Gustavness
The Tech Whisperer
Hopefully, people will read what I write this time before they call me a tool
So, you know i'm a proponent of MB trance, etc etc. I have been going to my local weekly and getting better and better with Sorcerer, and a few days ago began digging deeper into Chip Aura and its applications, because saving 3 bars and pinning someone in the corner with just the right positioning is not always going to work in most games.
The first combo works obviously from any starter, and anywhere on the stage. 25% combo damage from pretty much all starters, with another 25% chip. This is uninterruptable, and a frame trap against all characters. Cannot be ducked, and only some characters can punish the uppercut. (50% guaranteed from any starter for one bar, with alternative tricks for more ). what sets this apart is that your opponent only gets half the meter they would typically get since they gain no meter from chip damage, you gain more meter than normal since they are blocking, and if they take the last hit of MB rune you can combo into more dmg, and if they take the uppercut they take even more.
If you have issues hit confirming and want to land D+2 regardless of whether they take the 2nd hit of MB rune or block it, do a very slight run cancel and d+2 will connect no matter what and still trap.
The second combo is a way to set up the opponent full screen from anywhere with chip aura on them regardless of whether they roll or not. do the skull low enough into the portal and you are very safe and left at strong advantage. if they do not do an armored wakeup (and really, who does wakeups from full screen besides yolo scorpions), you can easily get an extra 15% and more just in chip full screen as you zone them out, and you will also beat any non-armored wakeups with a normal far rune.
I have other interesting things i found as well, let me know what you think of this or if you come up with better ideas that i can try to incorporate, or obviously if this is already known >.>
So, you know i'm a proponent of MB trance, etc etc. I have been going to my local weekly and getting better and better with Sorcerer, and a few days ago began digging deeper into Chip Aura and its applications, because saving 3 bars and pinning someone in the corner with just the right positioning is not always going to work in most games.
The first combo works obviously from any starter, and anywhere on the stage. 25% combo damage from pretty much all starters, with another 25% chip. This is uninterruptable, and a frame trap against all characters. Cannot be ducked, and only some characters can punish the uppercut. (50% guaranteed from any starter for one bar, with alternative tricks for more ). what sets this apart is that your opponent only gets half the meter they would typically get since they gain no meter from chip damage, you gain more meter than normal since they are blocking, and if they take the last hit of MB rune you can combo into more dmg, and if they take the uppercut they take even more.
If you have issues hit confirming and want to land D+2 regardless of whether they take the 2nd hit of MB rune or block it, do a very slight run cancel and d+2 will connect no matter what and still trap.
The second combo is a way to set up the opponent full screen from anywhere with chip aura on them regardless of whether they roll or not. do the skull low enough into the portal and you are very safe and left at strong advantage. if they do not do an armored wakeup (and really, who does wakeups from full screen besides yolo scorpions), you can easily get an extra 15% and more just in chip full screen as you zone them out, and you will also beat any non-armored wakeups with a normal far rune.
I have other interesting things i found as well, let me know what you think of this or if you come up with better ideas that i can try to incorporate, or obviously if this is already known >.>