- Sep 3, 2013
- Reaction score
Try HK-> MK. That seems to be what most of us do.
No, it's that if you use the same button twice, you're forced to use the old timing.
You can only use the new timing if you use different buttons for Run and the follow-up.
The reason for this is because during hitstop, the game is considered paused. Run and follow-up used to require 1f between the two inputs, which is why the timing was so strict, before (if you did the two inputs during hitstop they counted as happening on the same frame). If you use MK for the run and MK for the follow, then the game still considers it one long MK press instead of two buttons in succession.
HK was necessary to get Kanchou cancel before, anyway, because HK Run sent her further forward, faster. Just do HK [MK].
I want to be sympathetic, but "wait for hitstop to end and then hit and hold the button on the frame afterward" is the kind of bullshit execution requirement that this game discourages. My own experiences were pretty infuriating and the timing was really unintuitive (see: video where I consistently connect it a frame too late).
I thought the otg hitstun was the same no matter what move you used?
That took me a bit of time to figure out, but yeah, the small delay makes a difference.
Use something other than LK Run to go into Pummel Horse, or use the old timing.
I'm using hk run...?
I knew I should have looked!
I've already seen this combo before, actually.Aaaand... @mcpeanuts
I so don't like the thought of other people using my double combo, lol. I also think it'd be easy to shove a double assist in there, either at the end (c.lk, c.mp, assist, s.hp, s.hk, cerecopter) or instead of doing s.mk, c.hp do s.hp, assist, lnl, s.mk, c.hp. I don't know, something'll work. I'm sure you could bump it up by 1-1.5k (mine is over 10k without jump in, I'm pretty sure), or maybe even more.
You could have gotten an extra j.hp in there, doing like j.lk, j.mp, j.hk, j.mp, j.hk, j.hp, j.lk, j.mp, etc., I think.
That's weird. I remember experimenting with the opponent bursting during Pummel Horse but found that you couldn't really punish from it, or maybe it was that the burst touched Cerebella at the end. All I remember is that it didn't work... hmm...A little bit of tech here, not sure if this was already known (or if I should post it on this thread) but whatever.
So, since assists don't count as part of a chain, they can trigger ips and undizzy after a dhc or tag, making it possible to create burst opportunities at pretty awkward times (although, keep in mind that the assist character has to be the one you dhc or tag from).
Then there's pummel horse locking the opponent for the next 6 hits, making any button press during it activate the burst after it finishes, without hitting cerebella and leaving them opened or, in case they don't hit a button, staggered, allowing for another bait to be set up or even showstopper to finish.
I use lots of parentheses.
I didn't use it in this combo, so when your opponent doesn't burst he gets staggered, still being able to burst out of it. Actually, the video is not a very good example of it, a better one would be a simple filia combo ending with updo cancel into dhc and soon after going for this setup with more examples.