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InnercityGriot
Dec 31, 2008
Running Nina card with anchor Morrigan and spamming so many air fireballs. H&H is going to own.

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Brother Entropy
Dec 27, 2009

PalmTreeFun posted:

It might be nice on Thor too, since he has some chargeable moves. Namely Mighty Smash.

Who cares about Mighty Smash, it's all about using fully charged Mighty Strikes to get in on the other guy.

PalmTreeFun
Apr 25, 2010

*toot*

Brother Entropy posted:

Who cares about Mighty Smash, it's all about using fully charged Mighty Strikes to get in on the other guy.

Er, yeah. I get the moves mixed up because I don't play Thor, and the only people who I know do or did are Nidhogg and Mike Ross.

flatluigi
Apr 23, 2008

here come the planes

S-Alpha posted:

I gotta say, though, figuring out a primary/secondary setup will be a little annoying.

Well lucky for you that the cards are drops, so you'll be figuring out what you want as they come

TGG
Aug 8, 2003

"I Dare."
Well I just had the most frustrating online loss conceivable. I've got dorm last with a tiny bit of health left against a solo captain america, I catch him out of shield slash with chaotic flame, x-factor and do another flame knowing he is low enough that the flame will kill him, only the flame comes out facing the opposite direction, which lets cap recover and pick me up for the win. What the gently caress happened there!?! I did regular qcf flame, I wasn't trying to stalking, cap wasn't near me and he was in the middle of the other flame. I have no idea how this can even possibly occur.

Has anyone else seen anything like this or did I just run into the rarest "gently caress YOU" glitch the game can produce?

FossilFuelUser
May 8, 2004
Global Warming
Unless I read it wrong using Thor + Multiple Man + Ms Marvel card = never ever lose

Brett824
Mar 30, 2009

I could let these dreamkillers kill my self esteem or use the arrogance as the steam to follow my dream

Niddhogg posted:

Unless I read it wrong using Thor + Multiple Man + Ms Marvel card = never ever lose

Yeah I was thinking this + a card that increases vitality or gives you a vitality regen.

Unless the Ms Marvel card damage reflect is really small.

AlphaTM
Aug 11, 2010
Here's a guy running through H&H.

Something to note, however, is that he said that there's no local versus mode, but he ALSO says there's no training mode for this either, and I specifically remember the Unity blog saying there was, so he might be wrong (he probably isn't).

Brett824
Mar 30, 2009

I could let these dreamkillers kill my self esteem or use the arrogance as the steam to follow my dream

AlphaTM posted:

Here's a guy running through H&H.

Something to note, however, is that he said that there's no local versus mode, but he ALSO says there's no training mode for this either, and I specifically remember the Unity blog saying there was, so he might be wrong (he probably isn't).

I'm inclined to believe he's wrong about training mode because the wording in the blog post was "You can also hop into UMvC3's usual Training mode and test your cards out there", which makes me think he just didn't think of checking the normal training mode option for a "card mode" or something.

Dren
Jan 5, 2001

Pillbug
Juggernaut gives you super armor during hypers. I feel like that is going to be terribly annoying with Maximum Wesker.

I want that Sabertooth card.

AlphaTM
Aug 11, 2010

Brett824 posted:

I'm inclined to believe he's wrong about training mode because the wording in the blog post was "You can also hop into UMvC3's usual Training mode and test your cards out there", which makes me think he just didn't think of checking the normal training mode option for a "card mode" or something.

Probably. Maybe the same applies with the usual Versus mode, though? (again, probably not)

Brother Entropy
Dec 27, 2009

quote:

Red Hulk (B Rank):
Primary: You will be unable to see your vitality and HC gauges. + Increases attack power. [Lv. 3]
Secondary: You will be unable to see your vitality and HC gauges. + Sends the opponent flying upon activation of X-Factor.

Daredevil (B Rank):
Primary: You will be unable to see how much HC Gauge your opponent has. + HC Gauge refills automatically. [Lv. 2]
Secondary: You will be unable to see how much HC Gauge your opponent has. + Cancel one special move into another at the cost of HC Gauge.

I'm guessing cards like these are why offline Vs. isn't included.

house of the dad
Jul 4, 2005

Brother Entropy posted:

I'm guessing cards like these are why offline Vs. isn't included.

It's probably more that they knew it was going to be online only when they went about making the cards.

great big cardboard tube
Sep 3, 2003


S-Alpha posted:

As far as I can see, it's more along the lines of, when the character dies, a replacement of the same, with buffed stats, is immediately sent in.

