cuz your hitting them while they are not grounded.
how do we get videos on the front page. I keep seeing day one combo stuff pop up when rogueyoshi’s combo is quite possibly the coolest thing I’ve seen in this game
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Corner combo, 790,400 damage
, :h:, :f::h: xx :qcb:, :qcb:, :d::h:, :f::h:, :dp::l:, [j:m::h::f::h:] x3, :h:, :f::h:, :s:, j:m::h::f::h::s:, :qcb::h:, :f::h:, :s:, j:h::f::h::s:, :qcf::atk::atk: (mash)
At the very end, instead of j:h::f::h::s:, :qcf::atk::atk:, you can do j:h::f::h: xx :rdp::l: xx ::dp::atk::atk:, :qcf::atk::atk: for 1,229,500 damage
I’ve been doing decently at Strange’s regular BNB’s with the grace grace flame blah blah, but am having a helluva time figuring out the timing for the lunch sequences that allow for the jump loop afterwards (like Ryan Hunter’s). Anyone mind breaking down what is fast, what is delayed? I think I have the rhythm of the H Palm S by hearing it, but when to jump, when to hit the first H just eludes me after hours, grrr.
Also, anyone have any ideas on incorperating Jam Session somewhere? Ill do some more work on it, but I think the Rogue Yoshi stuff’s a little above my paygrade at the moment, but I still want to add a few hits aside calling it before the super.
And yes, Rogue Yoshi’s combo here is possibly literally the sickest combo Ive seen in any game from any character from any player. Eat it, Desk. LOL
It’s pretty simple once you do it a few times, actually. The only hard part is the timing of the initial launch sequence. For that, you basically just want to delay your initial j.M a little, then space out the j.H and jt.H so that t.H hits almost as late as possible. One tip for this as well is that once you super jump from the launch, do not hold forward during the jump. Leave the stick neutral until you need to do the Impact Palm, at which point input the t.H and then go back to neutral. The reason for this is that once you get good at delaying the initial j.M and then spacing out the j.H and jt.H, you can actually hit the jt.H so late, that if you were holding forward the entire time (and therefore affecting your forward momentum), when you land and jump forward for the first rep of the jump loop, you’ll actually jump underneath the opponent, and mess up your combo. Leaving the stick neutral and not giving yourself the extra forward momentum helps ensure this wont happen.
If you time the jt.H properly, the rest of the combo is pretty simple. As you’re about to land from the initial launch, you can just hold up forward which will give you a jump as soon as possible, which is what you want, and basically j.M as soon as you can.
i think that the timing for those jump loops off the air combo setup is too finicky. comboing off it at certain heights is even impossible… so, whenever you do a launcher and want to transition to the loop, why not do:
S > TK Teleport H > falling j.H > j.6H > land > loop
no matter what height they were at when you launched them or where they are on the screen, you can always start the loop. (also i think it does more damage to start it this way)
Bad ass, thanks! I’ll have to mess with it when I get home from work.
Ohh, so THAT’s how you’ve been “canceling” S into teleport. I’ll try that too. Strange has so many interesting combo options. Hey Rogue Yoshi, just curious…that combo in your vid… is that something you’ve been doing in-game against people (or something like it), or was that just more of an exhibition? For us mortals that’s not really a practical BNB, but who knows if you’ve practiced enough to have it down pat <shrug>
Im trying to find a good place in a standard BNB to fit in a Jam Session, but thus far haven’t really come up with anything. Though calling it then teleporting behind does give a free jump loop as a mixup.
yeah thats actually my bnb. and you should try to start doing assist extensions as late as possible in combos in order to abuse the fixed hitstun of impact palm the best you can. it might seem hard, but i highly recommend learning that assist extension with jam session that i use in the video.
^ What is your midscreen Bnb then?
(whatever) > 6H (crumple) > Grace of Hoggoth M x 2 > dash > air Flames of the Faltine > falling j.6H > 6H > S > TK Teleport H > falling j.H > j.6H > land > j.M > j.H > delayed j.6H > land j.M > j.H > j.6H > land > 6H > delayed S > (assist extensions) or (sj.M > j.H > j.6H > j.S > land > Super or (THC > (whatever)))
Nice! I don’t suppose you’d type out the transcript for the corner one too? I wasn’t going to ask, but since you did this one might as well try And when you’re doing the air Flames early on, is that tiger kneed, or quick Fly? I’m assuming tiger knee Flames.
Nice,
Also what are you doing for safe block strings?
ive been attempting to do the crumple into [mmh >H]x3 j. h 6h s launch mmh6hs combos, but i cant get the combo after the launcher if i do the 4th rep. what am i doing wrong?
Yeah, if you catch someone off the ground and launch them starting from too high, you can’t go into the jump loop. But when you hit someone grounded, it’s extremely reliable. I agree the most stable set up is the TK Teleport, but in general, I try to avoid anything that requires a piece of execution that I fail occasionally, unless there are no other options. The reason I think it’s not necessary is because if you’re hitting an opponent that’s airborn already (which means your S would hit them too high), you can simply do into L Mystic Sword and start a jump loop from that.
However, I’m still going to mess around with the TK Teleport starter more because I have some other ideas.
(whatever) > 6H (crumple) > Grace of Hoggoth L x 2 > H > 6H > delayed S > TK Teleport H > falling j.H > j.6H > land > H > 6H > delayed S > TK Flames of the Faltine > Eye of Agamotto > Grace of Hoggoth L > 6H > Fly (rising) > j.6H > Unfly > falling j.6H > land > 6H > delayed S > (sj.6H > (j.S > Teleport L > Super) or (Teleport L > Astral Magic)) or (assist extensions)
lol, i just do whatever and call assist while throwing out graces/M daggers/ eyes or teleport
Did you get umvc3 yet? And are you going to nec?
yeah, i got it and im officially going now
Will you be reping DS?
When performing your mid screen b&b your Tk ing the air flames of the Faltine?
i’ll be playing dante / strange / vergil and strange / dante / vergil. also, its a tk but you have to wait a bit before you press the button so that you can connect air impact palm before you land.