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Posts posted by CopperDabbit
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Here's a combo I uploaded. It's already out dated as I've found a WAY better ender, but I haven't had a chance to record anything:
http://www.youtube.com/watch?v=4mkPJLnPGaE&feature=g-upl&context=G2d69a98AUAAAAAAAAAA
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So, for the record, I finally managed to test out the 2 things I posted earlier:
1) j.mk mix-up: Gdlk. Serious, this is so difficult to block it might as well be unblockable.
2) IAD j.HP > j.lk ADC j.lk > j.mp DOES fuzzy guard and is really, really good.
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Can someone try out some things for me? They work in theory, but I can't tell if they work because I only have two hands and a training dummy that doesn't do much.
1) Every standing character in the game, MF can do (in the corner): instant air j.lk adc j.lk, j.mp (land) combo of choice. It whiffs on every crouching character in the game. Thus, a fuzzy guard is needed to make use of this. If they're blocking cerecopter, or a very deep IAD j.hp, can you fuzzy guard with this? You get a really good damage combo off it.
2) If you straight jump right next to another character, and do j.mk as low to the ground as physically possible, one of three things will happen: the move whiffs entirely, but a "swipe" graphic still appears and you land; the first hit of the j.mk hits, then you land and can do 2lk; or both hits of the j.mk will hit, you can cancel into 214mk to pick up a combo. Again, if locked down with cerecopter in the corner, how difficult is it for a human to block this? It sounds really, really strong to me.
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I figured out a new ender that adds about 2300 points of damage (1v1) to my previous combo. It's... complicated and really hard to do. I think with more practice I'll get it pretty consistently, however.
j.hk xx 214mk > (land) 2lk > 2mk > HK > j.mp > (slight delay) j.hp > (slight delay) j.hk > (land) 5lp, 5mp, 5mk (2), HK > j.mk xx 214p > (land) (wait for the opponent to get lower to the ground) 623HK ~ k > j.lk > j.mk (2) > j.hk > j.214HP > (land) 5mp, 5mk (2), [HP] xx 235mp~236mp~236mp > ]HP[ xx 623HP > (straight jump) j.lp, j.lk, j.mk (2) xx 214mk xx 214KK > (during the ending the super) 214HP* > (dash forward, to other side of opponent) 2lk, 5mp, 5mk (2) xx 236mp~236mp~236k > 214HP > 5lk, 5mp, 5mk [HP}xx rekkasx3, 214]HP[ > 2lp, 5mp, 5mk (2) [HP] xx rekkax3 214]HP[ > 2mp, 2mk (2) xx rekkasx3 xx 236PP.
The damage varies slightly depending on how many hits you get from each omnomnom. The most I've ever seen it do is 12005 (again, 1v1). It also is a meter positive combo and builds the meter for each super you do in it.
Total count of rekkas: 5
Total count of omnomnom: 5
Only move not used to start a chain with: 2mk.
Also, I think Double is too heavy for this to work on. I think I got the restand to work on Cerebella once, but it's super difficult.
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I figured it out, it was a training mode thing. It does kill 1v2/3
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OK, here are the real, accurate damage numbers for the combo I posted earlier:
3v3: 12765 ~ 77%
3v2: 9739 ~ 59%
3v1: 9734 ~ 34%
2v3: 12765 ~ 89%
2v2: 9653 ~ 67%
2v1: 12813 ~ 44%
1v3: Damage stops at 14299. Does more than 100% damage.
1v2: Damage stops at 16444. Does more than 100% damage.
1v1: 9757 ~ 68%
Edit: Here's a video for those of you that have trouble visualizing. http://www.youtube.com/watch?v=4mkPJLnPGaE&feature=g-upl&context=G265b029AUAAAAAAAAAA
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I have no idea. Those are just the numbers that popped up on the screen when I tried. Maybe I'm misremembering some details, I have no idea. I'll double check tonight.
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All damage values were the ones displayed vs. a team of 2.
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OK, using the 2 pieces of tech I discovered, I came up with this combo. It's corner only, and uses 2 meters. I have no idea how much meter it builds, but at the very least it's close to being neutral overall. This is an upgrade to my previous combo.
j.hk xx 214mk > (land) 2lk > 2mk > HK > j.mp > (slight delay) j.hp > (slight delay) j.hk > (land) 5lp*, 5mp, 5mk (2), HK > j.mk xx 214p > (land) (wait for the opponent to get lower to the ground) 623HK ~ k > j.lk > j.mk (2) > j.hk > j.214HP** > (land) 5mp, 5mk (2), [HP]*** xx 235mp~236mp~236mp > ]HP[ xx 623HP > (straight jump) j.lp, j.lk, j.mk (2) xx 214mk xx 214KK > (during the ending the super) 214HP**** > (dash forward) 2lk, 5mp, 5mk (2) xx 236mp~236mp~236mp xx 236PP.
