Double Combos

Faustian LogixFaustian Logix Just call me FaustJoined: Posts: 95
Gonna use this for combos. I don't have time to manage it just this moment, but in a day or so I'll overhaul it and have a listing.

So discuss, post, and anything else. I'll compile them as soon as I can.
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Comments

  • Jon SlaytonJon Slayton Consistently Inconsistent Joined: Posts: 4,304
    Anyone found any good damaging things you can do with cattelite lives super? Seems like scaling hits pretty hard with this so I just go for a lot of resets, but I figure there's gotta be something here.
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  • CougarCougar Logic, yo. Joined: Posts: 1,528
    In the corner, the BnB I'll use once I get my Double up and running is:

    c.lk > s.mk > s.mk > s.hk xx superjump, j.mk (2) xx Fridge, c.lp > (delay) c.lp > c.mk > s.hk xx superjump, j.lp > j.mk (2) xx Fridge, s.lp > s.lp > c.mk > s.hk xx superjump, j.mp (x) > j.hp (all), land, jump, j.lk (all) > j.hp (all), land, c.hp, s.mk > s.mk > c.hp, s.mp > s.hp, c.lk (OTG) > s.mk > s.mk > c.hp xx H Hornet Bomber xx Bionic CAAAAAR

    Does a little less than 7k (didn't test exact numbers after I cut one move from the combo), but considering I never touched j.hk or Ourocatos, it has a lot of room for improvement.
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  • Trophy ClubTrophy Club Inspirada Club Joined: Posts: 455
    Doubt this is the most damage you can get but it is fairly easy and reliable so it's what I do:

    c.lk s.mk s.mk s.hk jump mp(x) hp(x) land jump lk (3) mk (2) hp (all) land jump lp mk (2) hp (all) land s.lp s.lp s.mk s.mk c.hp xx h hornet bomber xx car.
  • ProphestusProphestus Martial Masters LP Joined: Posts: 336
    Nothing fancy or unknown here, but these are all very simple

  • debsdebs lowering property value Joined: Posts: 5,031
    any catellite stuff? the ips is fucking anything i come up with up.
  • MecakotoMecakoto Joined: Posts: 4
    Just something simple to add to everything. Does 8.3k (optimally) solo vs 3, so it should do about 4.7k in a trio. Uses 1 meter and builds half of one during the combo itself. The end will make your opponent be roughly where they were when the combo started, due to the nature of the car. Without the car, makes your opponent travel about 1/3 of the stage. Also, there is room for you to do more things (some of which are character specific). This is just the most damaging combination I found using the string I learned day 1.

    Also, if you're having trouble following up after lp > mp > hp in the air(Ms. Fortune comes to mind), do mp > hp, land, jump lp > mp.

    s.lk > s.mk > s.mk > s.hk xx jump > lp > mp > hp xx land, s.lp > s.lp > s.mp > s.hk xx jump, lk > mk

    From here, if in the corner

    fridge xx c.lk > s.mk > s.mk > s.hp xx Run their ass over

    If not in the corner

    barrel xx c.lk > c.hp xx Run their ass over


    For the full set:

    in corner: s.lk > s.mk > s.mk > s.hk xx jump > lp > mp > hp land, s.lp > s.lp > s.mp > s.hk xx jump, lk > mk xx fridge, c.lk > s.mk > s.mk > s.hp xx Run their ass over

    not in corner: s.lk > s.mk > s.mk > s.hk xx jump > lp > mp > hp land, s.lp > s.lp > s.mp > s.hk xx jump, lk > mk xx barrel, c.lk > c.hp xx Run their ass over


    First post here. Tell me what you think. And sorry if I screwed up the shorthand badly.