Well yeah I knew that much, I was just pointing out that it looks like that means you have no assists and no way to recover red life outside x-factor or specific characters (devil trigger.) I'm just not sure that's going to be worth it unless the attack power boost on your copies is huge or you're some kind of idiot savant who has mastered one character but is total rear end with the rest of the cast.

If they did something goofy like let you pick assists for your copies that you could call in, or let you call them in to do whatever assist you pick for the point character it would be a ton better but the fact that you only see one health bar makes me doubt that.

Brother Entropy
Dec 27, 2009

gigawhite posted:

It's probably more that they knew it was going to be online only when they went about making the cards.

Eh, same difference. Just saying there are some cards that wouldn't make sense if both players were looking at the same screen.

Broken Loose
Dec 25, 2002

PROGRAM
A > - - -
LR > > - -
LL > - - -

Seizure Robot posted:

Well yeah I knew that much, I was just pointing out that it looks like that means you have no assists and no way to recover red life outside x-factor or specific characters (devil trigger.) I'm just not sure that's going to be worth it unless the attack power boost on your copies is huge or you're some kind of idiot savant who has mastered one character but is total rear end with the rest of the cast.

If they did something goofy like let you pick assists for your copies that you could call in, or let you call them in to do whatever assist you pick for the point character it would be a ton better but the fact that you only see one health bar makes me doubt that.

You're always in X-Factor level 3.

And, combined with any of the cards that give you multiple X-Factors, well...

ACES CURE PLANES
Oct 21, 2010



Seizure Robot posted:

I'm just not sure that's going to be worth it unless the attack power boost on your copies is huge or you're some kind of idiot savant who has mastered one character but is total rear end with the rest of the cast.

Ta-daah, you have your answer for why I'll be using it. Compared to my other main characters, my Zero is far and away better, and my assists tend to be focused around giving him more damage and extending combos for maximum meter gain. That's not to say I'm bad with my other two, but I just have far more hours put into Zero than any other characters. Combined.

And with the speed boost and charge boost, getting in is gonna be easier, and I can probably use them to extend loops. It should make for some pretty good stuff,

great big cardboard tube
Sep 3, 2003


Broken Loose posted:

You're always in X-Factor level 3.

And, combined with any of the cards that give you multiple X-Factors, well...

Ok I didn't know this, I figured your first copy would have level 1 and so on. That's a substantial buff.

Where did you get that info? I didn't see it mentioned in either of the videos or on the card.

FossilFuelUser
May 8, 2004
Global Warming

Seizure Robot posted:

you're some kind of idiot savant who has mastered one character but is total rear end with the rest of the cast.

What's up!

Cat Machine
Jun 18, 2008

Doom and two Doombots :twisted:

PunkBoy
Aug 22, 2008

You wanna get through this?
Hey, that's pretty much me as well, except replace "mastered" with "is not too terribly horrible with." X-Factor, get motivated, pray for a comeback.

Countblanc
Apr 20, 2005

Help a hero out!
I'm seeing triple! Six Morrigans!

HORSEPORN
Oct 7, 2008
Zero air exchanging into Zero and ending in level 3 forever.

Rudoku
Jun 15, 2003

Damn I need a drink...


Countblanc posted:

I'm seeing triple! Six Morrigans!

Gyah gyah gagahh!

(Firebrand & the Black Armerrers for me)

iPodschun
Dec 29, 2004

Sherlock House
SRK tournament from SoCal is tonight. Players: Justin, Marn, Viscant, Dios X, Clockw0rk, Fanatiq, Floe, and Killer Kai. Starts at 9PM Pacific, so about 2 hours from now.

http://twitch.tv/srklive

Also SRK related: Clock and DrDeelite are on this week's Wakeup SRK. They talk about the game and writing the guide, like how they found out that MvC3 hitboxes are round rather than rectangular.

http://shoryuken.com/2011/12/14/wakeup-shoryuken-e082-clockw0rk-and-drdeelite-dm-brandon/

dat fukkin dog!!
Dec 17, 2008
I can't wait to touch myself on the 14th, which in the United States of the Americas is VALENTINE'S DAY just like Skullgirls and short skirts and oh my god oh so excited.

Guilty posted:

That may be so but there were at least 3 moments in the first 15 min of the video when one of the commentators would say 'Clockwork's got this match in the bag' when Neo was up 1 or 2 characters over Clock, and then surprise surprise! Clockwork would lose the match!

