Cynical
Sulphur and Mercury
- Joined
- Dec 8, 2013
- Messages
- 656
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- Age
- 38
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- Changes constantly; search for "Cynical" and look for my avatar.
I kinda feel like the "intermediate" route should be sending players though the tear links with an HPx2 starter. That first launch -> airchain on the intermediate route doesn't give you any real reset opportunities at any good times (reset after the j.hk restand is "lol undizzy").
Off of a hit that doesn't use your OTG, something like this is fairly "intermediate friendly" (as in, easier than the Bella Advanced Flowchart), and gives you better reset options, and is more universal (since it doesn't need an OTG at all, it works on everyone except Double. It even works on Band.):
stuff -> s.hpx2 xx lp tear -> s.lp -> s.mp xx Egret Call -> dash -> s.mk -> c.hp -> j.mp -> j.hp -> j.hk -> s.lkx2 -> s.mkx2 -> s.hpx2 xx mp tear xx sniper -> c.mp burst bait or DHC
Slightly less damage I think, but still better overall IMO.
Easy reset options: after the s.mp -> Call -> dash, you can go high with f.lp, low with f.mp, or crossup with spiral flare (they're at the perfect range for it). Or, if you prefer, you can continue to the launch, j.lp -> j.lk -> j.mp, and from there crossunder high or low, or don't crossunder high or low, or airthrow, or burstbait with jump back -> j.lp.
Plus, knowing the tear links means that after a j.lp -> j.hp starter, you can do more than just the "launch -> air chain -> ground chain -> special -> super" beginner route, you just have to rearrange the order a little bit and do the tear links after the air chain.
Off of a hit that doesn't use your OTG, something like this is fairly "intermediate friendly" (as in, easier than the Bella Advanced Flowchart), and gives you better reset options, and is more universal (since it doesn't need an OTG at all, it works on everyone except Double. It even works on Band.):
stuff -> s.hpx2 xx lp tear -> s.lp -> s.mp xx Egret Call -> dash -> s.mk -> c.hp -> j.mp -> j.hp -> j.hk -> s.lkx2 -> s.mkx2 -> s.hpx2 xx mp tear xx sniper -> c.mp burst bait or DHC
Slightly less damage I think, but still better overall IMO.
Easy reset options: after the s.mp -> Call -> dash, you can go high with f.lp, low with f.mp, or crossup with spiral flare (they're at the perfect range for it). Or, if you prefer, you can continue to the launch, j.lp -> j.lk -> j.mp, and from there crossunder high or low, or don't crossunder high or low, or airthrow, or burstbait with jump back -> j.lp.
Plus, knowing the tear links means that after a j.lp -> j.hp starter, you can do more than just the "launch -> air chain -> ground chain -> special -> super" beginner route, you just have to rearrange the order a little bit and do the tear links after the air chain.