Sunday, February 3, 2008

Randumb

Gief Double Fierce

Versus certain characters (Mag and Cable sized) Gief can do a jump-in forward+Fierce Punch then link into a rejump f.FP for a quick double fierce. Don't know the specific trick to it but its a hard link because it only works at a very specific point where Cable's and Mag's hitboxes are particularly wonky. I'm pretty sure there must be a small frame window within Mag/Cable's getting hit animation where the hitboxes overlap. It works off of a cross-up splash too so when I get it figured out it means Gief/Tron can lay down the hurt with something like x-up Splash, Tron, jump away f.FP, Tron rings, etc. Its basically corner combo damage anywhere onscreen.

Wolvie/Knives

Mixup posted a gnarly Wolvie SJC combo, something like: dash in magic series, cr.HK sjc LP, LK, LP, HP. I play Wolvie backed with Spiral Proj. and dump an assist call into the dash series giving them something to think about as they're getting up. Probably enough time to activate Speed-up and go to town. And since Spiral is off screen and the knives are blocked you can recall knives or dump Tron to set up infinite 50-50.

I'm having second thoughts on Wolvie and Doom compatibility. Yes, its easy to lose your rocks with screen shift and Wolvie doesn't need chip to get a hit, but that said a little chip never hurts. Some lockdown pressure means that you can get some breathing room and spot that point when its time to go apeshit. Everyonce in awhile I pick Wolvie/Spiral/Doom and get an air combo ending in FS with knives out then call Doom rocks as they wake up into Spiral knives. It's gimmicky but IMO Spiral/Doom is a good balance because they are reserved where Wolvie is gung-ho.

Doom and 'Rush-away'

There's a pretty bumpin' Doom thread on SRK right now and thats making me want to master the canceled cr.HK SJC rushdown trick. Seems like it would put Doom over the top if its mastered-- he gets mad runaway and big guard stun exploited rushdown. I'm big into the idea of the characters that can freestyle between rushing and keepaway because if you're able to tune into the pacing of a match, you get to pick out when to throw in those mix-ups that turn the tide of a match. It's a completely different type of mental layer than something like Magneto RTSD. I don't play Storm so I'd jump at the chance to run these antics with Doom.

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