Their hind sight and analysis might be good, but the play by play commentating was pretty awful. And it's pretty annoying to be so smug about it while you're saying it, and then instantly get proven wrong

Nobody said that clockwork had it in the bag. They might have been definitely rooting for him, but they weren't aggressively saying he was going to win.

Where did Dogface go??

darealkooky
Sep 15, 2011

You sayin' I like dubs?!?
I've been messing with hawkeye recently and this dude is hilarious, he's some crazy lovechild of she-hulk/taskmaster/dante.

Any hawkeye players in the house? I wanna go the distance with this guy and could use some tips

darealkooky fucked around with this message at 06:55 on Dec 17, 2011

great big cardboard tube
Sep 3, 2003


iPodschun posted:

SRK tournament from SoCal is tonight. Players: Justin, Marn, Viscant, Dios X, Clockw0rk, Fanatiq, Floe, and Killer Kai. Starts at 9PM Pacific, so about 2 hours from now.

http://twitch.tv/srklive

The actual tourney matches weren't that hype but JWong and Marn have been blowing it up on mic while people money match. Funniest stream in a long rear end time, anyone not watching needs to check out the archive when it goes up.

duffath
May 9, 2007

My name is Legion for we are many.

darealkooky posted:

I've been messing with hawkeye recently and this dude is hilarious, he's some crazy lovechild of she-hulk/taskmaster/dante.

Any hawkeye players in the house? I wanna go the distance with this guy and could use some tips

Duff's version of Hawkeye 101:

Good normals to know about :

St.M - Arrow slash, pretty quick and has huge range on the level of Hulk's St.H range. Can be canceled into slide but not into st.H

st.H - Shoots a single arrow that hits full-screen, holding the button allows for directional aiming up or down and increases the power. A fully held st.H becomes the same as triple arrow. It can also be cancelled into specials so you can cancel the first trip into the second for example, although fully charging isn't something I use that often because there are better ways to zone. Bear in mind this works with any special move.

Slide: The former petty thief stole it from She-hulk and it is amazing. Allows him to hit and combo from some mental ranges, pretty unsafe on block for obvious reasons but can be made safe.

Specials:

Greyhound (Triple arrow) QCF + L - standard sort of projectile with sort of lacking durability but pretty speedy. Probably his best assist (unless you have some specific setups that work with either of his other ones) The air version does not affect his momentum so he zones like deadpool by jumping then doing triple arrow while falling to spread them out. If you do st.H on landing after this you'll have 4 arrows pretty much covering the entire screen and this is without even cancelling st.H into something else.

Hunter (Net arrow) QCF + M - The most notable thing about this is the net arrow loop.

st.H xx Net arrow

will link into itself about 3 or 4 times on a standing opponent at full-screen can be ended with a gimlet for about 400k or so or a THC for perhaps a lot more. Works with more reps on hitting an airborne opponent if they are close to the ground as they bounce like in deadpool's bolo loop. I tend to try for about 3 or 4 because I'm not entirely sure how many reps you can get in the bouncing net loop and I'm a bit of a scrub at times. In x-factor 2 or up I think net arrow loop becomes an infinite.
Small side note: Net arrow is like spidey's web ball as it seems to prevent directional tech out of it when you hit them in the air, so potentially good for some sort of reset situation, but I don't think anything will come of it, because it involves cutting a combo very short to get it to hit.


Spritzer- (Electric/piercing) QCF + H

Slow startup but this is drat good, one of the tools that makes him a really good anti-zoner. It's pretty much the best low durability projectile in the game because I'm pretty sure it beats every other low durability projectile cleanly (note to self: I haven't looked at spritzer itself find out what happens in the situation where it meets with itself) This arrow also pierces so think of hawkeye shooting an arrow when the opponent is calling an assist.

With greyhound the arrows hit whoever is in front, but spritzer will pierce through and hit both the point and the assist. Important note: Gimlet is also piercing!!

Trick shot: A bunch of rolls and flips:

QCB + any button
L - Back-flip away
M - Roll towards
H - Back-flip forwards.

Command moves which hawkeye can do nothing else during apart from get hit and shoot arrows. Throwing out without momentum can be quite risky, so I've taken to using it in block strings. st.M xx Slide xx Trickshot H will give me a cross-up and using trickshot L will move me back away from them to make it safe. Arrow follow-ups help with punishment or safety.

