Pichy Posted August 20, 2013 Author Posted August 20, 2013 (edited) EDIT: Nope, doesn't do positive proration from what I can see. Edited August 20, 2013 by Pichy
Eshi Posted August 20, 2013 Posted August 20, 2013 Additionally: In the corner I can land (Whatever, I've been mainly using throw) 6H, 22{K,D,H} (FRC) 6H.I've noticed that against some characters, like Sol, I can do throw > 6H > 22S > 6H and the second 6H will link, no FRC required. It happens because the 22S bomb doesn't explode immediately (unlike 22H) so you get more time to follow up.
Digital Watches Posted August 20, 2013 Posted August 20, 2013 (edited) Things from a jump-in j.H that's too high to continue with a ground string: j.H-j.swordS(FRC), j.S, 6H, whatever rejump combo j.H-j.swordS(FRC), j.S or j.D, dj.S(H or D), whatever Also, I've been toying with relaunch combos using j.swordS FRC. For example: Whatever-> 6H-sj.S(2)D-j.swordS(FRC), 6H -> Whatever combo. I'm not 100% solid on my followups yet, but I'm noticing this tends to do about a zillion damage. Edited August 20, 2013 by Digital Watches
Digital Watches Posted August 20, 2013 Posted August 20, 2013 Actually wait, wtf? I can't seem to get a second michael sword to come out after FRCing michael sword before landing. Like, j.H Michael (FRC), j.S(1), dj.S(1) Michael doesn't happen. Is that a thing? Can you only have one per jump, or am I fucking up?
Digital Watches Posted August 20, 2013 Posted August 20, 2013 Also, ID combo: 5D, Homing jump FDC j.H, 6H
psycofang2 Posted August 20, 2013 Posted August 20, 2013 (edited) Actually wait, wtf? I can't seem to get a second michael sword to come out after FRCing michael sword before landing. Like, j.H Michael (FRC), j.S(1), dj.S(1) Michael doesn't happen. Is that a thing? Can you only have one per jump, or am I fucking up? ive tried to ghetto double michael sword mid combo. you cant do it twice per combo in the air even after a RC. EDIT: you can do it twice mid combo if you can land, jump and combo into JS again. so the limit is 1 MS in the air regardless of meter spent, if you dont touch the ground you cant do it again. i even tested it using jump MS>FRC>jump>41236S and it wouldnt come out. Edited August 20, 2013 by psycofang2
Digital Watches Posted August 21, 2013 Posted August 21, 2013 (edited) From completely fullscreen, Michael FRC Saperia K just barely makes the K connect if you're super fast, then you can combo from it with e.g. K-c.S-j.S-j.swordH, j.H Edited August 21, 2013 by Digital Watches
Eshi Posted August 22, 2013 Posted August 22, 2013 Dust combo I've been using that I stole from TON: 5D > jD > djD > djS > jD > djA*n > jS > 41236S do jA as many times as necessary to get them high enough for the last jS to hit, it can whiff sometimes based on character height. This combo is pretty universal and hits HELLA hard.
Eshi Posted September 9, 2013 Posted September 9, 2013 Can anyone tell me when I should be extending combos with j.Michael Sword FRC? I've played around with it some but my combos seem to do less damage than a normal BNB, or only barely more at best.
