ok :d::snka: :snkb: (3 hits) :snkc: :snkb: Kendamagic, BBQ, IAD :snkc: works anywhere, thats good. I havent mastered up-canceling yet, so I cant tell you if you can do another iad C after the first one if youre midscreen (it could be posible so…who knows)and the stun of jump:snkc: is enough to allow you to dash for a sec and go for a ground combo (you can just do a :snka:, :df::snkc if you want) . But the fact that the IAD combo works, proves that you dont need fancy setups for the corner loop, you just need a bit of red life and you get tons of meter.
Man! That is awesome! I wonder if it can be started midscreen? And all of that for just 1 meter (which he builds while doing the combo)
beautiful, imagine how wicked would that combo be with a 20% baroque.
Someone needs to figure out if this works on all characters, and if it works with other character’s assists. It should work with Morrigan ether way.
if you can pull of that combo i bet he builds 3 meters during it at least
Damn, someone posted that vid here before I did. :grrr:
I wrote up the below content yesterday but I hadn’t had time to finish it. I was going to post some additional sequences but couldn’t get around to it yesterday, so I figured today… well anyway… ahem
EXTREMELY RELEVANT:
(same combo vid as above, bigger size http://kakugm.blog27.fc2.com/blog-entry-23.html?sm5966270)
This is like the previously listed Yattaman corner combo against Karas, now with MORE ANGER. :chainsaw:
Things to notice:
-First of all, everything in the combo is possible outside of corner until he gets to the juggling part after the electric Kendama.
-EDIT: Electric Kendama does not reset assist.
-Kendama corner juggling is similar to the one on previous vid against Karas but with double kendamas attacks. Anger.
-He uses Ryu assist to get the opponent back up for corner Kendama juggling, but I’m pretty sure he could actually get in a repetition WITHOUT Ryu assist. 2B actually serves as a mini-launcher; you can Baroque from it and go into the corner repetition. I’ve been doing something similar to this.
-The air combo at the end is only available in the corner, due to C at the end. The rest of the combo is good outside of corner without it. More details about this from me in a future post.
-If you look VERY carefully, I think you can see the kara-cancelling into fire super.
That was it. I have more stuff for ground game that I’ve been working on the past couple of days. I’ll post it up sometime soon.
i dont think electric kendama resets assist i think he just pressed ryus assist before he hit them with the first j. C
it looks like he does B version jump and immediately A version after a air dash B to get double DP, he probably does a tiger knee motion or just buffers dp first before the jump.
looks like yatter is going to be high execution at high level.
Not sure if we’re talking about the same thing. You’re aware that you can only call your assist once in a combo, right? Look at the older Yattaman vid you posted before, with the Karas corner juggling. Notice that after he calls Ryu assist, it doesn’t become available until the combo is done (a very long time). It’s different from MvC2, you can’t call assist again while combo meter is going. I’ve seen it happen with long-duration MegaMan machinegun combos and other stuff.
Electric kendama apparently bypasses that, and assist becomes available again, even though the combo isn’t over. Watch both vids carefully.
This feels like a big deal to. It means from now until forever, we should do [assist] then 3C every single time after electric kendama (maybe even assist, 2B, 3C), unless there’s some dumb assist out there where that wouldn’t work…
Just like I said a few posts ago, huh :cybot:
EDIT: I really don’t think he’s doing tiger-knee kendamas on the corner juggles. There’s just no pause between one and the other, and tiger-knee makes it go so much higher than he’s doing, it wouldn’t hit correctly. I could be wrong, but it doesn’t look like it to me.
just like with the iloveu 2 assist in one combo with polymar, the assist is called at the beginning of the combo, i don’t know the true system of it, but i think assist is disabled when it hits and adds to the combo counter (and is greater than 2 hits), then it becomes active again when the combo counter is done. in both these combo instances the assist hits right in the beginning, b4 the assumed rule is in effect, thus allowing it to be active again.
It just depends on when you hit the assist button. Nothing resets your assist, he just hits it before he starts the combo. Even though the hit was in the combo, he calls the assist before it starts, thus it recharges during the combo.
No no, I don’t think it has anything to do with the timing of the assist being called or the length of the combo. MegaMan ground combo with assist, into aircombo, wallbounce, relaunch aircombo… that takes forever and assist doesn’t become available again no matter how long you take or how early you call assist. If you do that combo and end it with machine gun super, you can’t DHC it because assist just hasn’t become available, even though it’s been forever.
I really think Electric Kendama bypasses it, and it’s likely related to there being a very brief period of time when Yattaman will actually just stand there, completely idle. Watch the combo video again carefully; at 0:07, there’s a brief, visible instant when he’s just standing there. I’m pretty sure that’s what allows the assist to reset.
You’re not listening. It’s WHEN YOU HIT THE BUTTON. As long as you call an assist while not in a combo, it can recharge during the combo. If you call the assist after you start the combo, it won’t recharge until the combo’s done, but if you call it before you start the combo, it can recharge during the combo. Go ahead and try it. Call an assist, and then start comboing, it will come back during your combo.
edit: Shiki said this a few posts up too.
i was just referring to the motion (since he is off the ground when this happens it isnt a true tiger knee) the second kendama spin is really fast after the first if you did jump than the spin it doesn’t work(at least for me) so i think you have to do the dp motion than jump than press the button in order for it to work fast enough.
I wonder if this combo would build 2 meters for the opponent before the combo has ended?
2 for sure but i would bet 3.5 but if it built 4.5-5 it wouldn’t surprise me.
2 spins builds about half a meter he does 2 spins like 4 times and a bunch of ther stuff as well
Blah. That makes it seem slightly less useful. But at least it’d build a lot more for Yatterman.
Ok, my bad, I’ll shut up about it until I’ve otherwise tried it out.
Didn’t mean to sound like an ass in my other posts or anything.
Are you sure that he’s not just backdashing before the super?
That combo is saucy! I’m glad you didn’t know it last Saturday