During any of the trick-shot moves pressing a button shoots an arrow all arrows done from Trickshot L and H can OTG:

L- Poison (Violet Fizz): 90k unscaled damage over 5 seconds. Effect disappears if hawkeye is hit cleanly. I only use one in my bnb but if you can find a way to spread multiple poisons across a combo then the damage becomes really scary. Poison DPS cannot KO, but the hit from the arrow itself can. Slide xx Trickshot L -> Poison seems like a good block string and pressure tool and it combos on hit for about 200k (I think) if the poison runs it's course

M- Ice shot (Ice-breaker): IMO his best trickshot. On hit you can link a st.M into a combo with some consistency (I don't think the combo works if the ice hits while you are above a certain height in the air because hawkeye has to land to recover after a trickshot so it's something I'm working on practicing to make it consistent damage)
Ice shot will also cause a ground bounce on aerial and grounded opponents, making it great for both starting and extending combos. Trickshot L into Ice when spaced well is phenomenal against air-dashers.

H- Speed shot (Rusty Nail): Really quick moving arrows, Does the most chip out of all trickshot arrows. I mainly use this for Trickshot M -> speed to hit full-screen in the blink of an eye.


Notes on combo extending with Trickshot:

When OTGing in a mid-screen combo Trickshot H into an OTG arrow should be your go to (and it'll generally be ice unless you have an assist that allows for poison OTG then relaunch)

In corner combos an ice relaunch is trickier because at point blank the arrow misses them by flying over the top of them so during corner air combos be prepared to.

1. Neutral jump after launching and also potentially hold back to directionally control yourself away from the corner. Just make sure you don't drop the combo by going too far, but that's something you just have to get a feeling for.
2. Land, dash back then Trickshot L -> Ice then slide back and relaunch.


Jack Rose/Exploding Arrow: DP + L

Lands about half-screen and explodes after a few seconds. Detonates instantly if it connects during flight. Hits about half-screen (imagine drawing a vertical line down from the round timer and that's where it seems effective if you want to hit with it) Not something I use too much to be honest. I should try throwing it out more because it remains even if hawkeye is hit where other trap moves vanish if you hit the point character and the explosion doesn't hurt hawkeye. It probably has some applications but I haven't explored it that much to be honest.

Kamikaze/ Scatter shot DP + M:
Good for catching super jumpers, hits almost full-screen, ideally cover with an assist or do a st.H xx Kamikaze if you expect a super jump. On hit they are open to more hits until they hit the ground...some sort of soft knockdown. On block you can chip them out further with a Greyhound or something. Spamming this at the right distance in X-factor can completely shut down some of the slower characters, or ones lacking bar.

Balalaika/Triple Piercing DP + H Hits full screen, pretty long startup. I tend to favour scatter because people generally always try and advance on you so Balalaika can just leave you open. It's tricky to get but if this hits a grounded opponent you can link a st.H into net arrow and loop it a couple of times into Gimlet, but that's something I'm actually terrible at because good luck landing it online (sadly most of my playtime is clocked there)


Supers:

Gimlet: Your main use of bar, lovely, you probably know all about this. It's piercing so you can happy birthday at full-screen with it (N.B. it tracks the point character so when trying to do this make sure the Gimlet line is going to pass through them both) Honestly I'm pretty sure anyone who has used hawkeye much knows how good this is but bear in mind IT IS UNSAFE ON HIT (-8 I believe) so at close range it's more risky.

Great to DHC in and out of other team members. I can hit a grounded opponent with Gimlet at full-screen then DHC into Rock and Roll and it all combos. It's also good on DHCing hawkeye in because it connects so readily it's good even on block as an interrupt so you can do it in a situation you know is going to be tough to punish.

N.B. practice doing Gimlet X-factor Gimlet specifically so you x-factor before the first gimlet hits. This way when you are certain it's hitting you can x-factor and hit them with 2 Gimlet, both of which do x-factor levels of damage. Really potent on assists.


Kiss of fire/Super Scatter: On hit you can superjump and link an air spritzer xx gimlet onto the end of it, but tbh it's not something I use much. It does terrible damage in corner combos and I think hawkeye has much better uses for meter.

Ant-Man arrow: It's a level 3 that does 430k unscaled, good to kill that other dude's character you really hate dealing with when you have bar, I haven't tried using it as an invincible reversal, mainly a combo ender for a nice big chunk of damage. Hits OTG by itself.

