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« on: August 20, 2011, 09:11:12 PM »
T_T at picking fnero because your execution is bad
rough guide to fnero combos:
fnero can't airdash; his max damage combos are different for fullscreen to corner, midscreen, and corner
fullscreen can be defined as comboing across nearly the whole screen and putting the opponent into the corner; the boundary for "fullscreen distance" to the corner can be approximated by cornering a training dummy and throwing him away from the corner: where he lands is the minimum distance from whence a fullscreen combo to the opposite corner is required
midscreen distance begins at the other side of this boundary
corner distance begins at this same boundary, but assuming that you're going to end the combo in the close corner rather than the far one
full screen max damage combo:
2a 2b 3c (one hit) jump forward- jb (both hits) jc (you must stretch the gap between the jb and jc as long as possible) second superjump forward- ja ja jc | land, superjump forward- jc, second jump- jc airthrow
if you find it easier, you can replace the two ja's with a jb same as the first one, but it will work in less situations
if you hitconfirm the opponent when he's too far away from you, the first jb will only get one hit and your combo will fail; in this case use a shortened hitconfirm combo such as jb (one hit) second jump jb (two hits) jc followed by airthrow back into the corner or letting them wallslam the far corner
there is no easier fullscreen combo; if you can't execute this, then use the 3c starter and instead do jump jb (2) second jump jb (2) jc airthrow
midscreen you can use the same combo as fullscreen with slight adjustments, or you can replace the air component with simply jump jb (2) second jump jb(2) jc (lengthen gap between last jb and jc), land, superjump jc second jump jb (2) jc airthrow
starting at about 1-2 character widths past the boundary point, you can use a variation of the max damage corner combo:
2a 2b 2c 3c (1 hit) jump jb (2) second jump jb (2) jc (lengthen gap), land superjump forward jc second jump jc airthrow
at about 1 character past the middle of the screen you change the superjump forward to a vertical superjump and add a jb before the last jc. this is the corner combo, which is nero's max dmg combo
these combos aren't really that much easier than those of most characters in the game, if that's what you were hoping for. if you want to get easy damage in the corner/midscreen just do 3c launcher into
midscreen: jb jc, second superjump forward jb jc, land superjump up jc, second jump jb jc airthrow
corner: jb jc, second jump, jb jc (lengthen gap), land, superjump up, jc (3 hits) second superjump forwards jb jc airthrow
remember that nero can only wallslam 3 times and jb is not prorated (so the more you stick in the better) and you can pretty much improvise