NO
Should have been obvious. 5MK is clearly the best option haha.
the only thing i found reliable was that i now seee you can combo into airball super. the air fireball resets in this is.........are not exactly something i would like to do but still work
EXCELLENT FIND. i'll see what i can do with that and post a vid on tech.
its been known about such burst. i'll test out the armoured grab and get back to you in a message telling the detailsI assume it works cus as soon as lk.Shadow comes out, her big toe has hitbox.
I usually do her armored grab for ips burst on cr.mp (if they don't burst they usually fall in, but I think you can jump out) however I just thought of doing cr.mp, s.hk whiff fireball/armored grab to be out of range in case they do burst. Dunno yet
Edit: is s.hk whiff with filia/fukua called the Winnie? or am I mistaken
So I did some mild testing yesterday against Parasoul. Set her to jump and burst first hit. I had some wonky burst bait that's very difficult to replicate. Its IPS on her j.hk, but the thing is getting your j.hk to hit behind them, so when she bursts, you get "bursted" towards them instead of away from them. It's hella gross and I only did it thrice yesterday...I did sum'n like:
ok so i tested it. here's something you can do. thanks to new knowledge of the frame adv avalible for shadow after s mp. here's my burst bait find.So I did some mild testing yesterday against Parasoul. Set her to jump and burst first hit. I had some wonky burst bait that's very difficult to replicate. Its IPS on her j.hk, but the thing is getting your j.hk to hit behind them, so when she bursts, you get "bursted" towards them instead of away from them. It's hella gross and I only did it thrice yesterday...I did sum'n like:
c.lk, cr.mp, s.hp, j.hk, s.hp, j.hp, j.hk, cr.mp, j.hk
Like I said, after some mild testing, I believe that first cr.mp is necessary to keep them high enough, so when you do your second cr.mp, you end up hitting them almost cross-up in air with j.hk. In reference to clocks, you'd normally hit someone at 7-11 o clock if they are on P2 side. The j.hk bait hits them at like, 2 o clock behind the head (if any of that makes sense).
But anywho, they can always jump out of cr.mp xx armor grab. Without trying to burst bait the cr.mp, I think you can j.lk, pause crossup j.mk. I think...
Also! I think burstbaiting cr.mp into armor grab lets them punish if they burst. I tried to armor through the burst and BFF as late as possible, in hopes of catching them before they fall to the ground, but I didn't have much success.
one of you can i invite to training mode and do some extensive testing? if not i will replicate what i was doing late at night. cause i might've been fishing for something too long.
You could always show them this, since this was where I learned it from: http://skullgirls.com/forums/index.php?threads/fukua-conversions.3261/
The only way it works is by doing the lp+mp version as soon as the throw is over. The timing on it is really strict.
both of them require you buffering during the ending frames of the throw.You could always show them this, since this was where I learned it from: http://skullgirls.com/forums/index.php?threads/fukua-conversions.3261/
The midscreen one is really hard to do and might not work on everyone.
The only way it works is by doing the lp+mp version as soon as the throw is over. The timing on it is really strict.
Even though there's a buffer, the timing is still strict. Well, imo that is.
its at the point where she going to slam the opponent down that you do the input.
you can easily do it since this beloved game allows MASSIVE buffering.
If some one delays the burst it won't work (I couldn't think of a way to test it out on myself until you told me). Yes he was mashing. But im not always going to be burst baiting some time i grab reset or or reset with a low/high hit. most of these can fail if the opponent is mashing a super or grab so if i think they'll be mashing i'll burst bait. but that doesn't matter cause the very first post of this thread renders mine obsolete and i need to learn how to readSure, but was he mashing for those 6 out of 7 times? Or are you saying that it doesn't always hit if the opponent delays the burst? Most good players will delay their burst, wait for a safe place to burst, or not burst at all unless it's really obvious that they aren't going to be baited. A burst bait like this won't work against a character unless 1) the opponent has a good air-to-air reversal that they tend to use, or 2) the opponent is mashing buttons instead of blocking or reacting. The success rate of your burst bait doesn't hold much meaning if the person you're testing it on isn't very good at the game, no offense to whoever that person may be.
I usually test all of my burst baits in training mode by playing as the character getting baited rather than my own team. For example, let's say I want to test out an idea for a Parasoul burst bait. I'll play as some random character such as Ms. Fortune and pick Parasoul to be the computer player. This way I can record the Parasoul combo, finish off with a burst bait, then play it back while figuring out how I might deal with the scenario as the opponent rather than as myself. This also let's me choose exactly when to burst, which is very important when testing burst baits.