shaowebb
Get your guns on. Sheriff is back.
I brought it up in the clash thread that Rapid Cancels may be a good way for a chain grappler like Grundy to stay safe and start his offense by setting up high low mixups off of seismic stomp or swamp hands (both lows). Lock em into block stun and rapid cancel into his grabs. Good idea for a setup and given canceling successful grabs is pointless he wouldn't need that meter during his combos, but instead only to get the mixups to start them. I did a similar trick with Sentinel in UMVC3 where I'd call Hyper Sentinel Force and Xfactor cancel into his command grab once they were locked into block stun. Dirtiest grab setup in the game for someone with that kind of damage IMO and Grundy may be able to do similar (and his chain grabs self buff!)Meter can also be spent to rapid cancel attacks and strings, allowing you to keep yourself safe in the middle of your pressure and opening up new combo opportunities.
This got me thinking though about just what sort of things I would want to use rapid cancels for with other characters. Some I'd use for dirty mixups while others I'd be wanting it exclusively to make BS combos.
What are some things you guys want to try rapid canceling to do?
My to do list so far:
- SOLOMON GRUNDY- Gonna see if I can setup ublockable grabs off block stun and ways to high low mixup folks off his low specials into knife swipes
- CYBORG- I want to see if I can't use these with his bombs so that I can pop them as they fall onto the ground and then cancel the recovery so that on wakeup they have to deal with both the bombs and me. Which way do you tech?
- FLASH-omg time slow combos! I will make you so broken with this.
- NIGHTWING-Make staff stuff safe and maybe use it to shave time off of ground spark
- WONDER WOMAN-to save my ass if I toss a tiara and it whifs. Move is super long on recovery.