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- Sep 13, 2015
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- PeggleFrank
Is there a record for the most hits per combo post-undizzy (no ToDs)?
If not, maybe this could be a place to start.
Some tips:
If not, maybe this could be a place to start.
Some tips:
- Set meter to 5 bars and to "hold" in the training settings for infinite meter. It'll replenish to max after every blockbuster.
- Catching an assist with the opponent will double the amount of hits. I don't know if this should count or not. Some combos actually don't work when the assist is caught, so not every combo has 2x potential hits. Other combos only work when the assist is caught.
- Forcing a counterhit might help. I couldn't make use of it (nothing better than lvl 3 at the end and any hit will push the opponent too far away), so I disabled it, but depending on who you're playing and the gravity of the characters you're fighting, it might prove useful.
- BB can have up to 5 hits with his s.mp at 5 meter as opposed to 2 hits from c.mp or s.mk, but you need to time it carefully. Press forward right after the last trumpet note to disable freeform and make your next input start a move. I'd honestly recommend putting c.mp in your combos at first and then using s.mp once you get the hang of the rest of the combo, because it can be difficult to do things like charge motions and DPs after freeform.
- BB can cancel into his lvl 3 from Beat Extend without sound stun. I don't know how to get it consistently, but I think you need to catch the very edge of the opponent's hurtbox.
- Beo's lvl 3 Moonsault will replenish all meter right before he lands (if you have the meter option set to "hold"), but you can't DHC until the moon effects have disappeared. You can do any level 1-3 > Moonsault > level 1-5. One level three into Moonsault into Megalith Array or Satchmo Deathblow can be crazy for maximizing your hits. Keep in mind that the opponent will be falling extremely quickly and you will need a DHC that can connect very, very quickly if you don't want the opponent to land and use up your OTG.