david coxDISCLAIMER: This only works on current versions of the official Hitbox. Older gen and Madcatz mods behave differently when holding L/R simultaneously.
This is an improved method of doing SRK motions in UMvC3 using a Hitbox (AKA a stickless stick). This way of inputting takes advantage of the sticks programming on multiple button presses. Holding left/right causes the input to read neutral in regards to those directions, while holding up/down always goes with up. This can result in many unique shortcuts.
The motion is to tap and hold the direction of the SRK, plink down and back at the same time, and slide your fingers off, letting back get released a frame earlier. So the first input register forward, having all 3 buttons held you get only down because left/right cancel each other, and as you let go you are left with downforward.
You can use this method to cheat quarter circles if there is no SRK motion in that direction.
The main advantage is not just the accuracy and ability to spam, on it's own it is a much faster input than doing standard 'feathering' which can result in many ways to screw up if done to fast. This method can get a perfect 3 frame input making moves like dragon punches and weskers counters a viable option in UMvC3.
**You must press up+atk to do the seismo spam as it needs the jump cancel.
Hitbox Tutorial: Seismo Spam/Perfect UMvC3 SRK motionsdavid cox2012-07-16 | DISCLAIMER: This only works on current versions of the official Hitbox. Older gen and Madcatz mods behave differently when holding L/R simultaneously.
This is an improved method of doing SRK motions in UMvC3 using a Hitbox (AKA a stickless stick). This way of inputting takes advantage of the sticks programming on multiple button presses. Holding left/right causes the input to read neutral in regards to those directions, while holding up/down always goes with up. This can result in many unique shortcuts.
The motion is to tap and hold the direction of the SRK, plink down and back at the same time, and slide your fingers off, letting back get released a frame earlier. So the first input register forward, having all 3 buttons held you get only down because left/right cancel each other, and as you let go you are left with downforward.
You can use this method to cheat quarter circles if there is no SRK motion in that direction.
The main advantage is not just the accuracy and ability to spam, on it's own it is a much faster input than doing standard 'feathering' which can result in many ways to screw up if done to fast. This method can get a perfect 3 frame input making moves like dragon punches and weskers counters a viable option in UMvC3.
**You must press up+atk to do the seismo spam as it needs the jump cancel.UMvC3 Captain America New BnBsdavid cox2012-06-05 | Sorry for the low quality and lighting, just wanted to get these out there. Feel free to borrow these for your own combo compilation.
Both combos performed on Super Skrull will work on all characters, but become much more strict with smaller characters so I included BnB alternatives. ----------------------------------------------------------------------------------------------------- Combo 1 (corner facing in only, works on all characters) - 803,500 dmg: c.L, s.MHS, jump (up)*, sj.H, sj.qcf+M, land, dash (toward corner), jump, j.H, j.qcf+M, land, dash, qcb+L, S, sj.MMHd+HS, land, [j.qcf+L**, land, qcb+L, qcb+H]***, qcb+AA ----------------------------------------------------------------------------------------------------- Combo 2 (corner facing in only, best used as alternative for small characters but works on all) - 777,200 dmg: c.L, s.MHS, jump (up)*, sj.H, sj.qcf+M, land, dash (toward corner), jump (away from corner preferably), j.H, j.qcf+L, land, HS, sj.MMHd+HS, land, [j.qcf+L**, land, qcb+L*, qcb+H]***, qcb+AA ----------------------------------------------------------------------------------------------------- Combo 3 (corner facing out only, works on all characters) - 803,500 dmg: c.L, s.MHS, jump, sj.H, j.qcf+M, land, jump, j.H, j.qcf+M, land, dash, qcb+L, S, sj.MMHd+HS, land, [j.qcf+L**, land, qcb+L, qcb+H]***, qcb+AA ----------------------------------------------------------------------------------------------------- Combo 4 (corner facing out only, best used as alternative for small characters but works on all) - 783,400 dmg: c.L, s.MHS, jump, sj.MH, j.qcf+L, land, jump (up), j.MH, j.qcf+L, land, HS, sj.MMHd+HS, land, [j.qcf+L**, land, qcb+L, qcb+H]***, qcb+AA ----------------------------------------------------------------------------------------------------- * - s.H should push you out of corner if flush when starting, if not or you accidentally land c.H, super jump back instead of up.
** - You can tiger knee the input or tap up then quickly roll the qcf. Against smaller characters tiger knee tends to push you slightly forward and cause whiffs so the tap up method is usually best, though harder to execute.
*** - If you can't perform the tiger knee qcf+L set, simply do normal qcf+L on the ground and follow up with qcb+H into hyperViola 196+ Combodavid cox2012-02-28 | Uses full meter. Can deal more damage by hitting with claw during 6A+B and clean hit at the end.
33(B), 44A~BE, 2K, 2B+K~BE, 66, AAB, 6A+B(slight charge, 2B+K~BE, 66, AAB, 2A+B, 2B+K~BE, B+K, 44BB(slight delay), 66A+BBViola 187 dmg Combo - No Tech Trapsdavid cox2012-02-28 | Viola's new high damage combo. Uses full meter, but deals 187 for clutch moments. You can time the 6A+B to have the claw hit as well for an extra 4-5 dmg, but it's strict timing. If you whiff 2K the combo will still work fine.
33(B), 44A~BE, 2K, 2B+K~BE, 66, AAB, 6A+B(slight charge), 2B+K~BE, 66, AAB, 2A+B, 2B+K~BE, 66, AAB, 9K, 2A+BViola 163 dmg combodavid cox2012-02-19 | An impractical combo in the sense it uses 2 full bars of meter, but in times of flare or a need to finish off an opponent this is so far her highest dmg combo.
Notation: start VS - 33(B), 44A~BE, 66, 2B+K~BE, B+K, 6A+B, 2B+K~BE, AAB, 2A+B, 2B+K~BE, AAB, 9K, 2A+BX-23 Mirage Feint Cancel Combos and Tricksdavid cox2011-02-26 | Small practice session using X-23 Hop-canceling on normals to produce new combos, pseudo-jump cancels (1:30), and frame traps (2:05). The input for these is using an input leniency exploit I discovered:
Hold S, hit any normal, cancel with a hop and hold the button for at least 2 frames (1 frame will produce the hop normally), then inputting my next attack slightly after allowing me to make impossible combos such as st.H into itself and st.M. i find this last night so not a lot of practice, so lets see what the world can come up with (get this to Desk!!!)