Kaiellis Posted September 27, 2010 Posted September 27, 2010 so I have to time it precisely then? Humm...got any tips?
Edalborez Posted September 27, 2010 Posted September 27, 2010 Go by timing rather than visual cues if possible. Depends on how heavy the lag is. Hard for me to say it any better since it's more of a muscle memory thing. Just make sure to buffer the 623 into the first AC's recovery to be as fast as possible. Practice practice practice.
A.X.I.S. Posted September 27, 2010 Author Posted September 27, 2010 first page of thread would have told you that info. -_-
Isorropia Posted September 30, 2010 Posted September 30, 2010 Ok so I've done some testing on valk, and I think I've covered the char specific combos: 360A: 262D and 5B 4D both connect after. 360B: Could not connect 2B2C collider midscreen. Fatal: Works as normal. Magnetless optimal combo: Could only get a double collider with AC > 6C > AC. j.c>j.b and Bsledge > 2B don't connect. Also an additional note is that in tagers optimal BnB, magnetised XX > AC > AC whiff > 6C > j.2C > 2B2C etc at the 6C j.2c, you have to be careful. If you just do it normally it'll whiff, you have to jump decently high/superjump or the j.2c won't hit valk.
DJ Koopa Posted October 1, 2010 Posted October 1, 2010 Just wondering, has anyone made an example of the BnB Astral combo? Y'know, mag xx > AC > xx > 41236D > 1080D? Sure, it's insanely situational, but if you got 100 heat when you start any AC combo and your portrait is flashing with an (amost) full voltic meter, why chance it at not getting the win?
A.X.I.S. Posted October 1, 2010 Author Posted October 1, 2010 spark>astral is well known so I didn't put that down. I also know a few other astral setups, its pretty obvious but I'll put them down later, maybe update this thread a bit tomorrow. CH 4D>astral:connects. CH 5D>astral: they can tech but if they neutral they get snatched, if they tech any other way they avoid it so its lol. CH 2C>astral: 4K for murder or do this stupid setup and be a troll don't care if you can win with it then go for it, just be sure to buffer 1080 when you connect and time that grab right. gold burst>astral: boring but eh a win's a win. 6C>astral: it works but they have to be magnetized or you have to be close to connect...guess its good if you don't have spark and they are magnetized, I need to test it more. yeah I knew this for 2 months...I'm a asshole.
CrazyApe Posted October 1, 2010 Posted October 1, 2010 I do a non CH 5D into astral. It is good unless they know what your doing and counter it but isn't that what a tech trap is anyway
A.X.I.S. Posted October 1, 2010 Author Posted October 1, 2010 problem is they can tech and press 5A and will probably beat the astral.
Edalborez Posted October 1, 2010 Posted October 1, 2010 For extra troll/style points you can do (mag) [stuff > AC > AC whiff > gold burst > 1080D]. Bonus is that it's unburstable after the first AC, period. Edit: I'm dumb, burst can be bursted (wtf?)
Osuna Posted October 1, 2010 Posted October 1, 2010 Rachel: CH 2C > j.2C > 5C > 6A > AC > (walk) j.C whiff > lowest j.2C > 5B > 5C > 6A > AC > [b/EGadget or 2D or BSledge > 4D] [4277 / 49] B/EGadget [4283 / 50] 2D [4305 / 53] BSledge > 4D J.2C>5C>6B>AC Does a little more damage. There's some really silly stuff you can do if she's magnetized too. Edit: The silliest being something like Mag fatal 2C with Rachel in the corner. 2C CH J.2C 5C 6B 2C 623Cx2 5C 6B 2C 5D SB 5C 6A 2C 623C 236A 236A for like 4900 damage and some stupid amount of heat. So silly. Rachel's hitbox is just so much from to mess with.
Mike Z Posted October 2, 2010 Posted October 2, 2010 [AC > AC whiff > gold burst > 1080D]. Bonus is that it's unburstable after the first AC, period.What? No it's not. They can burst after they get hit by your burst, even after the Astral's superflash. :^) The burst icons get crossed out when bursting is disabled, so it's easy to tell when it is possible.
