Captain Marvel - Combo/Tech Thread

2»

Comments

  • maulkripkemaulkripke Joined: Posts: 13
    maulkripke wrote: »
    A few clips from Fchamp's 24 hour stream a while back. Mostly short gameplay strings into resets or other situations I thought were interesting. Some clips are legit setups, others are basically just solid examples of her pressure game.


    Tick Kara Command Grab in corner, followed by slide/blitz/fly lk pressure.

    https://clips.twitch.tv/AffluentSplendidRingBibleThump

    Slide/blitz pressure into crossup hk. Good example of the right spacing for box dash hk to cross up after a pushblock.

    https://clips.twitch.tv/AgitatedSincereSaladLitFam

    Strike flurry loop combo into a really hard to see tag reset in the corner. One of the better clips, even if just as a proof of concept.

    https://clips.twitch.tv/DreamyOptimisticCoffeeBrokeBack

    Slide into cgrab beats mashing lights with correct timing. Sneaky way to supplement the standard slidexxblitzxxfly lk/empty low pressure.

    https://clips.twitch.tv/BluePhilanthropicFloofTwitchRPG

    idk if it's just me, but the links are broken

    Sorry about that, fixed.

  • TMNTempsTMNTemps brozhear Joined: Posts: 4,235
    edited October 6
    P. Gorath wrote: »
    TMNTemps wrote: »
    I think you've kinda over-complicated all this bruh

    here's a combo that works anywhere in the screen, off any starter, on any character.. and I think it does more damage than what you've posted. it definitely does more damage than anything FChamp has found so far


    I can't get the dash xx cr. HK to connect to save my life (unless they're close enough to the corner to not need the dash).

    you gotta hit em when they are around her waist. you want to use the top of the HK hitbox, then that gives you a lot of time for dash HK.. I've been using that other guy's combo more lately that goes corner to corner or just tagging to my partner when I hit the HK so I can get a bigger extension and set up a mixup
    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
  • dougiie-OVRKLLdougiie-OVRKLL BANG WhoShotchya?! Joined: Posts: 1,040
    ifbpwnstar wrote: »
    I got the highest damage now...6955 on 10Ks

    j.HK, land, c.LK, s.HP, s.HK, f.HP xx blitz, j.HP, land, j.HP, j.d+HP xx uf.blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(LP), *fall*, j.HK xx flurry(HP), land, flurry(LP), j.HK xx df.dash, Power Blaster

    I can't seem to get more hits in without whiffing the j.HK at the end and I've tried dropping the c.LK to get another HP in somewhere, but to no avail. With the combo system, it seems we need to experiment with how damage impacts stun. I'm noticing using small hits like LP and LK can actually lead to more damage when used at the right places, simply because it avoids the next tier of scaling. I believe for every 10% health lost it adds 5% damage reduction, but I'm not sure in what increments it adds this in (EX: is it every 20...25% it applies this?).

    So main difference is you added the c.LK and didn't dash up HP again after the HP following blitz?
    Mahvul:
    Main: Nova/Taskmaster/Spencer
    Secondaries: Taskmaster/Spencer/Dr.Doom, Nova/Spencer/Doom


    Youtube: Hardymarkthekid (dont ask >__<)
    XBL tag: dOugiieOVRKLL
  • maulkripkemaulkripke Joined: Posts: 13
    edited October 9
    My BnB from midscreen. Does nearly 6.8k on normal health characters off of j.hk confirm, nets about half a bar. You can easily break 7k dmg and build a full bar with a tag during the super, or go for a setup.

    I think this can be optimized a little more, but the j.lp j.hp link after the blitz makes the combo feel really easy to me, so I use this version.




    Edit: If you do the hp strike flurry xx lp strike flurry jump a.hk addf xx Power blaster ender from dougiie-OVRKLL's combo you do the same damage as that combo.



