IsaVulpes
Just Throw
- Joined
- Sep 3, 2013
- Messages
- 2,953
- Reaction score
- 3,888
- Points
- 113
- Age
- 50
- Location
- Trinidad && Tobago
- Website
- www.youtube.com
Apparently this is not well known, so I uploaded it:
:)
this is kinda obvious but just showing if you end your combo in the air with light, mk, hp you get the same air 50/50 (throw vs. jump lp) parasoul gets by ending her combos with j lp, j lk, j mp
it also works the same after a st hk
this sort of reset is useful in that they have less defensive options than if you reset on the ground (no raw tag, no mash ground super, no mash ground invincible move)
The timing for air throw after HK is strict. And the throwbox is slightly above her, if that helps with timing.
Sorry for the wait, guys, but here is the current version of it (sorry for the bad quality):
Thank you so much. Totally gonna practice this when I get home.
So the notation for @Luweewu 's YBYD Combo (SX = Stance Cancel):
c.LK, c.MK, HPx2 sx
MK, HK
j.MK, j.HK, MK Dive
c.LK, c.MK, HPx2 sx
MP (1 hit), HK
j.LK, j.MK, j.HK, MK Dive
LP, MK, HK,
j.LP, j.MK, j.HK, HK Dive
(walk back a step) c.MP, c.HP xx LKMK Opera
(Dash) j.MK, j.HK, MK Dive
MK, HPx2 sx
MP (1 hit), HPx2 sx
LP, MK, HK
j.LP, j.MK, j.HK, MK Dive
LK, MK, HK
j.LK, j.MK, j.HK, HK Dive
(Backstep) c.MP, c.HP xx LKMK Opera
MK and c.MK do the same damage, but for some reason MK comes out easier for me in stancels. Either way, this combo also gives you plenty of opportunities to reset into a 50/50 air hit or throw.
Thanks for the combo! The extra 1000 damage done helps make the post-burst bait combo easier.
Y'all keep making my Squigly dirtier than it already is lol
All she needs is a Seria Charge and someone desperate enough to burst.
Now I have your technology. Our next matches shall be different.
But now that I think about it, do you have a failsafe option in the event they dont burst from crouching strong? Its one hit, and you are very close so they might think it will hit and do it anyway, but once you seria cancel you got nothing if they dont burst. The thing about luweewu's is that it has a crouch fierce after the crouch strong, and does multiple hits, so if they arent fast on the draw for bursting off of one hit, it tricks them into doing it regardless. I know its called "you burst you die" and is reliant upon them bursting in the first place, but the reliance on a single hit burst seems more risky.
^
yeah i've found that if people mash hard enough it seems at least, like they wont get pushed in time. But i love me some c.hp! been using it a lot lately. Also find that if you have a dp-type attack and use it at the end of a c.hp while the opponent is just out of your reach to seria cancel on...if you dash in while they're still under blockstun going low again (at least for me) seems to work a LOT. And also literally waiting till the last hit when you do perform c.hp helps too and catches a lot of people off guard, even pretty good players. idk what it is about that 4th hit, but it really helps.