Our set is uploaded. GGs @mcpeanuts
I'll work on my mic audio next time so it doesn't sound like I live in a tin can.
First one doesn't work, you can't call assists after jump cancelling a launcher even after the combo ends. It's too bad cause other than that one thing it totally would work! Maybe I can figure out another place in my BNB where I can put that. After Beat Extend, maybe, since you pick them up without a launcher at that part.Also random things I wanna try when I have the chance:
-With Big Band, s.HP, j.LP j.LK (1 hit) j.MP j.HK (whiff) tech forward + call assist: I feel like this would work as a crossup. Wanted to try it out this morning but didn't think about it until I had packed my monitor to bring to GU tonight, and it's been bothering me all day (when's Skullgirls on Vita)
-Also with Big Band, after a midscreen kill, dash foward c.MK. I feel like this can cross under. Also has been bothering me all day. If this works I'll have a real 3 way mixup on incoming as Big Band midscreen.
That's because you get a superjump when you jump cancel a launcher, and you can't call assists during superjumps. If you can find a setup where you can do a normal jump during a combo you'd be able to set it up.
It does actually work off Beat Extend, I tried that. The issue now is I need to figure out a different way for the mixup to go, other than always being a crossup. Tried real hard to find some sort of string off Beat Extend that could be either a crossup or throw but I wasn't able to come up with anything:
How about j.lk j.mp (rejump) j.lp j.lk j.mp?
I'll give that a shot when I get home (whennnnnnnnnnnnns Vitaaaaaaaaaaaaaa)
idk if I'm gonna keep playing Fukua, I don't actually like this character's neutral =/ I liked the idea of zoning with her but she doesn't have the tools to get to the ideal spacing for it (no air backdash + shitty ground backdash), so once they're at like half screen or so you basically have to play footsies, which I don't find as much fun.
its a thing but fighting fortune or a wavedashing fwd filia is not exactly fun.
I'm comparing more to Peacock's backdash, which might not be fair because Peacock has the best backdash in the game. But still like Fukua just does not have a way to move backwards faster than the opponent can move forwards, so once they're in they stay in.
Yesssssss thank you zeknife this is exactly what I was looking for.
Something else I want to work on is anti airing with c.MK. Back when the character was in beta I actually tested this normal against a variety of jump in moves and it beats most things clean if timed right (except Val j.HP, which is just too disjointed to ever beat (Val is low tier)). So like, I probably should be doing it. It's pretty safe as long as you don't fuck up the timing, and as long as they don't empty jump while calling an assist.
I've been doing it a little yeah. I basically use it in situations where I would use L Brass but I don't have charge. It's kind of not great because it's actually kind of low priority, but it's so good if it hits since you can combo right into H Brass and then get oki.Have you tried playing with cHP in neutral? The move is obviously crazy vulnerable, but I've been messing with it lately and I *love* it as a whiff/assist punish or for whenever you think they'll advance on you. Easiest to play with this move against Filia and Fortune to get a feel for it. And I'm sure at higher level BB play, you'd be able to cancel it on whiff with an emergency break or something useful. The reason I bring it up is that I think it covers some of the same area L Brass does (though not exactly, and it has different timing).
I would cancel into L Brass if it's blocked. I can't really say if I do it early or late cause I never use it, but I'm gonna try to start. The plan is to do c.MK c.HP xx H Brass; you can get better combos with s.HP into something into j.HK, but j.HK stuff is really height dependent, you need different timing and maybe different chains depending on how high up they were when you hit them. I don't wanna worry about all that right now, I just wanna focus on actually hitting people with the move.
lol nah, Val's is 100x better.
I don't think Fukua's momentum continues if she jump cancels her backdash? I tried that.
Er, what about Beat Extend, cr.MK? You can either continue the combo, do an immediate crossup Beat Extend, go low, throw, or make it not a crossup by doing the c.MK slightly later.
I mean this would work, and I do the c.MK crossunder sometimes. If possible though I prefer to reset people in the air. Most characters don't have as many options if you reset them in the air, especially if the reset is meaty enough that they can't double jump or air dash out of it.
I think I've said this before somewhere at some point, but c.hp's hurtbox floats above the ground for a pretty significant amount of time, so you can dodge and beat sweeps and other low to the ground stuff with it (And people are not unlikely to be going for sweeps against Big Band)I've been doing it a little yeah. I basically use it in situations where I would use L Brass but I don't have charge. It's kind of not great because it's actually kind of low priority, but it's so good if it hits since you can combo right into H Brass and then get oki.
I would cancel into L Brass if it's blocked. I can't really say if I do it early or late cause I never use it, but I'm gonna try to start. The plan is to do c.MK c.HP xx H Brass; you can get better combos with s.HP into something into j.HK, but j.HK stuff is really height dependent, you need different timing and maybe different chains depending on how high up they were when you hit them. I don't wanna worry about all that right now, I just wanna focus on actually hitting people with the move.
I think you said it in the Big Band forum, yeah. I have not experienced this yet, but I also haven't been using the move at neutral for very long.
I need to watch that set still. It's on my queue, but I've been watching the Marvel 2 tournament from the last 2old2furious.
3:11 - I think I was expecting either the j.HK or the plane to hit Bella out of this combo, I wasn't expecting her to weave between all that shit while also comboing Double. This is pretty much where I lost this game but I'm not sure what I should have done instead. Tried to anti air with M Bang? That might be the safest way to go if my assist is getting hit like this.
Maybe. I could easily get counter hit out of that if I timed it wrong though.
Agreed. Let's aim for some time next week. I'm not available tonight cause of locals and I'm not available Sat cause of locals and Sunday I think I'm gonna be recovering from the previous two days.
Just tested this. Nope! At least now I know.
M Nail, maybe?