    Edit:

    Might as well mention: at the mk in the air, hk can be used for a mixup. Done right, the opponent will be hit by the bird, giving you freedom of choice to which side of you they land on. Furthermore, if you don't want to use meter at the end, but still want decent damage and want them to be right in front of you on wake-up, do barrel (or fridge, only in the corner) > c.hk > mortal kombat slide.
  • sage2050sage2050 AG Vinco Joined: Posts: 628
    I've been running this combo:

    s.mk mk hk j.lp mk hk xx qcb+mk s.lk mk mk hk j.lk mk hk xx qcb+mk (land) s.lp mk mk hk j.mp mk qcb+mk (land) c.lk s.mk mk xx dp+hk xx super

    works on everyone everywhere* but you may have to change the timing

    *i can't get the s.lk to connect on ms fortune midscreen
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  • Combo_KnightCombo_Knight DashUppah, Muhfuqqah! Joined: Posts: 5,313
    I've been running this combo:

    s.mk mk hk j.lp mk hk xx qcb+mk s.lk mk mk hk j.lk mk hk xx qcb+mk (land) s.lp mk mk hk j.mp mk qcb+mk (land) c.lk s.mk mk xx dp+hk xx super

    works on everyone everywhere* but you may have to change the timing

    *i can't get the s.lk to connect on ms fortune midscreen
    do standing Forward
    ---
  • sage2050sage2050 AG Vinco Joined: Posts: 628
    ive tried that, but since ms fortune is so light as it is, you have to start the air combo really early and i don't think you get out of barrel form in time to link an s.mk
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  • KristophKristoph sing my lullaby Joined: Posts: 430
    I started practicing the above combo against Ms. Fortune, but I didn't read the whole post so I didn't see that part about the s.lk whiffing against her. I have gotten it a grand total of one time, so it might just be a tight link or very dependent on the timing of the rest of the combo. But whatever, just do c.lp instead and it's fine. right? >_>

    edit: yeah
  • sage2050sage2050 AG Vinco Joined: Posts: 628
    nice i'll keep that in mind
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  • Falcon CombosFalcon Combos Zao Joined: Posts: 36
    Nothing new or even difficult, just a simple BNB I cooked up wilst in training mode. Sorry for the quality.


    c.LK c.MP s.HK sjc j.LP j.MP j.HK land jump j.LK j.HK land jump j. MK xx QCB+MK, OTG c.MK c.HP xx DP+HK xx (QCF+PP or KK)
    
    notes:
    - ~6500 dmg, works anywhere on screen on anyone
    - Depending on weight, the j.LP needs to be delayed a bit so they'll get juggled properly by the falling soldier.
    - Really, you're probably better off canceling into Catellites. Less damage (~5400) but a better use of Meter IMO.
    - Obviously you can Lvl3.
    
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    Nothing new or even difficult, just a simple BNB I cooked up wilst in training mode. Sorry for the quality.

    c.LK c.MP s.HK sjc j.LP j.MP j.HK land jump j.LK j.HK land jump j. MK xx QCB+MK, OTG c.MK c.HP xx DP+HK xx (QCF+PP or KK)
     
    notes:
    - ~6500 dmg, works anywhere on screen on anyone
    - Depending on weight, the j.LP needs to be delayed a bit so they'll get juggled properly by the falling soldier.
    - Really, you're probably better off canceling into Catellites. Less damage (~5400) but a better use of Meter IMO.
    - Obviously you can Lvl3.
    

    You're using a 2v3 ratio so your damage multiplier is off.
  • Falcon CombosFalcon Combos Zao Joined: Posts: 36
    You're using a 2v3 ratio so your damage multiplier is off.

    ah, christ, I forgot about that <_<;;;

    well, at least it looks cool
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    ah, christ, I forgot about that <_<;;;

    well, at least it looks cool

    It's all good. I'm in the process of testing most of these so I can edit the first post to have them in. It might take a minute though. I was hoping that I wouldn't have to work through the weekend but it turns out that I do. So I have to get a lot of this stuff done today before I get busy again.
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    So here's a crappy little double combo I am using

