ChaseRLewis Posted September 2, 2014 Posted September 2, 2014 So been looking into that safe jump setup. It actually is pretty good current way I do it is Gatling -> 2C -> 5[C] -> 421B -> 6 -> (whiff) 2A -> 5C -> j. grab (very small delay) -> 6D -> j.B I let them hit the ground for the 5C. I like it largely against vatista as if you do it right it beats ALL her reversals and pretty much wins you the round if you bait even a single one with meter. Now it only works against teching as soon as possible but it still hits 2800-3000 depending on the exact combo. If they late tech you have all your standard wakeup options still at your disposal. Seems the only trick is you want the combo to end consistently for timing so you should hit them off the ground with some normals then air grab. Also because of the delay if you can train your opponent it opens up empty jump low / throw mixups. Honestly it seems from my testing it works against just about everything except EX Command grabs (you can beat those by delaying it) and EX uppercut from Sion. It beats everyone elses uppercuts ALL versions. Never made a youtube vid before but might do it if time permits tomorrow evening.
Wokker Posted September 2, 2014 Posted September 2, 2014 Not really useful tech, but yeah. 236C super does more damage if you have all bullets enhanced. Normal damage: https://twitter.com/Wokker1/status/506855427838324737 All bullets enhanced: https://twitter.com/Wokker1/status/506856004412514305
Keech Posted September 2, 2014 Posted September 2, 2014 Not really useful tech, but yeah. 236C super does more damage if you have all bullets enhanced. Normal damage: https://twitter.com/Wokker1/status/506855427838324737 All bullets enhanced: https://twitter.com/Wokker1/status/506856004412514305 -_- It's knowable fact. Because in MB:AA:CC f-sion shoot 236c w/o bullets it's deal more damage, then she have 1 and more. It's transformed in slightly anothe mechanic.
Noxcy Posted September 2, 2014 Posted September 2, 2014 was curious if anyone has been implementing Eltnum's 214C ~vortex~ and if anyone has been able to get it to work on Akats/Byak (j.C whiffs after 214C) I've tried delaying the j.C as much as possible after the 214C, but it doesn't seem to work. I've also tried dashing + neutral jumping but that fails too. Maybe I'm just doing s/t wrong. (link to video in case you haven't seen it) http://www.youtube.com/watch?v=7_j3m5CSoi0
LitchiFayeBling Posted September 2, 2014 Posted September 2, 2014 i dont like it because it uses up meter that is better spent on converts or reversals (mostly cuz of the damage of the 421c combo) or laser punish
Sashi Posted September 2, 2014 Posted September 2, 2014 You can just 214C, then wait a bit before jumping.
Noxcy Posted September 2, 2014 Posted September 2, 2014 @LFB agreed, i mostly look to it when i'm in dire need of a comeback, or if i know the reset will kill, 421c & Laser are definitely prioritized. @Sashi Yeah, that was my first solution. T^T but when you wait and the j.C connects, the combo drops/resets before the j.A, allowing the opponent to just crouch and cause the j.A to whiff entirely.
Sashi Posted September 2, 2014 Posted September 2, 2014 It seems to work for me. I don't mean delay the j.C, I mean delay the actual jump. As in wait until they're dragged closer to you before jumping. Gotta change the timing of the j.B to make it ambiguous with the low, though.
Noxcy Posted September 3, 2014 Posted September 3, 2014 Yeah, thats what I meant as well. The problem I'm having is getting the j.C > j.A to combo after I've delayed the actual jump. Everything connects, but the combo resets at the wrong time. If you delay the jump itself off of a raw 214c, the j.C > j.A > j.B all connect/come out as they should, but when you delay your jump after a 214c combo ender, it messes up. The j.C hits but the j.A doesn't combo with it. Are you just doing j.C > j.B?
Sashi Posted September 3, 2014 Posted September 3, 2014 Oh, you're right. I was doing half of a combo since it was faster to testt. It had enough hitstun proration for j.C j.A j.B to drop at j.B so I assumed it worked as a substitute for real combos. I'll test more.
Tempered Posted September 6, 2014 Posted September 6, 2014 I pretty much agree with Litchi. Id prefer to save meter for 236c, 421c and 623c but if it fits your style nothing wrong with that. Looks pretty strong to me. https://www.youtube.com/watch?v=rQEa3pUbId0 heres a video highlighting some stuff with 236c that I put together while I was bored.
Tribstar Posted September 9, 2014 Posted September 9, 2014 Anyone have tips on performing side switch mid combo (6 -> 421A -> 2C -> 22B -> etc)? They keep teching out before I can hit 2C.
Keech Posted September 9, 2014 Posted September 9, 2014 Anyone have tips on performing side switch mid combo (6 -> 421A -> 2C -> 22B -> etc)? They keep teching out before I can hit 2C. input 421a as soon as possible after 6
Syklone Posted September 10, 2014 Posted September 10, 2014 What's 22A on block? Sorry if this has been answered before, but 15 pages is a lot to read through.
Tribstar Posted September 12, 2014 Posted September 12, 2014 input 421a as soon as possible after 6 Wow I was trying to do 421A after 421B this whole time. Wtf who am I
CageRedfield Posted September 14, 2014 Posted September 14, 2014 I'm having a lot of trouble catching backdashes on wake-up as Elt. My brain defaults to the meaty 66B xx J.214A or doing 214B to try catching them and I end up dying for it. Any tips?
Sashi Posted September 14, 2014 Posted September 14, 2014 You can do whiff 5A 2C to catch most backdashes.
CageRedfield Posted September 14, 2014 Posted September 14, 2014 after what combo Mainly the 421B -> 6 combo and the 2B 2C J.[C] combo.
LitchiFayeBling Posted September 14, 2014 Posted September 14, 2014 ending with 66c 22c? read backdash with long dash 2b, and in corner you can meaty 2a, but neither is 100% safe
GGCFreeziPop Posted September 16, 2014 Posted September 16, 2014 Does B+C have any good use? Im messing around with it but I can't find any reason to use it over other options.
LitchiFayeBling Posted September 16, 2014 Posted September 16, 2014 no, basically never use that move.
Pitzer Posted September 17, 2014 Posted September 17, 2014 You can use the move near a corner after a 2C however it cost 1 Block of GRD and uses a wall bounce
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now