ShadeMoneh
We have a h8r
Midscreen universal cambo. Forgot to set it to less than 5 bars in the vid, but it builds you over half a bar, and the opponent almost a bar and a half.
For the damage.
I dunno how many people are using this, but I just found it from Sonicfox's play that is neat, an easier air throw conversion instead of trying djc jmp jhk. The djc usually has to be obnoxiously early and it spretty tight timing, but this method is far simpler to time.
FWIW, @Yomabudd_y , I think this should be the air throw conversion of choice for the compendium due to its much less strict timing.
Yo wtf that's godlike. I'm currently on vacation but I'll go update it and post a video with the BnB with it ASAP.
Hey Robo-babes, what's the most optimal universal stuff I can do starting from Stage 3 on the ground with 2MP?
JLK JMK DJ JLK JMK will set off IPS obviously etc.
I'm trying to sneak in Launcher > Air > Ground > Air > Long Ground ... 5HP x H Danger but having some problems with Undizzy limits and air button limits for restands.
I don't this character well yet.
To start from Stage 3 do like.. jMK DJ jLP jMK \/ then 2MP.
I'm trying to figure out my best DHC conversions after like [Pillar xx Silent Scope xx Whiff Magnet] etc.
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Edit: Here is what I got so far..
2MP 2HP
JLK JMK /\ JLP JMK
2MK 2HP
JMP JHK
5LP 5LP 5[MP] 5MK 5HP x H Danger x Beam
Don't know if this is universal or the best.
Can add 5LK in the 2MK 2HP chain and do 5LK 5MK 2HP instead for more damage midscreen. There's probably some corner optimisations with H Air
Comboing off j.HP djc is kind of tricky I think. Every other double jump cancel is easy though. What double jump combo are you trying to do?Got Robo over the weekend & spent some time in training trying to do some of the combos listed without success.
Fought vs. someone who did have some good combos going, though.
Anyone else just starting out know what combos to focus on? DJs in combos: maybe some are easier than others?
Throw conversion: I just use magnet super (I guess you can whiff the super to do a combo though).
Air throw conversion: So far can't DJ off it.
So I can do this so far: cLK MP MK HP xx H Danger xx Cannon (heh, thankful to the forum have this at least)
Fun character, though. Just need to be patient w/seeing about maining/subbing this one. I've only had a three days of practice so far.
Fwiw JHP is easier to DJ cancel in Mikes local version so that will be coming soon ish hopefully.Comboing off j.HP djc is kind of tricky I think. Every other double jump cancel is easy though. What double jump combo are you trying to do?
If you're learning the air throw combo, I'd recommend starting off just learning where you can input a double jump. Once you have that down start trying to combo off it. I think the midscreen airthrow combo is her hardest practical combo fwiw.
Comboing off j.HP djc is kind of tricky I think. Every other double jump cancel is easy though. What double jump combo are you trying to do?
Magnet super is how you convert off ground throw and s.HK if you don't have an assist that does it for you, yes. Depending on your assist you might not need to do that though.
If you're learning the air throw combo, I'd recommend starting off just learning where you can input a double jump. Once you have that down start trying to combo off it. I think the midscreen airthrow combo is her hardest practical combo fwiw.
Man that combo's easy.Oh yeah the j.LK j.MK djc j.LK j.MK combo. That one's weird, I don't do that anymore cause it's hard and also the thing Skarmand said where it doesn't work off certain starters but mostly because it's hard and I'm lazy. But basically you have to delay the j.LKs as much as possible. That seems to be the trick to it. The second air series in there is a lot easier. j.HK pretty much just goes the direction you hold on your stick, except for up because that makes it cancel into a double jump (unless you used your double jump already). Hopefully some of that is useful.
Oh wild, thanks for the info.
I can get 8.2k with s.mk after the first s.mp for heavier characters. Since j.mk->j.hk -> djc ->j.mk->j.hk->s.mp can drop on lights at times.
you mean use s.mk instead of s.mp?
Woops I mean s.mk after the s.mp.
still confused...you need to explain more than that.i sense IPS
That will trigger undizzy burst.