    (BLAH JUMP IN WHATEVER INTO) s.lk, s.mk, s.mk2, s.hk, jump, j.mp, j.hp, land re-jump, j.lk, j.hp, land rejump, j.lp, j.hp, land, s.lp, s.mp, s.hk, jump, j.mk XX j.qcbmk XX qcfpp

    In the corner you can change everything from the j.qcbmk to j.qcbhk, OTG c.lk, c.mp, c.hp XX dpfhk XX qcfpp

    It doesn't do optimized damage. Scores 4.5k 1-to-1. However, the neat thing about it is that you can insert a throw reset anywhere... and I mean anywhere. If the opponent is in the air you can throw reset after the re-jump or after one of the lights. If the opponent touches the ground you can throw reset after a light or after they hit the ground in the first place. You are always in range for a throw and your opponent is always just about to fall out of the combo, and since most of the combo is in the air they can't hold up back to avoid you. Hitting a qcfPP after a throw reset will net you around 2000 extra damage, but more importantly a ground throw or a really low air-throw allows you to dash in, OTG, and do the whole combo all over again, with a reset wherever you like again. It's a great way to keep up pressure.
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    So, those avery loops. They're kind off amazing. This most damaging version I've come up with so far:

    j.HK land j.HP (1 hit), j.HK land j.LP, j.HK land j.MK, j.HK

    The first two jumps after landing are forward jumps and the last jump is a neutral jump. The beauty of this is the j.MK. Because of that, you can actually continue the combo by replacing the j.HK with M Item Crash if they start to get comfortable with the typical reset afterward. It also gives you a near-full meter for the Blockbuster of your choice. Oh, and it works on everyone except I forgot to test it on Double herself -_-
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    So, those avery loops. They're kind off amazing. This most damaging version I've come up with so far:

    j.HK land j.HP (1 hit), j.HK land j.LP, j.HK land j.MK, j.HK

    The first two jumps after landing are forward jumps and the last jump is a neutral jump. The beauty of this is the j.MK. Because of that, you can actually continue the combo by replacing the j.HK with M Item Crash if they start to get comfortable with the typical reset afterward. It also gives you a near-full meter for the Blockbuster of your choice. Oh, and it works on everyone except I forgot to test it on Double herself -_-



    Yeah. They're neat, but pushing them further doesn't get you much of anything better. It builds lots of meter though.
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    What do you mean exactly by "pushing"?
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    What do you mean exactly by "pushing"?

    I've done 5-6 reps of the loop on a "bigger" character and you stop gaining worthwhile damage/meter after the 3rd rep.
  • BoomSouljahBoomSouljah Low Tier Hero? Joined: Posts: 45
    The BnB that I have been using is this:

    Cr.lk, st.mk, st.mk, st.hk, j. lp, j. hp(1), j. hk, land, j.mp(all 6), j. hk, land, j. mk(1), j. hk, sj. lk(1), qcb mk(barrel), land, cr.lk(OTG), slide(back lk+hk), car super.

    does around 5023-5044 give or take a few j. mp hits and j. lp hits. the number I consistently got was 5033 (1.00 dmg multiplier)

    I did test this on every char, and it worked on every one.
    noticed a timing difference on ms fortune, valentine, cerebella, and filia; but those four have relatively the same timings, while the other four have similar timings between themselves.

    Can someone else double check this to make sure this is legit, its 3 am over here, and i dont wanna miss something really dumb
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  • MissingNoMissingNo No. 000 Joined: Posts: 32

    Yeah. They're neat, but pushing them further doesn't get you much of anything better. It builds lots of meter though.


    I can't seem to time the air grab correctly. I can once in a while but I'm finding it difficult to develop a consistent rhythm. any tips? Based on the video, it doesn't seem like the timing is too difficult on light characters but heavier ones seem to have really tight timing when it comes to re-jumping and grabbing.
    ???
    HT 10' 0"
    WT 3507.2lb
  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    I can't seem to time the air grab correctly. I can once in a while but I'm finding it difficult to develop a consistent rhythm. any tips? Based on the video, it doesn't seem like the timing is too difficult on light characters but heavier ones seem to have really tight timing when it comes to re-jumping and grabbing.