Hawkeye post launch bnb:

j.M,j.M, j.H (2 hits), S, Trickshot X -> Ice arrow, slide, relaunch, j.m, j.m, j.h (2 hits), S, Trickshot X -> Poison XX Gimlet

Trickshot X - Substitute the right strength for the right situation.

I know there are probably better hawkeye combos out there but that is my go to which is good for busting out when they finally get past your zoning. If your team has assists that help him extend combos or add multiple poisons then hawkeye becomes so much more dangerous.

That's all I can think of right now. If there is anything else let me know and maybe myself or other hawkeye players will chip in.

Fereydun
May 9, 2008

A bunch of jumbled notes on Hawkeye because I'm tired:

His air normals are all kinda rear end-y, but generally they can somewhat trade or beat out people who are being reckless and not respecting them. The general rules go: if they are coming at you horizontally in the air, hit j.m->j.h->net arrow into a full combo. If they're coming at you from above, j.h->net arrow. If from before, j.l->j.s. Remember that his throws are absolutely godlike so use them as much as possible when seeing gaps in your opponent's strings.

Net Arrow is the best anti-rushdown tool in your arsenal. Abuse the gently caress out of it because it's much scarier than triple arrow, which is only good for controlling the screen when they're advancing carefully. If they're advancing at a breakneck pace without giving a drat, throw out net arrows because you absolutely need to put the fear into them of not advancing carefully (and therefore eating more arrows). Piercing bolt is great when it hits because it knocks them back nearly fullscreen, but remember to mostly do it off near-ground normal jumps or else you're probably gonna be eating normals due to it's slow startup.

In fact, do most of your arrows close to the ground when jumping so you can chain more of them together. Remember that Hawkeye's arrows in the air extend his landing box vertically so he lands faster, so you can do more arrows. Air net arrow -> shot ground arrow covers the entire normal jump area with an extremely dangerous projectile. Triple arrows for speed, net arrows for effectiveness. Learn when to alternate between the two because it is the key difference between being a poo poo Hawkeye and a dangerous Hawkeye.


DHC into super scatter shot if they aren't being hit. It's safe and pushes them back fullscreen. If they press any button other than throw they'll get hit and eat ~200k-300k worth of damage. Remember to tag on the air piercing bolt at the end, or fire triple piercing shots so they don't immediately begin advancing on you upon teching out.

Unless you are escaping over an assist call or going for a throw never, EVER enter the superjump height. Hawkeye's effective toolset is grounded, and triple piercing shot is extremely good at forcing people to respect the superjump area because it covers the entire superjump area while scatter only covers a small area. Don't use scatter shot. DON'T USE SCATTER SHOT. Triple piercing shots force the opponent down quicker, which is what you want most of the time. It's good for certain ranges and if you know they like to jump upwards and press buttons/incoming character pressure but because it doesn't cover you while you fire the arrow it is complete garbage for a true lockdown assist. If they move forward at all during your shot, Hawkeye dies.


The primary strength of scatter shot is that it causes untechable soft knockdown, meaning that before they touch the ground no matter what height they are at they won't be teching out of the fall, which means if you do it meaty against people waking up (at the right distance) or incoming characters if they press ANYTHING you can net arrow them and begin a full combo.

Stuff about his trick shot: if you do trick shot M immediately canceled into speed shot I'm almost 100% certain it is the absolute fastest projectile in the game. The speed at which the arrows come out is nearly instant, and is a good way to begin advancing on people and pushing your way out of a corner because you can cancel into it from a single shot.

Speaking of which, don't ever charge your h shot. The strength in it lies in the speed, not any of the other goofy gimmick poo poo that it offers. The single shot makes it so that whatever option the other player wants to outzone you with will lose because of how fast that tiny rear end single shot is. Aimed shots are marginally useful against Ammy but that's about it.

When using exploding arrow, don't get cocky. The hitbox on the explosion is really garbage, and isn't as much of a threat as most people think. More often than not it's very safe for characters to stick their limbs in there and hit Hawkeye while you think you're safe. Think of it instead as a method to threaten pressure with (when you corner someone) or a way to gain a little bit of ground. Also important: if they are dumb enough to get hit by the grounded explosion, net arrow them and go into your combo.

edit: Spacing is important, don't let people fool you otherwise. As Hawkeye you generally don't want to be pushed into the corner slowly because that's where people can run free on you. Learn his ranges for slides and arrow slaps, force people to either retreat or gain ground slowly (by pressuring them) rather than simply upbacking your way to your eventual death. Hawkeye's corner pressure game is actually really disgusting because of the exploding arrow and ability to chip/lockdown very hard.

