legion666
Noob
I have finally had time to lab Summoner for the first time after the XL update. I was looking for new damaging HTB set ups with him and accidentally found something interesting:
First thing to note. In this video HTB set goes Overhead then Low. And when NJP (which is the overhead here) connects, opponent is still in the Ex Trance hitstun. The combo is finished by that time, and opponent can block, but the hitstun still doesn't allow to do anything else. You can't actually see it in the video (as the two hits of the HTB connect too fast) but the NJP causes a SPLAT!! Like it hits 2nd time in one combo, but it is a new combo starting with NJP as you can see by the hit counter)) the Low bat hits before opponent is splat on the ground which allows the combo to continue. Now I remember that impostor has this problem if he uses an NJP in a combo, ends in Mimicry trance which ends the combo, but the NJP will splat opponent out of it's hitstun like it is the same combo. We have a similar situation here with Summoner, but it gets even more interesting.
We all remember that Ex Trance has reversed damage scaling and acts like a little damage boost. Turns out that boost also carries over to the combo which the NJP starts. In my video you can see that The combo after the HTB reset does 34% damage:
NJP,Low bat, 4xxtrance, jump back 1, f2122,141 = 34% damage in the video above.
But here I am doing that same combo without opponent being in the hitstun from the Ex Trance:
Again NJP, Low Bat, 4xxTrance, Jump Back 1, f2122, 141 but it does 29% damage)
Now these aren't the most damaging combos, but I can imagine that this May allow for some interesting damage options we all can look for. The key here is to end your combo with Ex Trance and hit the opponent with a mix up while he is still recovering from the Ex Trance, but you have to do it late enough for it not to combo). It also seems to be applicable to all Quan's variations, but extremely good for Summoner cause of all the HTB BS that can come after the Ex Trance.
@STB Shujinkydink
@michaelangelo
@WhoIsYams
@all the Quan mains
First thing to note. In this video HTB set goes Overhead then Low. And when NJP (which is the overhead here) connects, opponent is still in the Ex Trance hitstun. The combo is finished by that time, and opponent can block, but the hitstun still doesn't allow to do anything else. You can't actually see it in the video (as the two hits of the HTB connect too fast) but the NJP causes a SPLAT!! Like it hits 2nd time in one combo, but it is a new combo starting with NJP as you can see by the hit counter)) the Low bat hits before opponent is splat on the ground which allows the combo to continue. Now I remember that impostor has this problem if he uses an NJP in a combo, ends in Mimicry trance which ends the combo, but the NJP will splat opponent out of it's hitstun like it is the same combo. We have a similar situation here with Summoner, but it gets even more interesting.
We all remember that Ex Trance has reversed damage scaling and acts like a little damage boost. Turns out that boost also carries over to the combo which the NJP starts. In my video you can see that The combo after the HTB reset does 34% damage:
NJP,Low bat, 4xxtrance, jump back 1, f2122,141 = 34% damage in the video above.
But here I am doing that same combo without opponent being in the hitstun from the Ex Trance:
Again NJP, Low Bat, 4xxTrance, Jump Back 1, f2122, 141 but it does 29% damage)
Now these aren't the most damaging combos, but I can imagine that this May allow for some interesting damage options we all can look for. The key here is to end your combo with Ex Trance and hit the opponent with a mix up while he is still recovering from the Ex Trance, but you have to do it late enough for it not to combo). It also seems to be applicable to all Quan's variations, but extremely good for Summoner cause of all the HTB BS that can come after the Ex Trance.
@STB Shujinkydink
@michaelangelo
@WhoIsYams
@all the Quan mains