    I'll give it a go Vs Double and let you know what you should change. I've been busy with work the last few weeks and haven't been able to even touch the game.
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    Off a launcher s.HK, I started messing with avery loops. Here's what I got:

    (blah blah), s.HK, j.LK (1 hit), j.MP (1 hit), j.HK land j.LP, j.HK land j.MK, MK Item Crash, c.LK/MK, c.HP, HK Hornet Bomber xx Blockbuster of choice

    It does more damage than some of her restand/relaunch combos and with avery, it builds a bit more meter. You can also go for avery after the j.MK to go for resets. It works on all of the characters. For most, the jump after the first landing is a forward jump and the last jump should be a neutral jump. For Cerebella and Filia, the jump after the first landing has to be a neutral jump or you'll go through them and miss (for Cerebella, the last jump has to be a forward jump). For Ms. Fortune, the last jump has to be a super jump for the j.MK to hit. For Double, the timing is just different due to her weight (you need to find the right timing on the j.LP > j.HP).
    I can't seem to time the air grab correctly. I can once in a while but I'm finding it difficult to develop a consistent rhythm. any tips? Based on the video, it doesn't seem like the timing is too difficult on light characters but heavier ones seem to have really tight timing when it comes to re-jumping and grabbing.

    For any avery loop, make sure you super jump for the air grab. The higher you grab them, the higher the bounce, meaning you have a lot more time to dash in and combo before the blue impact (techable signal).

    Please try the avery loop I posted earlier.
    j.HK land j.HP (1 hit), j.HK land j.LP, j.HK land j.MK, j.HK

    I think it's very easy with its brain dead timing. It's only different for Double (you need to find the right timing on the j.LP > j.HP). The first two jumps after the landings are forward jumps while the last is a neutral jump.
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    The loop hath been expanded upon.

    jHK
    jHP/HK
    jMP/HK
    jLK/HK
    jLP/HK
    jMK
    Item Drop M
    cMK/HP
    DP + HK

    Great minds think alike in this case, I came to post it only to find that Grimm had found it as well. This combo does upwards of 5k and so far I've gotten it to work on Valentine and Double. I have a feeling it might be impossible on the super lights, but I could be wrong. If you can superjump up for the jMK and connect in time then this combo works on whatever character you're doing it to.

    Also, as an audio/visual cue for the reset with Avery, just watch/listen for him to hit twice, then jump up. Should work fine.
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    The BnB that I have been using is this:

    Cr.lk, st.mk, st.mk, st.hk, j. lp, j. hp(1), j. hk, land, j.mp(all 6), j. hk, land, j. mk(1), j. hk, sj. lk(1), qcb mk(barrel), land, cr.lk(OTG), slide(back lk+hk), car super.

    does around 5023-5044 give or take a few j. mp hits and j. lp hits. the number I consistently got was 5033 (1.00 dmg multiplier)

    I did test this on every char, and it worked on every one.
    noticed a timing difference on ms fortune, valentine, cerebella, and filia; but those four have relatively the same timings, while the other four have similar timings between themselves.

    Can someone else double check this to make sure this is legit, its 3 am over here, and i dont wanna miss something really dumb

    Your BnB is a LOT better than the one I just posted above.

    From what I tested, it's legit. I have a couple of suggestions to make it better:
    -replace the sj.LK with j.MK
    -replace the slide with c.HP, HK Hornet Bomber

    With those adjustments and making j.MP and j.MK only hit once, I got 5471.
    With a jump-in j.HP, I got 5148.

    Lots of meter and one of the highest damage I've seen so far from a jump-in j.HP.
    Going to test this on everyone again just to make sure :)
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    Your BnB is a LOT better than the one I just posted above.

