I might update the guide later this week. so much left to addUnless I'm blind i didn't see any combos for if you win an air to air. All these are if you win with a j2.
F12, hm mb, b3, j2, 2, ac 38%
Fraud.im not gonna update this combo thread. Someone else can take up the mantle and make a new thread.
yepFraud.
Feels harder than any 1 frame link from street fighter.So, unless this was actually a well-kept hidden secret, I'm pretty sure everyone knows that, though strict on timing, Shazam gets guaranteed HM after f1, d1, and 2 on hit. Now, the timing is tight, but let's say someone practices this enough to get this like 90-100% of the time (it really is possible get it consistently IMO...HM has to be active for like 2 frames, because it feels much easier than a 1f link). With this in mind, this would up Shazam's standard damage off of these normals dramatically were they to become standard punish BnBs. Hell, f1 has long enough range to use this in footsies sorta (recovery is pretty decent too).
Opinions? Or am I uber late? I haven't seen any Shazam discussions as of late. @EGP Wonder_Chef @Cossner
Depends on what Street Fighter you're referring to. If SF4, then bitch plz those are just arbitrary 2-3f links. Not to mention, from what I understand, games like GG have 1f stuff used regularly, plus VF's Akira has a vital launcher that requires a 1f press-and-release of a button to perform. I mean, this is difficult, but damn is it worthwhile if someone gets this down.Feels harder than any 1 frame link from street fighter.
Considering you get full punished if you miss this, I don't think it's consistent enough.
Does the trait activation combos have a variation for the corner? I swear I saw one before but can't seem to find it. That second combo seems really fun I'm gonna try it out now.Idk if this is known but you can do:
b23, d2, trait, d1, HmMb, b3, j2, 2, AC
For a 33% combo its tough timing after the d2 but it ends in a HKD and you have trait if you don't mb the hm it does like 24%
Another combo is
B23, d2, b3, j2, f223, hm for 29% meterless
An Even better combo bnb is: B23, 3 xx HM, b3, J2, D3 *Trait*. Its a HKD setup that leaves you with trait and allows you to do which ever OKI setup you want to do next with shazamIdk if this is known but you can do:
b23, d2, trait, d1, HmMb, b3, j2, 2, AC
For a 33% combo its tough timing after the d2 but it ends in a HKD and you have trait if you don't mb the hm it does like 24%
I love d1 into command grab cancel. That's where it's at. Didn't know about F1, tho. Thanks!So, unless this was actually a well-kept hidden secret, I'm pretty sure everyone knows that, though strict on timing, Shazam gets guaranteed HM after f1, d1, and 2 on hit. Now, the timing is tight, but let's say someone practices this enough to get this like 90-100% of the time (it really is possible get it consistently IMO...HM has to be active for like 2 frames, because it feels much easier than a 1f link). With this in mind, this would up Shazam's standard damage off of these normals dramatically were they to become standard punish BnBs. Hell, f1 has long enough range to use this in footsies sorta (recovery is pretty decent too).
Opinions? Or am I uber late? I haven't seen any Shazam discussions as of late. @EGP Wonder_Chef @Cossner
Might be less actual hitstun. Or a bug.Why doesn't d1 combo into background bounce?
Aqua's d1 has less hit advantage that ours and it combos very easily.
What is hit stun vs hit advantage?Might be less actual hitstun. Or a bug.
Hitstun is the amount of recovery you have when you are hit.What is hit stun vs hit advantage?
Well I set the CPU Shazam to d1xxwall bounce and am able to block or duck the interactable bounce with complete ease (d1 on hit).Hitstun is the amount of recovery you have when you are hit.
Hit advantage is simply how much frame advantage you have due to the hitstun and your own recovery.
Actually, judging from this, Shazam's d1 should work. If my math is right, Aquaman's hitstun on his d1 is still less than Shazam's by a frame. It's likely a bug.Well I set the CPU Shazam to d1xxwall bounce and am able to block or duck the interactable bounce with complete ease (d1 on hit).
Well, just pulling up the Shazam's d1 data right now: Hit adv = 13, Recovery Frames = 15
Aqua's d1 Hit Adv = 7, Recovery Frames = 20
I really don't know anything about frames so anything you can get from this is good for me.
Silly question... But are there possible different startups for the background bounces? I know the animation is the same...Well I set the CPU Shazam to d1xxwall bounce and am able to block or duck the interactable bounce with complete ease (d1 on hit).
Well, just pulling up the Shazam's d1 data right now: Hit adv = 13, Recovery Frames = 15
Aqua's d1 Hit Adv = 7, Recovery Frames = 20
I really don't know anything about frames so anything you can get from this is good for me.