Edalborez Posted October 2, 2010 Posted October 2, 2010 Oh burst is burstable? Damn I never realized that. Makes sense in retrospect. Oh well, my bad then :x Edit: Never actually tried it outside of training and didn't really pay attention since... 2 bursts = VERY practical, right?
natearistata Posted October 4, 2010 Posted October 4, 2010 I didn't see anything listed, has anyone tried to test combos off of RCing the very last hit of MTW? Was just fucking around and decided to give it a shot, but all the stuff I tried became techable pretty quickly afterwards. But I also suck, so...
Edalborez Posted October 4, 2010 Posted October 4, 2010 You can definitely do AC after RC MTW... but if you had 100 meter it's better to Terabreak > gadget or followup (2C > AC iirc).
natearistata Posted October 4, 2010 Posted October 4, 2010 Yeah, I tried AC follow-up, but they can tech after a whiffed AC. Or a whiffed AC>6B, can't remember. Tried 6C>AC, same deal. Tried AC>Spark Bolt, teched before the spark bolt hit. Guess I'll just do it for fancy lolz if I know it'll win or something. Thanks.
DJ Koopa Posted October 4, 2010 Posted October 4, 2010 Teehee, I pulled it off in a match finally. :3 http://www.youtube.com/watch?v=olVKfm9K2TA#t=02m23s See how that works so well? :P
Sponson Posted October 4, 2010 Posted October 4, 2010 I'm having a hard time doing MTW RC 360, I always end up jumping or pinking, anyone got any tips? I usually RC right before his armor wears off. Edit: I think this question is way better in general, and I think it may be answered with just me practicing more. But hey.
A.X.I.S. Posted October 4, 2010 Author Posted October 4, 2010 slow down on the 360 and make sure you do a 270.
Edalborez Posted October 4, 2010 Posted October 4, 2010 ^^ on MTW RC 360 Same method/similar timing to not-pink-throwing-360 off of Gadget. Do it deliberately a tiny fraction slower than "mash" speed.
Mike Z Posted October 4, 2010 Posted October 4, 2010 I think people covered the MTW RC 360 just fine, but I want to mention the most important part of the MTW RC mixup: vary your RC timing! The good parts about the MTW mixup aren't just the mixup options, it's the fact that you have such a big window to mess around with. RC earlier, RC later. Sometimes RC on the very first hit (this is amazing if you get it vs someone in the air because it's nearly impossible to react to). Sometimes don't RC at all, remember the last hit is an overhead, heh. No, really - I hit good people with that, and the followups can get you 7K. If you RC as late as possible you can even get a 'fake' last hit to come out, like Jin can with the 2nd hit of Ice Car. Anything you can do to be the slightest bit unpredictable will only help. You want your opponent to not only be afraid of what you'll do, but also unsure when you'll do it.
evilben Posted October 4, 2010 Posted October 4, 2010 ^ can you share some of those said 7k followups with us? connecting with the last hit of MTW is something i find happens a lot but ive never been able to do much off of it (unless in a corner) one mtw thing ive found is corner only 5b >> bolt >> 5c >> 6a >> AC. only works if you do the MTW early in the combo otherwise they can tech out and the 5c hits at max range after they bounce off the wall past you. the really nice part of this is it leaves them in the corner. (if someone wants to test this out thatd be great, im pretty sure it works but im not positive and im at work all day, if not ill test it when i get home tonight)
A.X.I.S. Posted October 4, 2010 Author Posted October 4, 2010 I can test this out real soon. and mike you are awesome for posting that! I didn't even know you can do a fake last hit.
NumeroGaijin Posted October 4, 2010 Posted October 4, 2010 Hmm I didn't know you could 7k off the last hit of MTW!!! The most I had gotten was slightly over 6k......hmm more testing on enders for me then because I only hit did a few things because I didn't know I could do more. Thanks for that info
Heroic_Legacy Posted October 4, 2010 Posted October 4, 2010 Opponent in air gets crossed up by last hit. They fly really close to you so you just do your FC 2C combo of choice.
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