Ultimate Marvel vs Capcom 3 - Team Kreative Ammy Edition - [Breakdowns #3]

Аватар автора
Messing around with my team trying to come up with different combos with Ammy ( I tend to get bored doing the same kind of combos over and over ). Figured out some cool combos to capitalize off a corner through ( In Disc Mode ). Also Ammy has JUMP LOOPS, I may just be late to the game but I didnt know this lol. You can do three reps of the loop if you can catch the opponent RIGHT before they are about to hit the ground and have an assist bring them down for you on the third rep OR go into Head stomp after the second rep. Pretty useful for corner throw combos. Tip: In the last combo when Spencer Slant Assist brings the opponent back down. If you hit the opponent before they touch the ground, Hit Stun Decay seems to kick in very fast. But hitting the opponent after they touch the ground delays HSD longer. If anyone knows why this happens please let me know. Combo 1: Inputs: j.H, M, H, Forward H (x5 ), S, j.H, j.H, j.H xx H Head Stomp, M, Assist, H, Forward H, Weapon Switch, Thunder Edge L xx Elements Damage: 619k ( Unmashed ) Meter: 5% Loss Combo 2: Inputs: j.H, M, H, cr.H, j.M, j.H, j.H, j.H, S, j.H xx H Head Stomp, M, Assist, H, Forward H xx Waepon Switch, j.H ( Charged ), S xx Elements Damage: 583k ( Unmashed ) Meter: 10% Loss Combo 3: Inputs After Throw: j.M, j.H, j.H, j.H, j.M, j.H, j.H, j.H, j.M, Assist, j.H, j.H xx Weapon Switch, Glaive Chop xx Elements Damage: 411k ( Unmashed ) Meter: 30% Loss Combo 4: Inputs After Throw: j.M, j.H, j.H, j.H, j.M, j.H...

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