Digital Watches Posted September 17, 2013 Posted September 17, 2013 So j.H is a baller combo starter. You can confirm a j.H from any height except the very top of its range into damage if you have 50% meter: From High: j.H-Michael FRC j.D-dj.D Saperia, 6H, whatever From Low but not low enough to ground string: j.H-Michaael FRC 6H whatever From really low: j.H, 2H, j.K whatever
Eshi Posted October 18, 2013 Posted October 18, 2013 (edited) Meterless combos off of corner throw ending in knockdown - Throw > very early 6HS > 22HS > 6HS > jS [1] > jHS (Character specific, works on Anji) Throw > 6HS > 22HS > jP > jS [1] > jHS (Less specific, works on Faust) Meterless combo off of midscreen throw ending in knockdown - Throw > 6HS > jS [1] > jP > jS [1] > j41236HS > jS [1] > jc > jHS (Character specific, works on Faust and I think Potemkin). Edited October 18, 2013 by Eshi
GreasyGyro718 Posted November 3, 2013 Posted November 3, 2013 is throw 6H j.s(1) Hmichael j.s dj.s(1) dj.h ok? midscreen
Pichy Posted December 2, 2013 Author Posted December 2, 2013 Yeah, that's fine. Most throw combos do roughly the same damage anyway due to how harshly scaled they are. Meter gain, positioning and knockdown are the important parts. Sweet new tech! j.P 41236S FRC, 5K, 5S, 41236S Instant overhead! Works on tall characters! Only if they're standing! In other words, this is the most you can get off of that fuzzy guard setup on Testament.
Digital Watches Posted December 3, 2013 Posted December 3, 2013 I'd think you could go for a better combo than that. Something like j.P-41236S (FRC) into either like... land 6H into whatever or or j.D-dj.S(1)-41236H, j.H at least
GreasyGyro718 Posted December 12, 2013 Posted December 12, 2013 Lo and behold the more damaging start off of throw throw Hmichael 2H this works only midscreen throw 6h is 84 tested on sol this combo does 99
GreasyGyro718 Posted December 18, 2013 Posted December 18, 2013 (edited) 6h throw 2h anything other than js jd djs djh Smichael Edited December 18, 2013 by GreasyGyro718
GreasyGyro718 Posted December 20, 2013 Posted December 20, 2013 i practiced nuking loops in the corner throw > 6H > d.nuke > 6h > h.nuke > 6h > -I Think This Is Possible-> j.s >j.h this very frame specific combo does less than bnb and leaves them in nuke oki ---lightweight only Pissed off she has more specific combo's than millia. I also think it's possible throw > HMichael midscreen > 6h working long distance/certain distance. lightweights.
GreasyGyro718 Posted December 20, 2013 Posted December 20, 2013 this forum is so dead, does nobody play this character?
GreasyGyro718 Posted December 20, 2013 Posted December 20, 2013 Digital Watches I heard a hangout happened between you and NYC, did you play guilty gear/justice? If so, how was it?
GreasyGyro718 Posted January 9, 2014 Posted January 9, 2014 some good shit i found out throw > HMichael > 2h > j.k > j.s(1) > J.Hmichael > delay S > delay dj.s > delay dj.h works outside of fat characters and johnny. throw > 6h > ... > .... for lightweights near the corner doesn't work does 150~
Digital Watches Posted January 12, 2014 Posted January 12, 2014 (edited) Man, even the slightest bit of guardbar gets you so much damage. On Sol, set to block "First": c.S(Blocked)-6H(2)-41236H, 6H(2)-j.D-j.41236S (1) (FRC), land 6H(2)->sj.S(1)H-41236S: 326 damage and knockdown. Granted, this combo has guardbar, but it comes from a decent frametrap that you can also mix up from. c.S, 6P, and j.H all will set this up for varying amounts of GB, and can all also go into e.g. 2K, rejump P, ground string to michael for pushback, tick throw, etc. Having a high-damage confirm like that for so little meter is nice, even if it is a slow, mid-hitting move. If they do block the 6H, it's not like you can't JC it. :p Edited January 12, 2014 by Digital Watches
Digital Watches Posted January 12, 2014 Posted January 12, 2014 Digital Watches I heard a hangout happened between you and NYC, did you play guilty gear/justice? If so, how was it? It was my first tournament in a while, so I focused on Axl mostly, but I got a few rounds as Justice in against some people and it went okay. I need to get faster with my guesses, and remember what my setups are. I'm hoping we can start streaming in Portland soon, so hopefully I can get some footage so y'all can see how fraudulent I am.
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