    From what I tested, it's legit. I have a couple of suggestions to make it better:
    -replace the sj.LK with j.MK
    -replace the slide with c.HP, HK Hornet Bomber

    With those adjustments and making j.MP and j.MK only hit once, I got 5471.
    With a jump-in j.HP, I got 5148.

    Lots of meter and one of the highest damage I've seen so far from a jump-in j.HP.
    Going to test this on everyone again just to make sure :)

    If you can get it to work on Painwheel, Double, and Fortune then it should work on everyone. I generally find that if I can get it on Painwheel's tiny hitbox that I can work it on anyone.

    But you neglected a thing on your adjustments, which is swapping jLK with jMK, not just replacing. Could just be semantics but I still worked it out. Against Fortune I'd almost suggest dropping the jLK portion just because it feels really inconsistent. But you're right, this is the best we've got for consistency and damage off of a jHP confirm.
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    The loop hath been expanded upon.

    jHK
    jHP/HK
    jMP/HK
    jLK/HK
    jLP/HK
    jMK
    Item Drop M
    cMK/HP
    DP + HK

    Great minds think alike in this case, I came to post it only to find that Grimm had found it as well. This combo does upwards of 5k and so far I've gotten it to work on Valentine and Double. I have a feeling it might be impossible on the super lights, but I could be wrong. If you can superjump up for the jMK and connect in time then this combo works on whatever character you're doing it to.

    Also, as an audio/visual cue for the reset with Avery, just watch/listen for him to hit twice, then jump up. Should work fine.

    Madness! It's so easy that I feel stupid for not trying it out before. You can switch around the last 3 HK loops in almost any order as long as jMP is not the very last, I believe.

    Due to how damage scaling works and the damage of each attack (jLP - 250; jMP - 150 (1 hit); jLK - 100 (1 hit)), the most damaging seems to be:

    jLP/HK
    jMP/HK
    jLK/HK

    This is assuming jMP and jLK will only hit once. With this, I broke 6000 (by two digits) with Banwagon Rushdown. That's a freakin' first for me! This is just me having fun but it's actually pretty practical for the heavier characters. It's possible on the light weights by super jumping both the last jHK loop and the jMK but I'm not consistent with it, yet. jMP/HK, jLK/HK, jLP/HK is the best at consistency and it will net you an easy 5.8-5.9k anyways.
    If you can get it to work on Painwheel, Double, and Fortune then it should work on everyone. I generally find that if I can get it on Painwheel's tiny hitbox that I can work it on anyone.

    But you neglected a thing on your adjustments, which is swapping jLK with jMK, not just replacing. Could just be semantics but I still worked it out. Against Fortune I'd almost suggest dropping the jLK portion just because it feels really inconsistent. But you're right, this is the best we've got for consistency and damage off of a jHP confirm.

    It works on all of them. You're right about Fortune. The jLK can be made consistent by super jumping at the cost of the consistency of the sjMK afterwards. Eh, we'll see if my super jumping gets better but for now I agree to keep it simple.
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    I can work on updating the first post sometime today. I finally have a little time off to organize everything.

    But I'm glad we finally cracked open Double enough to where her damage isn't (as) horrible.
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    I'm kind off surprised that we found some decent damage off of a jump in jHP which usually scales the combo so brutally. On top of that, jMP and jLK are being used in these combos, which I always thought was blasphemy with their low damage and multi-hitting properties. Thank you Avery!
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  • Faustian LogixFaustian Logix Just call me Faust Joined: Posts: 95
    Someone at GFaqs did one better. I can't test this right now but if you don't mind, give it the run down.



    It's insane.
  • sage2050sage2050 AG Vinco Joined: Posts: 628
    i posted that one in the other topic a few days ago. its pretty easy.
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  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    Ok, so I can't complain about jMP and jLK anymore. I've got to try this out. The fridge is also a plus.
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  • Age_of_FoolsAge_of_Fools Joined: Posts: 706
    Someone at GFaqs did one better.

    That's looking more like it.
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  • MissingNoMissingNo No. 000 Joined: Posts: 32
    Someone at GFaqs did one better.

