• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Weird timing for qcbPP that doesn't use OTG

pegglefrank

I am 5000lbs of folded diamonds and sex appeal!
Joined
Sep 13, 2015
Messages
140
Reaction score
46
Points
28
Steam
PeggleFrank
Big Band Beowulf Cerebella
I can't seem to recreate this. I did it once accidentally in training mode to see if it would loop. I don't know who I was testing it on, but I remember qcbPP starting up just one or two frames before they hit the floor, allowing me to link three qcbPP's in one combo.

Obviously this has no place in a real match, but if it's possible to do it with qcbPPx2, it might be possible to do it with qcbPP -> SSJ or something which would be genuinely useful. It only really worked because I was mashing out the super to get it out on the earliest possible frame.

It's confusing because I can't seem to recreate it. I'm guessing it's frame-perfect and probably only works on medium weight characters that don't fall as quickly, but if that's the case then I should have been able to recreate it by now.
 
If it was done in training mode, the dummy was probably set to not tech left or right after a knockdown.
You get as many OTG's as you want in the training room or a real match if the opponent doesn't tech.
 
You get as many OTG's as you want in the training room or a real match if the opponent doesn't tech.
That's only for sliding knockdown.

You can actually even link a c.lk without using the otg if the opponent is high enough, this is pretty cool.
 
  • Like
Reactions: pegglefrank
If it was done in training mode, the dummy was probably set to not tech left or right after a knockdown.
You get as many OTG's as you want in the training room or a real match if the opponent doesn't tech.

It was still weird, though. qcbPP doesn't normally cause knockdown, and it definitely looked like the second one went off before the dummy hit the ground. I remember seeing the pink marker after it landed from the second qcbPP; when I got the third qcbPP off, I saw a blue marker.

That's only for sliding knockdown.

You can actually even link a c.lk without using the otg if the opponent is high enough, this is pretty cool.

How do I adjust the height then? I guess it depends on the weight.
 
There's no bounce here, but was it this?

qcbPP, not qcfPP. I don't recall the actual name of the move so I just used qcbPP. My bad.
 
Nevermind, I found it.
You can launch the opponent with something before you hit them with Level 3 so that they are higher in the air when they are released from the barrage.
This gives you enough time to do a second Level 3 before they hit the ground.
Finally you can OTG when they land with a third Level 3.
 
  • Like
Reactions: pegglefrank