*: If you get the timing right on this, it does NOT otg. Instead it restands them.
**: Again, if you do omnomnom quickly enough, this juggles and does not OTG.
***: This is a really tricky bit. You need to hold the HP button down so you don't collide with the head, and then release it immediately after the rekkas FINISH hitting, and cancel the hit of the head into 623HP. It took me a few hours to get it down fairly consistently.
****: If you've done everything right, this is the time you use up your OTG.
With a team of 3 people this combo does 9768 damage.
With a team of 2 people this combo does 12653 damage.
With a team of 1 person, this combo does 16444 damage. ONE GODDAMN POINT AWAY FROM BEING AN IK AGAINST A 2 MAN TEAM. GODDAMNIT. MUST REFINE.
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Was I the only one that didn't know you can cancel the head attacks (h.HP and 4/6h.HP) into head specials (OMNOMNOM and Feline alergies)? I didn't see it mentioned anywhere... I always thought they were special attacks or something.
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Heya guys, I found a cool corner combo using the j.hk (land) lp re-stand I mentioned earlier. Ends up doing:
7033 (3 Characters)
9172 (2 Characters)
12335 (1 Character)
Notation:
2lk > 2mk (2) > HK > j.mp > (slight delay) j.hp > (slight delay) j.hk > (land) > 5lp > 5mp > 5mk > HK > j.mk(2 hits) > 214HP > (land + walk back a little bit) > 623HK ~ k > j.lk > j.mk (2) > j.hk > (land) > 214HP > 5mp > 5mk (2) xx 236MP xx 236MP xx 236MP xx 236PP
I found this before I saw urichinan's post. Too late/tired to try out his combo to compare. Anyway, enjoy.
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I found that in the corner, if you do an air chain that ends with j.hk while you're well under them, you can land and hit with 5lp as a re-stand, so you don't use up your OTG. I need to experiment with it some more, but I was able to figure this out:
ground chain into 5hk > jc > j.mp > (slight delay) j.hp > (slight delay) j.hp > (land) > 5lp > 5mp > 5mk > 5hk > jc > j.lp > j.mp > j.hp > j.hk > (land) > 2lp > chain into launcher > j.lk > chain into j.hp xx 214p (ground bounce) and then I need to figure out more stuff. Seems promising.
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Yeah Dacid, we're aware. That's a SoCal event though.
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Oh man, such a hype tournament.
Mad shoutouts to James Xie for organizing the whole thing and just generally being an awesome dude.
Shoutouts to Spark being free during qualifiers (and ONLY during qualifiers)
A special thank you goes to my teammates, WallJumpMan/ApologyMan for absolutely wrecking house and to Dacidbro for... well, I don't know what he actually did, BUT I'M SURE IT WAS AWESOME.
In no particular order, Zong_One, Huey253, Jan, Jason D, Sanoshi, Render, Mike Z, LK, KV, other people with acronyms for names, MegaDavid and Co; Donovan, BOBBEH, Kensou, Biter, Severin, The Guy From Level|UP What Did the Streaming, Shin, Mark, C0R, Brice. I know I'm forgetting more people, but there were so many names to keep track of, so I apologize.
All in all, fantastic tournament, thank you everyone.
(PS: What do Lord Knight and a fresh ocean breeze have in common? They're both salty and free! lawls)
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According to Dacidbro, Vitra from Canada is coming to this NCI for the qualifier. And as it's free if you enter the main tournament, I'm fairly confident at least a few other groups will show up.
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Hmmm... Pozer is being polite, well spoken and doesn't appear to be trolling at first glance. He must be up to something...
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@Brice, that makes a hell of a lot more sense.
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So, we have to bring our own consoles, and they have to be ps3, and any kind of pad is banned? Isn't that really limiting your audience?
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Lots of MF gameplay can be found here: http://www.gametrailers.com/video/friday-night-skullgirls/725548
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When talking about combos that involve the head being removed from MF, what's the proper notation? There was some debate awhile ago about [H] vs. ]H[ and I don't remember where it landed.
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Sorry Mike, I'll go back and add a disclaimer.
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No, just different speeds.
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Really long whiff. It's not blockable and not combo-able.-
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