    Ahhhhhh, that's awesome! The timing is really easy and as a fg newbie, I really appreciate that. I can't seem to get a LK to connect after the first item drop lands though. I'm fairly sure it has something to do with my timing but my first M item drop hit lands immediately after the first j.HK hit, same as in the video so I'm not sure where I'm messing up.
    ???
    HT 10' 0"
    WT 3507.2lb
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    So for anyone who's been successful at that insane combo, any good tips on how to make the Avery projectile consistently whiff like it does in the video? I cannot figure out the right timing.
    Ahhhhhh, that's awesome! The timing is really easy and as a fg newbie, I really appreciate that. I can't seem to get a LK to connect after the first item drop lands though. I'm fairly sure it has something to do with my timing but my first M item drop hit lands immediately after the first j.HK hit, same as in the video so I'm not sure where I'm messing up.

    Same here. Try cLK instead of sLK. It has less startup so it should be easier.
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  • MissingNoMissingNo No. 000 Joined: Posts: 32
    It seems the quicker you land a hit after launching, the better position you'll be in for item crash m. Unfortunately that means getting j.mk raw is a bit difficult (although it seems like it's possible).

    From the same thread:


    It's much easier to land when you start with j.lp. Hopefully it doesn't scale things too badly. I think I actually managed to chain s.mk from m item crash which should help if I wasn't just imagining things after a 4 hour practice session haha.
    ???
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    WT 3507.2lb
  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    Raw jMK > jHK > Item Crash is backwards compared to the others. For the best results, you actually want to delay the raw jMK.

    On that note, I'm having trouble with jLK > jMK > jHK > Item Crash. What's the best way to get myself higher than the target after the jLK so Avery won't hit preemptively after the jMK. Right now its 50/50 for me so I'm completely lost on what the timing is because it feels like I'm doing the same timing but getting different results.

    Thank you.
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  • needles09needles09 No perfect, Moral victory. Joined: Posts: 647
    Someone at GFaqs did one better. I can't test this right now but if you don't mind, give it the run down.

    Snip

    It's insane.

    I don't think it works on fortune....She is WAY too light, I can't even get the first rep of j.mk j.hk to land. Any tips? or is it actually impossible on her
  • sage2050sage2050 AG Vinco Joined: Posts: 628
    it works, just do everything faster
    same thing applies to brother grimm's question. just go faster.
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  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    I don't think it works on fortune....She is WAY too light, I can't even get the first rep of j.mk j.hk to land. Any tips? or is it actually impossible on her

    Raw jMK might be impossible on Fortune because of how light she is. Try the one in the video MissingNo posted. It skips the raw jMK and starts with jLP, jMK, jHK, barrel instead. That rep definitely works on Fortune. I don't know about the rest because I can't even get the jLK, jMK, jHK, barrel consistently on the any of the characters DX
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  • needles09needles09 No perfect, Moral victory. Joined: Posts: 647
    The j.lk j.mk j.hk doesn't work on fortune in that video. I dunno, I can't seem to get them to work on her. They work on Peacock and Painwheel, just not fortune.

    EDIT: I forgot to mention, I took the one that does the j.lp j.mk j.hk and then the lk one after, and switched them so the lk comes first, then the lp. It works fine, my reasoning for this? Insert teacup reset after the j.lp, after you've already done like 3-4k :3
  • sage2050sage2050 AG Vinco Joined: Posts: 628
    well try doing the combo the way it was written because it definitely works. ive been doing it for a week.

    edit: i didnt realize you were doing the one faustian logix posted. the one missingno posted works 100% of the time on every character. you just have to change the s.lk to a c.lp on ms fortune when you do it midscreen.
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  • Brother_GrimmBrother_Grimm Nothing Joined: Posts: 156
    So yeah, the faster the better. I got it now. Thanks!

