VIVIT_rv00
Pillar assist dependant man
- Joined
- Sep 3, 2013
- Messages
- 117
- Reaction score
- 79
- Points
- 28
- Steam
- VIVr / vivitrv00
But... you know, I just broke 7k in like 10 minutes (well... disregarding practicality. then again who is actually doing these full combos if they don't kill instead of resetting somewhere in the middle). You're leaving damage on the table with your jump loops, Nuuance.
7017 damage, no stance, no meter
cr.LK cr.MK s.HP[2] stancel
cr.LK s.HP[2] xx Chord
s.HK, jump
(delay, character specific*) j.MK[4] j.HP
rejump, (instant) j.LK j.MK[3] j.HK xx HK Divekick
dash, [OTG] cr.LP s.MP cr.HP xx Arpeggio
If you don't want to sideswitch, you can squeeze in a cr.MK somewhere in the earlier parts of the combo or something like that. Loses out on ~200 damage.
* Generally, just before the jump apex, not at the earliest possible moment. This is weight dependant - do it later for lightweights, earlier for heavyweights. Double is so fat you have to do instant j.MK[3] instead for the combo to work.
7017 damage, no stance, no meter
cr.LK cr.MK s.HP[2] stancel
cr.LK s.HP[2] xx Chord
s.HK, jump
(delay, character specific*) j.MK[4] j.HP
rejump, (instant) j.LK j.MK[3] j.HK xx HK Divekick
dash, [OTG] cr.LP s.MP cr.HP xx Arpeggio
If you don't want to sideswitch, you can squeeze in a cr.MK somewhere in the earlier parts of the combo or something like that. Loses out on ~200 damage.
* Generally, just before the jump apex, not at the earliest possible moment. This is weight dependant - do it later for lightweights, earlier for heavyweights. Double is so fat you have to do instant j.MK[3] instead for the combo to work.