This starter also works well with napalm pillar, updo, and probably some other other things, maybe lock 'n' load
c.LK c.MK s.HP
j.MP j.HP delay j.HK
tech forward
OTG c.HK xx H Beat Extend,
j.LK j.MK
s.MK
j.LP j.LK j.MK
c.LPx2 c.MK s.HK xx H Take the A-Train xx Super Sonic Jazz
Hey guys, so I've been working on this midscreen bnb from Mcpeanuts' thread and struggling with the timing on these two bolded/underlined moves. The s.MK gets blocked a lot of the time and I'm not sure why. And even when I do get that one, the j.LP is way off from where I need it to be(is this j.LP instant?). Any tips?
j.HK puts Big Band into a knockdown state when he lands. When you're knocked down you can ground tech by pressing a direction and a button. You can choose to tech either forward or backward. Choose forward, because that's the direction that lets you do a combo.
Get that day one stuff outa here!
Tympany drive always does more damage than ssj at full scaling, but the damage difference is usually pretty closely offset by getting to use hk a-train if you end with a ground chain.
... so... I should keep using my silly s.MK s.HK (delay) M Brass Knuckles xx Super Sonic Jazz ender instead of learning something new?
Well yeah, it is frame perfect because you have to reversal the tag after the SSJ so he doesn't turn around. That doesn't make it less neat.
I'd bug Icky about it but I haven't actually seen him on Steam in weeks and he doesn't go to our locals anymore.