    Next up, teacups...
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  • sage2050sage2050 AG Vinco Joined: Posts: 628
    you have to slow the first air combo down just a little bit for double. everyone else just mash it out.
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  • ShariShari Overestimated. Joined: Posts: 2,623
    I still cant hit the combo that missingno posted so i have to ask how much does the combo do if started from a low aswell as not having normals that whiff on crouch in the starting combo before st.hk ?
    Haunts: Is it lag or just impeccable footsies and spacing, I don't know.
    MiloDC: I beat YuuVega -- yes, that YuuVega -- the first time I played Claw seriously in my entire life.
  • We Are VenomWe Are Venom Joined: Posts: 106
    So does anybody have any consistent Catellite combos? Or at least combo starters? I kinda just go in and mash until I have what I think is a steady height for a launch into my regular bnb but I break my own combos or accidentally trigger the IPS a lot doing this.
  • ShariShari Overestimated. Joined: Posts: 2,623
    Based on the video missingno posted by worldjem i made an easier more damaging version that works on everyone.

    cr.lk cr.mp st.hk j.lp j.mk j.hk barrel st.lp st.mk st.mk st.hk j.mp j.hp land j.lk. j.mk j.hk barrel cr.lp st.mk st.mk cr.hp slide cr.mk cr.hp HK-Hornet Bomber

    Does between 6139 to 6191 depending on how many hits of Hornet bomber your opponent gets hit by.

    On Double you have to do a slight variation that will net you 6480

    cr.lk cr.mp st.hk j.lp j.mk j.hk barrel st.lp st.mk st.mk st.hk j.mp j.hp st.lk st.mk st.mk st.hk j.lk. j.mk j.hk barrel cr.lp st.mk st.mk cr.hp slide cr.mk cr.hp HK-Hornet Bomber

    Meets the critera of being easy enough that i can hit which means pretty much all of you should be able to do it consistently.
    Starts with a low which i refuse to not do considering how good throws are in this game.
    Does more damage: 6077 vs 6139/6191 - 6480
    Haunts: Is it lag or just impeccable footsies and spacing, I don't know.
    MiloDC: I beat YuuVega -- yes, that YuuVega -- the first time I played Claw seriously in my entire life.
  • needles09needles09 No perfect, Moral victory. Joined: Posts: 647
    Based on the video missingno posted by worldjem i made an easier more damaging version that works on everyone.

    cr.lk cr.mp st.hk j.lp j.mk j.hk barrel st.lp st.mk st.mk st.hk j.mp j.hp land j.lk. j.mk j.hk barrel cr.lp st.mk st.mk cr.hp slide cr.mk cr.hp HK-Hornet Bomber

    Does between 6139 to 6191 depending on how many hits of Hornet bomber your opponent gets hit by.

    On Double you have to do a slight variation that will net you 6480

    cr.lk cr.mp st.hk j.lp j.mk j.hk barrel st.lp st.mk st.mk st.hk j.mp j.hp st.lk st.mk st.mk st.hk j.lk. j.mk j.hk barrel cr.lp st.mk st.mk cr.hp slide cr.mk cr.hp HK-Hornet Bomber

    Meets the critera of being easy enough that i can hit which means pretty much all of you should be able to do it consistently.
    Starts with a low which i refuse to not do considering how good throws are in this game.
    Does more damage: 6077 vs 6139/6191 - 6480
    My only question is, for the multi-hit air normals like j.lk or j.mp, how many hits of those?
  • ShariShari Overestimated. Joined: Posts: 2,623
    My only question is, for the multi-hit air normals like j.lk or j.mp, how many hits of those?

    All of them.

    There might have been one or two where i didnt do all the j.mp hits to make it easier but unless i wasnt paying attention they should all work if not just adapt.
    The main juggle itself will work on everyone so if you feel you cant do it without reducing the hits just go for it.
    Haunts: Is it lag or just impeccable footsies and spacing, I don't know.
    MiloDC: I beat YuuVega -- yes, that YuuVega -- the first time I played Claw seriously in my entire life.
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