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Everything posted by Medic Haus
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I think that might actually be it, unfortunately. Can't confirm that for myself, since...well.... Kids in the thread thinking they know cool combos. They don't know cool combos. I DO.
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j.S does not knockdown under normal circumstances. It only gains a knockdown property after you super jump cancel a launcher, just like any other character. One corner combo I came up with for Morrigan demonstrates this perfectly: cr.M > cr.H > f+H > j.MMH > Air L Soul Fist > Flight Cancel > j.MH > Air L Soul Fist > Flight Cancel > Airdash > j.HS > S > j.MMH > Air H Shadow Blade > Air Finishing Shower > j.S. The j.S done after the airdash does not inflict knockdown, since I have not super jump cancelled a launcher by that point in the combo. However, the j.S linked after the Air Finishing Shower does inflict knockdown, since I had used a launcher before it.
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Wait, what? If I actually want to do damage, then I do need something other than that. To be precise, Flight Cancel combos. That's not what ironic means. And it's kind of hard to loop the opponent when they're getting hit by a Level 3.
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Please tell me I'm not the only one that finds Morrigan combos to be stupidly difficult.
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From my experience, Hsien-Ko relies heavily on assists to get in on the opponent. You generally want an assist that lasts a long time to let Hsien-Ko cover lots of ground, but an assist with a wide area of effect is also important. Unibeam, Mystic Ray, and Hidden Missiles are all useful for this purpose. The super armor hyper also really helps, and Morrigan's Dark Harmonizer assist allows Hsien-Ko to keep it up nearly constantly. Unfortunately, that would mean devoting most of your meter to Hsien-Ko, and since you have Phoenix on your team...
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My BnBs with Hsien-Ko are Midscreen: st.M > cr.M > cr.H > f+H > j.MH(3 hits)S > st.M > L Henkyo Ki > st.M > cr.H > S > j.MMH(3 hits)S (Tenrai Ha) About 430,000 damage meterless, about 550,000 damage with Tenrai Ha Corner: st.M > cr.M > cr.H > f+H > M Henkyo Ki [st.M > cr.H > f+H > M Henkyo Ki]x2 cr.H > S > j.H(3 hits)S (Tenrai Ha) About 480,000 damage meterless, about 640,000 damage with Tenrai Ha They're both fairly tricky, but they're Hsien-Ko's best solo combos at the moment. I'll get to throw BnB's later.
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I'm still working on all of his possible mixups, but for now I can explain his ability. Patience significantly increases the amount of meter you build upon blocking an attack. Even better is that both members of your team are affected. A Level 1 Guard Break builds nearly 2 SP for both characters on your team. Now, you obviously don't want to eat a bunch of blockstrings just to build meter, but since Patience lasts a long time, blocking some attacks from time to time eventually adds up. It's a powerful ability later on, when your Guard Meter fills slower. EDIT: I just happened to notice this while practicing them crazy George/Beatrice combos. What a badass.
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Daaaaaaaaaaamn. I wish I could play that good consistently, I just get some awesome moments like those from time to time. If you want, I could give some advice on George. He has some surprisingly good mixup potential with his rolls and feints.
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Now that you mention it, they do. They also seem to be aimed around the stomach...
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Rosa can also do weird loops like 6B > Reload > 236C > [c.5B > 236A+B > 236C]x5 in the corner.
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Are you using a controller or something? Because on a keyboard I have no difficulties with executing EX moves. I'd imagine that they would be just as easy to perform on a joystick.
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Charging Erika's [4]6 series in combos actually isn't very demanding. The charge time in this game is the shortest I've seen in any fighting game, to be honest. Hell, stuff like 6B > 5C > [4]6C works, to give you an idea of how short charge times are. What's really tricky with Erika is the spacing on her combos and linking off of [4]6A+B, though that becomes easy with practice.
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j.C > j.B > 2B > 6B > 5C > 2C > Attack Touch > Dash > 5B > 5C > HJC > j.B > j.C > j.63214A+B > 2C with B. Battler and Dlanor does 2891 damage for one SP Stock, but doesn't stun. It looks really cool though. EX Reload pauses time, which can be used to extend ground combos (2B > c.5B > c.5C > 236A+B > f.5C (2) > 3C > 236B is one example that works everywhere and does decent damage) and can be used as a reversal. For example, Rosa gets knocked down without a shot loaded. The opponent decides to take advantage of this, and goes for a jumpin on Rosa's wakeup. Rosa uses EX Reload as a reversal and then safely anti-airs them. I've done this before.
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My data was reset as well. It's a bit annoying, but I can deal with it. This. It's not as weird as George's SP2 (three stuns in a single combo for the win?), but it has such ridiculous combo ability. While we're on this topic, is there any actual use for Erika's SP2?
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I've been messing around with Erika and Dlanor quite a bit, and I've discovered that Dlanor can cancel into 22A+B to continue combos. May not be the most practical thing in the world, but it's something. Examples: http://www.youtube.com/watch?v=3j7_J2P9tyc From what I've come up with for Erika, her ideal meterless BnBs are 2A > 2B > 6B > 5C > [4]6C at midscreen, and 2A > 2B > 6B > 5C > 2C > 421A > j.C > JC > j.B > j.C > j.214A in the corner. You can start both of them with 22A > j.C, but the corner combo requires that you omit 5C in exchange.
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I play with a keyboard, and the only thing that's really hard for me is looping 5A > 5B > 632146C with Shannon (I don't have Cross yet, so I'm not sure if there's anything harder), so I don't think there's anything wrong with the keyboard controls. It might be in your best interest to play the game with a controller.
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I honestly can't say I like Dlanor's voice actor too much. I figured her voice would be a little deeper than that, now she doesn't seem quite as intimidating in my opinion. I absolutely love Erika's Meta-Super though. On a different note: I mess with the ability to combo after Shannon's 623A with seagulls, and this is what I get.
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Use Maestro in the primary slot. It'll give Strider tons of health. Jokes aside, how much health would Strider have with Maestro in the primary slot? I'm guessing less than Phoenix. Fin Fang Foom sounds pretty broken at to me at the moment. From what I can imagine, it should be possible to X-Factor infinite your opponent to oblivion, while simultaneously building meter for the next X-Factor use. Who needs Hypers?
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Well, Hulk still has his infinite. Hell, with reduced charge times Capcom actually BUFFED this thing.
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From what I can tell, Culprit Battler is primarily a palette swap of regular Battler. There are a few differences, like Rudolf and Kyrie being used in one super, but some screenshots were just there to compare the moves of the two Battlers.
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"And I get what you were trying to say..." BACK ON TOPIC All the alternate costumes look like shit to me, and these new ones are no exception. A classic Jill costume would be kind of neat though.
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Makoto, Valkenhayn, and Platinum were all at least partially on disc from the start, that's how their themes got uploaded to Youtube so quickly. They were ripped straight from the disc. And I get what you were trying to say, I just find it rather amusing how you say that one company releasing DLC is just an inferior method of adding more content, and then say that another company doing it makes it loathsome money-grabbing in the same sentence.
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I know quite a bit about those 7 frame full screen beams, since I main Magneto. Besides, I'm pretty sure nearly every character in the game has some method of escaping dat DISRUPTAH spam. The fact that the 7 frame DISRUPTAH only hits once helps.
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>Marvel vs Capcom >Mixups that aren't resets My mind has been blown Jokes aside, I can imagine how that would be annoying in laggy gameplay. Though I think playing Magneto under conditions like that would be just as hard.