    ^vid with Dougiie's ender.
    Post edited by maulkripke on

  • ifbpwnstarifbpwnstar Lab Monster Joined: Posts: 1,215
    ifbpwnstar wrote: »
    I got the highest damage now...6955 on 10Ks

    j.HK, land, c.LK, s.HP, s.HK, f.HP xx blitz, j.HP, land, j.HP, j.d+HP xx uf.blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(LP), *fall*, j.HK xx flurry(HP), land, flurry(LP), j.HK xx df.dash, Power Blaster

    I can't seem to get more hits in without whiffing the j.HK at the end and I've tried dropping the c.LK to get another HP in somewhere, but to no avail. With the combo system, it seems we need to experiment with how damage impacts stun. I'm noticing using small hits like LP and LK can actually lead to more damage when used at the right places, simply because it avoids the next tier of scaling. I believe for every 10% health lost it adds 5% damage reduction, but I'm not sure in what increments it adds this in (EX: is it every 20...25% it applies this?).

    So main difference is you added the c.LK and didn't dash up HP again after the HP following blitz?

    Not quite. There's that and you get one more Fly Loop as well as a d+HP after it. The d+HP is needed to have enough hit stun to connect the flurry. It's also very easy to mash since it's all uf.Fly Loop and forces the Fly Loop to cancel when you input the d+HP to avoid accidental d.dash.
    MvCi: Gamora/Marvel - Soul
    SF 5: Nash
    UMvC3: Cap (SS) | Vergil (RS) | Strider (vajra)

  • Saxobul3Saxobul3 Joined: Posts: 2
    edited October 14
    I was playing around in the lab with her install. The coolest change I noticed was that when active, Blitz Blow becomes a regular air special, and will not let her fall helplessly after a whiffed execution. Additionally, it can also be chained into itself on hit or block!

    In theory this does a few things:
    - Gives increased air mobility and dominance (when armored and especially in flight).
    - Gives her better Blitz Blow pressure on block since it can be executed again on block.
    - Potential for new combos like here:



    What do you guys think?
  • Mr.Q!Mr.Q! a.k.a. Mr.Q®: The Godfather of OpenBOR Joined: Posts: 211
    Can someone explain to me about Dougiie's ender, he does 1st otg after command grab then he otg's again with super? I still don't understand com otg's work like this, sometimes you can nail 2, sometimes just one?
  • dougiie-OVRKLLdougiie-OVRKLL BANG WhoShotchya?! Joined: Posts: 1,040
    Mr.Q! wrote: »
    Can someone explain to me about Dougiie's ender, he does 1st otg after command grab then he otg's again with super? I still don't understand com otg's work like this, sometimes you can nail 2, sometimes just one?

    Aiight so boom. The first OTG happens because they were grounded by the first L Strike Fury and not a J.HK which normally spikes down and creates the little ground bounce. That's why I was able to OTG with the j.HK on my way down. When I finally did j.HK after the last standing L Strike Fury (which puts them into a launch state), got the ground bounce which is why I was able to dash down super.
    Mahvul:
    Main: Nova/Taskmaster/Spencer
    Secondaries: Taskmaster/Spencer/Dr.Doom, Nova/Spencer/Doom


    Youtube: Hardymarkthekid (dont ask >__<)
    XBL tag: dOugiieOVRKLL
  • JBirdsJBirds Joined: Posts: 11
    ifbpwnstar wrote: »
    I got the highest damage now...6955 on 10Ks

    j.HK, land, c.LK, s.HP, s.HK, f.HP xx blitz, j.HP, land, j.HP, j.d+HP xx uf.blitz, j.HP xx flight, j.LP, j.HP, uf.Fly Loop (x3), j.d+HP xx flurry(LP), *fall*, j.HK xx flurry(HP), land, flurry(LP), j.HK xx df.dash, Power Blaster

    I can't seem to get more hits in without whiffing the j.HK at the end and I've tried dropping the c.LK to get another HP in somewhere, but to no avail. With the combo system, it seems we need to experiment with how damage impacts stun. I'm noticing using small hits like LP and LK can actually lead to more damage when used at the right places, simply because it avoids the next tier of scaling. I believe for every 10% health lost it adds 5% damage reduction, but I'm not sure in what increments it adds this in (EX: is it every 20...25% it applies this?).

