lol yea sorry i removed it because i did like them, but i didnt realize how BAD those loops damage scaled, wasted time putting that up, but did like your loops man.
but i will say the loop starts i came up with for iron man and mags asist’ were very interesting, so give them a shot and see what you can make of them. id like to see them used in better loop ideas lol. ( iron man repulsar blast assist or mag hyper gravitation assist after any combo ending with impact palm, when they are stunned and falling quickly use one of those and it gets you easy air time to start a loop of some sort).
Something *strange *I’ve had occur numerous times: when executing Dante’s typical Stinger, BC, Volcano BnB from a landed Bolts Assists - I’ve had Dante “teleport” to Strange’s opposite side of the opponent character and execute the Volcano after Stinger. Anyone had this happen or have any ideas as to why? Does Bolts or the Stagger animation Bolts put the opponent in have airborne frames, or something?
What’s the best way to go into fof loop off of a 2y grace FoF hitting in the air?
probably teleport L/M back to ground and loop the falling enemy…
about the Dante stuff, never happened to me
Just done my first FoF in a real match
Dropped the dead easy ending of IP 623M Hyper
so for the FoF loop you want your opponent slightly above you right?
also is there a vid where someone is landing the FoF loop with the graces start up, like off a random jump loop or assist confirm?
<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Anyone remember this? Care to help me out in finding out a way to get this to trigger again? Pretty sure this is tournament legal anyway because UMvC3 is not getting any patches anymore.</span></font><br>
<br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://youtu.be/Q_Ic2dj70mw</span></font><br><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
Some things:</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
- Team is Strange (EoA)/Doom (Plasma Beam)/Strider (Vajra).</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
- If I recall correctly, the part that caused the glitch involved Vajra assist and either EoA or SJC 2Y hitting at more or less the same time. Can’t say which one for sure. All I know is that I messed up the combo at that point, which led to the glitch being triggered.</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
- It took a while for the glitch to actually occur. 2Y Graces were supposed to detonate and leave the screen but for some reason were still left there. After a while, training dummy Wesker was getting stuck in hitstun from the 2Y beam.</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
- Super jumping apparently causes the glitch to stop. Don’t know why…</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
- For reference, the combo notation is as follows:</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
(corner) cr.L, cr.L, st.M, st.H ~ Impact Palm xx Grace L, Grace L, Mystic Sword L, dash forward, Impact Palm xx Mystic Sword L, dash forward, Impact Palm + Doom assist xx Mystic Sword L, j.M, j.M, j.H ~ Impact Palm, land, st.H, Impact Palm + Strider assist, S, SJC EoA, Impact Palm, Flames of the Faltine (2Y), EoA, Impact Palm xx Fly, fly up, Impact Palm xx unfly, land, Impact Palm xx Astral Magic</span></font><br>
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My thoughts:</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>
I suspect it has to do with the game being confused in attributing either hard knockdown or soft knockdown state to the opponent on hit after Vajra + EoA or 2Y. Hard knockdown probably doesn’t overwrite soft knockdown state (and vice versa) if the two occur at the same time. In that case, the fact that super jumping causes the glitch to stop may also be due to an issue with the camera resetting (or clearing) the opponent’s state. First super jump clears one of either hard knockdown or soft knockdown state, and the second will clear the other and cause the glitch to stop. Since the glitch continues after the first super jump, it’s probably hard knockdown that clears first, then soft knockdown (because the opponent techs immediately upon touching the ground). This means that in reproducing the glitch, we can assume Vajra is most likely supposed to hit first, followed by 2Y flame.</span></font><br>
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None of this is set in stone yet, this is all just my theory. I’ll try to get some lab time in tomorrow and see what I find.</span></font>
My standard incoming for my Shehulk/Strange/Hawkeye team was TK EOA. Raw tag She Hulk DP Invincible Air Throw super. It was a perfect guard break basically. They could tech forward and cause some trouble but if you spaced the super right it didn’t matter. I’m assuming leveled up frank can do the same thing too.
Yeah I do that too with my Spiderman/Strange/Doom team using UWT. So dirty.
You all should be working on this glitch. This is theoretically infinite power for Dr Strange, and its been out since month 1 thanks to Mazio, but we dont know the exact details to trigger the hitbox.
TK mighty hurricane H, thats all…
Ive been trying to learn the FOF loop and I just cant do it. I keep getting a flippin super jump after the IP,FOF,IP, Launch part. What am I doing wrong?
Well, the superjump is basically correct because you cant jump cancel a launcher in the first place. Only superjump cancels can be done of a launcher. You may be irritated because in videos it seems like Strange isn´t jumping super high. This happens because FoF stops the upward momentum of the superjump immediately. You just have to input the first impact palm xx FoF pretty fast after the super jump, otherwise you opponent will either be to high or simply flip out of the combo because of hitstun deterioration.
Ok so pretty much after the launch, hit them with the IP xx FOF as quick as possible? Wont they flip out after the FOF?
Thats the fun stuff about FoF loops, they´re always very spacing dependent. You should try to hit the launcher when the opponent is juggled at around Stranges head height (maybe a bit higher) so the the opponent lands meaty on the aerial FoFs. Another tactic is hitting the opponent with a max distance launcher so your aerials FoFs have to travel a small distance allowing you to recover in time for more reps. You can also combine both tactics and hit them far and high with his launcher. It can be quite difficult to get them in the right spot, but I´m sure you´ll learn the timing and spacing with some practice.
Keep it up!
Azarius, and everyone else having trouble with the start of the flame-loops:
the best way to start them is following up any of the palm-loops. Using an assist or not.
To go from ABC-Launcher into a FoF-loop requires balls and luck. Don’t do it unless you have Mazio’s level of execution.
Awww shucks.
Oh yeah, for Strange/Hidden Missile users here, you can do some pretty fancy extensions with Flight mode-- even some of the early Rogueyoshi “fly up Palm” stuff. I’ll try to record soon.
Wesker is pretty godlike for going for at least 1 rep of FoF loop after full jump loop.
Flight? Even if you can’t record it, just tell me how. I got our biggest major so far coming next weekend.
If it makes my BnBs more damaging, I gotta know!
I don’t think it’s a good idea changing your combos a week before a big event =P