt):
Feather -
d.c.mk…(slight pause) c.mk, c.hp, jump toward and throw
Yup, that would do nicely. s.hk xx super (hit on the way up, dive when it’ll hit on the way down… it won’t hit Sentinel on the way up, plus he may very well roll before you recover).
There’s notes about using his OTG throw here , most important one probably is you have to dash if you want to throw them straight up.
More Colossus Super Combos:
It’s best to get the super in early due to damage scaling. By “dive”, I mean tap down + punch immediately to dive, otherwise you’ll rise up.
I do think the best time to use it is as a guard cancel as well.
(Very Simple) - Jump up/in down+hp xx super (dive asap)
Corner - Jump up/in down+hp, land, d.c.mp…s.hk, sj, sj.hk, sj.hp xx super (dive)
^ on lighter opponents you can forego c.mp… on middle to heavys you can add a d.s.lp, c.mp after the first c.mp to get more height (and this can loop of itself). After sj.hp in the air, if they’re not far below you coming down, you can hit them with sj.lk, sj.hp, land, c.mp… s.hk to relaunch, or go into a d.s.lp, c.mp loop. You can also use an MK shoulder charge (cancel as soon as it hits) as a corner launcher.
Variant (works best on feather but can go up to middle)
launcher: c.mp…s.hk
aircombo: sj.hk (pause), sj.hp
relauncher: s.lk, c.mp… s.hk
For the aircombo, either pause slightly before the SJ, or wait until you’re very high in the jump to kick. The sj.hp should be used as you’re both on the way down.
Col tip -
You can’t conventionally combo into a Tornado Grab, but if you use the lp one as you’re jabbing at the opponent, you could catch them as they’re trying to counter/attack you.
OR Tips:
Many may remember a few rudimentary mixups off of the straight up coil toss from MSHvSF. Same thing, just stay aware of the throw limits.
Toss them straight up and vary between:
Another straight up coil
SJ up and throw
SJ up and hit
SJ up and airdash to try and cross them up and hit
The coil:
coil notes
Dizzy combo:
Feather to heavy -
(anywhere) HP throw, s.hp (otg) xx lk ostrike
Colossus - add s.hk after s.hp
Characters with decent OTG times, you can jab coil after the first s.hp, throw them downwards and then s.hp (otg) xx lk ostrike
Superheavy infinites:
On Colossuss In corner-
[s.mp xx mk omega strike (wall cancels OS and you remain in air), j.mp as you fall] x N
Sometimes you need to take a step back after you land, or the wall will cancel you too soon and you won’t have time to get a j.mp. You can get away with missing it, provided you get one in as you land, but it could throw you off.
It’s possible to get midscreen and to cross the screen with it, but you have to press down + kick to cancel the OStrike yourself. Midscreen works on Sentinel as well.
On Sent, left corner only:
[s.mp xx lk ostrike] x N
Double drain to super for big damage combo (doesn’t work in Spiral, Iceman or Sentinel), in corner:
jump [hk coil (should be point blank), drain, df toss (airdash after first toss only)] x2, land, Omega Destroyer.
You need a little bit of distance from the ground or the toss won’t have the “bounce”.
Corner loop (possibly easiest in game). feather to heavy:
launcher: s.mp
aircombo: lp x 6, hk (alternatively, you can use lk, mp instead of hk, works better like this on Storm and Wolverine)
relauncher: just re-superjump
Another corner loop (doesn’t work the same on Sentinel’s stage):
launcher: s.mp
aircombo: lp x2, lk, mk, hp(3 or 4 hits), hk
relauncher: just re-superjump
middleweights+: 1 lp can be omitted, chain kicks a little slower
S.Samurai: add c.mp after you land before re-superjumping.
superheavy launch: d.s.mp, s.hk
aircombo: lk, mk, hk… hp (1 hit), hk
relauncher: s.mp
If you feel s.mp isn’t launching heavier characters high enough, add a c.mp after launcher. If they seem to be getting too low, add a c.mp before you re-superjump.
Long range poking - s.hp xx c.lk(whiff), then s.mp or c.mp when they try jumping at you. MPs aren’t that great of anti-airs, especially at close range. If you’re stuck in the corner with say, Psylocke jumping at you, it’s best to try and superjump out instead of attempting to anti-air.