Buffer LK.Buer just as the impact from throw happens.
Timing isn't actually that strict, just character specific, because sometimes doing 5j.HP works fine (Like on Filia), and all you have to do is hit that 10ish frame input buffer during fly startup.
Also, you just reminded me.
Huh? I can get it like no trouble on everyone in the cast except Double and BB.I think he means the falling air LK Buer after the first grounded HK Buer, by which is pretty dang hard. It depends on how many frames the opposing character falls before going into the knockdown animation after HK buer, which is not a lot. I'll try to get some numbers and edit them in.
EDIT: LK buer has 13 frames of startup and Squigly stays in the air for about 15 frames so yeah, pretty tight at best on a very light character
I think he means the falling air LK Buer after the first grounded HK Buer, by which is pretty dang hard. It depends on how many frames the opposing character falls before going into the knockdown animation after HK buer, which is not a lot. I'll try to get some numbers and edit them in.
EDIT: LK buer has 13 frames of startup and Squigly stays in the air for about 15 frames so yeah, pretty tight at best on a very light character
Yep I noticed after your first post.@Tomo009
Maybe you are reading the notation wrong like i was. They are doing hk buer (no fly cancel) air lk buer (fly cancel, air lk buer, land, lk buer otg.
The first air lk buer is kinda tight with no fly cancel.
Interesting?
oops
cLK cMK cHP xx HK buer
aLK buer xx Fly 20
aLK buer 40
otg LK buer xx Fly 60
jLK 75
sMKxx HK buer xx Fly 115
jHP 145
sMP 165
jMP xx aLK buer xx Fly 205
jHK 235
sLP sLK cMP sHP xx LK buer xx Death Crawl
9,112 on lights only, its pretty hard but someone with not garbage execution can make it worth using.
EDIT: Oh man you can make the falling LK buer a lot easier if you try to time your qcf with the whoosh sound on the HK buer. The sound just happens to approximately end when you recover from the animation so that's at least an audio cue for the timing.
I don't see a reason to do this instead of my combo, it's not really any easier, you would just be giving up 200 damage.An easy version of the "master blaster" combo above
8.5k damage, 1 meter, much harder to drop:
Cr.lk,cr.mk,cr.hp xx hk buer xx fly, kara down forward air lk buer, otg lk buer, fly, f+J.lk, st.mk (4) xx hk buer, fly, j.hp (4), st.lp,st.mp, j.mp (4) wait, air lk buer xx fly, j.hk, st.lk,cr.mp,st.hp xx lk buer xx deathcrawl
So you lose either 200 damage from the first combo or 500 damage from the second combo. For a much much easier combo (the other 2 combos both have links that are close to 1 frame... This has none of that.
There is no seriously hard part to this combo besides the kara buer... Which isnt that hard with practice.
But the j.hp to st.mp link in the original combos is a deal breaker for me.
Also, if someone wants to you can switch the lights in the combo above and get an extra light attack in which will probably result in an extra 50 damage or so... But the link becomes harder to me so im happy with this version. Of course, more damage can be added via assist.. Etc etc
Here's a reason not to do your combo:
Oh nice, I didn't think j.mk so soon would actually add damage, but then again, I don't play this character :PHere's a reason not to do your combo:
cLK cMK cHP xx HK buer xx Fly
aLK Buer
jMK
otg LK buer xx Fly
at the start of my 9k combo makes it do 8784 damage instead, 58 more than yours, without the horrible falling LK buer link. Suck it 8)
You still have jHP sMP but its actually super easy if you hold down forward just a little bit before the jHP.
of course this still isn't possible on heavies but hey progress