    So I've been trying this combo and they keep dropping out after the second flurry(LP) so the j.HK doesnt hit.
    I couldn't get it to connect with all the scaling that happens before, if anyone could show me a vid of this combo it would be greatly appreciated.
  • TMNTempsTMNTemps brozhear Joined: Posts: 4,235
    edited October 24
    anyone find a side switch combo?

    i'm up to 7k plus with her for one bar with the LP flurry, falling HK xx HP flurry, LP flurry HK addf super xx tag ender, but combo damage drops a lot when I have to end midscreen instead. I could always tag to Dante and get all my damage back but sometimes you gotta make it work with just Carol

    it's a good way to follow up Dante combos, end anything with his volcano kicks for a hard KD. qcf+H, H xx tag auto-corrects to cover all techs and you can get 2 or 3 high-lows off it. optimize your Dante combo, which is way too easy, and everybody dies off one touch. best part is you barely need to optimize at all, cuz volcano xx kicks, kicks lasts so long you always get to tag back to Marvel

    this game is fun but so fucking stupid
    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
  • dougiie-OVRKLLdougiie-OVRKLL BANG WhoShotchya?! Joined: Posts: 1,040
    Side switch has been one of my challenges right now too. Optimizing midscreen as well.
    Mahvul:
    Main: Nova/Taskmaster/Spencer
    Secondaries: Taskmaster/Spencer/Dr.Doom, Nova/Spencer/Doom


    Youtube: Hardymarkthekid (dont ask >__<)
    XBL tag: dOugiieOVRKLL
  • TMNTempsTMNTemps brozhear Joined: Posts: 4,235
    trying to find a way to land her level 3 late in a combo, solo, has been a pain in the ass too

    it was easy when I was playing reality stone, but I switched to space and now it's next to impossible because her lvl3 is soooooooo slow
    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
  • dougiie-OVRKLLdougiie-OVRKLL BANG WhoShotchya?! Joined: Posts: 1,040
    TMNTemps wrote: »
    trying to find a way to land her level 3 late in a combo, solo, has been a pain in the ass too

    it was easy when I was playing reality stone, but I switched to space and now it's next to impossible because her lvl3 is soooooooo slow

    I AGREE!!! I been trying to do the same thing. Im glad to know I'm not alone. Whatever it is, Im pretty sure the best way is going to be getting a j.HK that ground bounces and air dashing down. Either that or cutting the combo short to do something like f.HP xx lvl 3 to get extra hit stun. idk
    Mahvul:
    Main: Nova/Taskmaster/Spencer
    Secondaries: Taskmaster/Spencer/Dr.Doom, Nova/Spencer/Doom


    Youtube: Hardymarkthekid (dont ask >__<)
    XBL tag: dOugiieOVRKLL
  • TMNTempsTMNTemps brozhear Joined: Posts: 4,235
    edited October 26
    I tried that, doesn't work.

    but I found this corner to corner combo, notating off the top of my head

    blitz blow, air dash forward, j.HP (land) (rejump) j.HP air dash forward j.HP xx flight, j.LP j.HP aduf j.HP adf j.HP aduf j.HP adf j.HP aduf j.HP aduf j.HP xx HP flurry (land) c.HK xx level 3

    that'll do like 7,400 damage off a j.LK.

    so you spend 3 bars, and get about 300 damage more than you get off a 1 bar super combo in the corner, if you tag to Dante and hit them with legs during the super. but I'm pretty sure you can actually c.HK xx LP flurry j.HK addf into the lvl1 off that setup. ran out of time to test last night

    you need the air dash forward off blitz blow to try and push them as far to the corner as you can, otherwise c.HK won't reach after HP flurry.

    the flight portion always changes depending on height and all the rest but you need to get as far to the corner as you can, so every dash has to go either up-forward or forward. you actually get respectable damage with this combo and I think with a little adaptation it'll be real close to optimal. only issue is off weird hits or air-to-airs, you aren't going to be able to get close enough to the corner to connect anything after the HP flurry

    ---

    her space stone combos are swaggy as fuck but I'm going to keep those to myself until I can make a video. super fun and I was getting 8.5k with the free lvl3

    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
  • WarriorBySandWarriorBySand Joined: Posts: 121
    HSD glitch with Sigma

  • WarriorBySandWarriorBySand Joined: Posts: 121
    Combos with sigma

  • WarriorBySandWarriorBySand Joined: Posts: 121
    combos part 2 with Sigma

  • TMNTempsTMNTemps brozhear Joined: Posts: 4,235
    just made a vid of her optimal corner combo / tag combo ender. this vid also covers some weird conversions off blitz blow



    lvl3 combo & space storm combos

    GGXrd - Sol // SFV - Ken
    SFV Ken Okizeme Lessons
2»
Sign In or Register to comment.