Despite what people think, against good players Hawkeye requires knowledge of when and where to use his tools- if you gently caress up with them it's extremely likely that he is going to crumple into a tiny ball and die because his defensive options are garbage. Which means if they are getting close to you, start thinking about how you're going to get out because mashing buttons as Hawkeye doesn't work as an escape option. Abuse his slide and autocorrecting trick shots to get out of people who like to jump/SJ to advance. Pushblock and threaten them with st.M if they're doing grounded stuff. But mostly, BLOCK. As Hawkeye you need to know when to press your buttons or else you are gonna die.


And always remember the number 1 rule for Hawkeye: Don't waste your meter because reaction Gimlet (NOT RANDOM GIMLET) will scare people out of a LOT of stuff and punish even more.

Fereydun fucked around with this message at 14:32 on Dec 17, 2011

EmperorFritoBandito
Aug 7, 2010

by exmarx
[E: Too late to comment on the Clockwork / Neo thing. Never mind.]

Chocolate America
Nov 5, 2008

by garbage day
SoCal Regionals are starting very soon!

http://www.twitch.tv/leveluplive

UMVC3 starts in about 30 minutes (~10:30am PST)

dorkasaurus_rex
Jun 10, 2005

gawrsh do you think any women will be there

Anyone wanna pad their X-Box Live wins? I'm playing as Gt: Dorkasaurus Rex if anyone feels like a few matches.

darealkooky
Sep 15, 2011

You sayin' I like dubs?!?
A lot of that hawkeye stuff I already figured out, but a lot of it I didn't. Thanks!


How does getting rid of the poison from his assist work? Do they have to hit hawkeye or can they just hit my point?

Waverhouse
Jun 8, 2009

A highly sophisticated simpleton.
I'll play you Dorkasaurus if you're still game. GT is Waverhouse

Mostly game to play anyone really.

Blooming Brilliant
Jul 12, 2010

If you guys are still playing I'd like to join in. GT is TheShogunMan.

The Rokstar
Aug 19, 2002

by FactsAreUseless
It's probably old news, but I was playing around with Dormammu in arcade mode trying to unlock endings and stumbled on a bunch of crazy character-specific stuff with flame carpet OTG. If you OTG with flame carpet in the corner against a lightweight character, it keeps them up in the air long enough where you can either (a) relaunch without an assist, or (b) do a chaotic flame as soon as you can after flame carpet's recovery, and after the chaotic flame finishes there should still be enough hits of flame carpet left over where the last hits of the flame carpet will juggle them and you can combo a second chaotic flame.

As far as I can tell from what I've tested so far, this works on Ammy, Rocket Raccoon, Joe, Arthur, Morrigan, Firebrand and Wright. It will occasionally work on a few heavier characters too but it either requires super precise timing or spacing or luck or something, I haven't figured it out all the way yet. Also for the super lightweight characters like Joe and Raccoon, you can relaunch and then do this a second time and still be able to hit two chaotic flames at the end of the combo.

ShinsoBEAM!
Nov 6, 2008

"Even if this body of mine is turned to dust, I will defend my country."
My friend does this an unblockable on entrance, this is the setup on non double jumpers.

Dash in call Dante guitar Assist while placing a flame carpet exactly out of range of them, teleport above and behind them do an air attack. If you spaced it right the jab on block pushes you into the flame the very next/same frame which means your hosed.

Double jumpers/air dasher can sometimes mind game their way out but even then odds are way in dorms favor.

dorkasaurus_rex
Jun 10, 2005

gawrsh do you think any women will be there

How the hell do you follow up after Nova's corner Rocket Punch combos? I can never seem to follow up after his Rocket Punch L with the right timing. Also, why does my combo after a forward + H relaunch sometimes let the opposing character tech out?

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Ybrik
Jan 1, 2008



dorkasaurus_rex posted:

How the hell do you follow up after Nova's corner Rocket Punch combos? I can never seem to follow up after his Rocket Punch L with the right timing. Also, why does my combo after a forward + H relaunch sometimes let the opposing character tech out?

I don't know what specific Nova rocket punch combo you're trying to do but I find its easiest to wait before jumping after standing S so that you have more room to airdash down into after the rocket punch. 6h will whiff if your air S doesn't get enough hits in so try omitting a button or two in your last air combo.

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