Rance
YOU DIE; I GET PAID
- Joined
- Sep 2, 2013
- Messages
- 116
- Reaction score
- 70
- Points
- 28
- Age
- 35
- Steam
- Wario Weiner
Think I've posted it a few times, its not weight specific but it IS proximity to wall specific.
You are incorrect, actually.
I can't get the OTG 2HP to combo on the mediums or heavies. Also having trouble with the 623HP > 5LP link on Double (but not Big Band, works fine on him although it's still a tight link). Any advice?
The 5LP link is just really tight, strange you are getting it on BB but not Double though haha, might be because of her air vertical hitbox. It's not easy at all.
I really can't get the OTG 2HP on heavies ¯\_(ツ)_/¯ I even tried delaying the j.HK so much that it didn't combo, but even then they were able to ground tech before the active frames of 2HP started. I was able to get 2MP 2HP a few times but that one seems dependent on your distance to the wall.The 5LP link is just really tight, strange you are getting it on BB but not Double though haha, might be because of her air vertical hitbox. It's not easy at all.
To get the OTG, you have to do the j.HK as close to the ground as possible.
What I do is immediate j.HP delay j.HK
On Double immediate j.MP slight delay j.HP large delay j.HK
The thing that makes it difficult is it changes with proximity to the edge of the screen...
The thing that gets me is the 5LP link, I don't tend to bother with it on heavier characters.
EDIT: I'm finding the timing for 5LP exactly the same for every character if you do it early enough, its just tough because of how quickly Double and Ban hit the ground. Not sure why you are finding it any easier on Band, I'm getting it about the same between those 2.
EDIT2: Another note on the confirm into the first air series. It is easy on every character if you confirm with 5MK into 5HP instead of 2MP MP into 5HP, but less safe on block.
The 5LP link on Double and Big Band is definitely difficult, maybe 2 frames or so. It's not prohibitive though.I really can't get the OTG 2HP on heavies ¯\_(ツ)_/¯ I even tried delaying the j.HK so much that it didn't combo, but even then they were able to ground tech before the active frames of 2HP started. I was able to get 2MP 2HP a few times but that one seems dependent on your distance to the wall.
After practicing a bit more I was able to get the 5LP link on Double, dunno why I couldn't get it before. Goddam that's a hard link though. My kneejerk reaction is "this will be too hard to do in tournament and I don't want to bother with it" but there's certain conversions where it's necessary. Like if you hit them with HK Giant Step and you want to do big boy damage you're going to have to pick them up with Beat Extend then do the link cause you already used your OTG.
Something I did find last night when I was just fucking around, this works on Double and Big Band after any restand:
j.MKx2, j.HP,
j.LK, j.MK, j.HP,
j.LP, j.MK, j.HP
Of course if you restand them you probably already used up most of those buttons already. But I don't start an air chain with j.LP in my combo so I was able to just add that one in there.
I recorded a few tries at getting the link, if you could take a look and let me know what I'm doing wrong I would appreciate it :)
Did you try a H Knuckle or H A-train after the super? Opponent had lot of air time.
This is pretty much what I've been doing, could probably do some kind of jump loop but I find this the most consistent and shares muscle memory with my BnB.What are you all doing off air throw? It's kind of tricky because you have to use your OTG immediately. I'm using this right now:
Air Throw,
OTG j.LK,
c.MPx2, c.HP xx HP Beat Extend,
s.LP, s.MK,
j.LK, j.MKx2,
s.LK, c.MP, s.HP xx HP Beat Extend*,
Super Sonic Jazz
*Against Cerebella need to do s.LK (1 hit), s.HP xx HP Beat Extend. Otherwise the Beat Extend doesn't hit fully and the followup super is not possible.
I think this is the 3rd time I've said it on these boards, but you can. Beat Extend > 5LP.
I'm telling you man, it works haha.
I'm telling you man, it works haha.
It is of course tighter on Big Band/Double, maybe 2 frames. Double might even be 1 because of her ridiculous air hitbox, but I THINK she's the same as Big Band, because I have managed to hit it in game which I probably wouldn't have at 1 frame.
EDIT: Just went and tested it AGAIN, because someone made me think I was going insane AGAIN.
Yeah, it's certainly not 1 frame. With a bit of practicing the link again, I can hit it nearly every time on Double. You might find it easier with 2LP
HP, as in the combos above.
Delay the j.LK and j.MK. What you want to have happen is to do the j.MK very close to the ground. If you turn on frame data you can see that you've got the frames for it as long as it's a very deep j.MK.
Were you able to get these to work on Double?
Yes... haha...
Well I was specifically asking if mpgame could get it to work on Double. I know you could.Yes... haha...
I think I need huge disclaimers on all my Big Band posts haha.
I said I tested it on everyone, but needs bigger NOTE: THIS IS POSSIBLE ON EVERYONE : /NOTE
The midscreen on Double is really freaking difficult. I usually go for it but almost always drop it, it is certainly not impractical, Big Band is just one of those characters you can't pick up and play optimally after a couple days of practicing. A first for Skullgirls I think.
Ug I don't remember off the top of my head. My normal BnB does 7.4k, I can't remember what this does, just that it's a bit less. Maybe 7.1k.
Wow no posts since Monday. Well I'm double posting I guess.
I did this combo last night on @keninblack's stream. It only works on Double and Big Band. It's actually less damage than just doing a normal BNB and getting the 1 frame link s.LP after H Beat Extend, but this is easier, and it looks cool.