one I'm talking about goes under and a non delayed move. Also I figured I'd clarify how that combo works because it can be confusing to someone who hasn't done it before. (You can't combo it in the middle of the drill)
It inverts damage scaling, I think. If you hit with something after the Lv5, instead of dealing max scaled damage, it deals double the raw damage. Haven't been able to combo with it past one or two hits, but I'll figure something out.
Please tell me you timed the first combo to the music on purpose
You can just do dash s.hp > combo...It inverts damage scaling, I think. If you hit with something after the Lv5, instead of dealing max scaled damage, it deals double the raw damage. Haven't been able to combo with it past one or two hits, but I'll figure something out.
Also, unless you're close to the corner, you can either OTG with HP fireball for the lulz, or you can Silver Chord assist (strict timing imo) to continue, provided you haven't maxed out Undizzy.
I hadn't even noticed that.
Oh wow, I didn't know j.HK was a mid, my bad lol.
Tried that one first actually. I went as far as recording it before I decided this one was a lot easier.
On the subject of double snaps, you can just chain j.hk into itself if you want to.
What do you mean by cannot combo back to ground? I'm pretty sure any move into j HK can let you continue combos when you're on the ground. also Drill stands up as far as I can tellI'm not entirely sure exactly how useful this will be, but apparently, c. MP > j. LP > j. HK will cross over the opponent, but
c. MP > j. LK > j. HK won't.
Best case scenario, this could be used to make people guess Left/Right in addition to Low/Throw. I don't care if it's optimal or not, I'm using it now.
Right now, the only limiting factor I can think of is that I haven't yet found a way to combo people back to the ground without using either of her light attacks, so maybe somebody who pays way too much attention to combos and knows the trick could at least reduce it to a regular ol' Low/Throw scenario. Or maybe it doesn't happen as fast as I think it does, and nobody's going to fall for it.
Mostly, I just think it's a neat option.
I know that j. HK works well to get Fukua back to the ground for more grounded attacks, but I haven't found an air combo that will get here back down without using either j. LP or j. LK. If I use j. LP > whatever > j. HK, then using j. LP after c. MP triggers IPS. I doubt anybody's paying enough attention to watch for j. LP or j. LK in this case to see which option is left after c. MP, but whatever.