[Project Justice] - Roy Infinite Loop Combo
Rival Schools 2: Project Justice combo guide for Roy
===Read Details for notation and explanation===
Project Justice playlist: ( • [Project Justice] - Roy Infinite Loop Combo )
5A5A 2C jB dl.j6C 5A 2C 5A 5B 2C (dash) 4D
[ (dash) 5A 2C 5A 2C 5A 5B 2C (dash) 4D ]xn
236236C
The combo count does reset after OTG but this is indeed completely inescapable and will loop forever if you can manage it. Normally opponents will be able to tech but when you hit the launcher this way they are unable to tech for a specific time period even after they land.
I believe this specific route is for tall characters only, the 5A 5B 2C sets may whiff on shorter characters. The loop should still work without it.
First difficult part is getting the proper 5A pickup after j6C. A good thing to keep in mind is the timing between j6C 5A 2C will be the same intervals when done properly.
Second difficult part, deceptively so, is the dash 4Ds. You have to be completely adjacent to the opponent before doing 4D for this loop to work, therefore you have to press the a frame 4 input a frame or less before the D input (you can see my input reader that I'm doing 4 and D on the same frame). If you hold it for longer, it makes the following dash 5A pickup virtually impossible.
Third difficult part, the dash 5A pickup after 4D. This is mostly just down to feeling to be honest, but the dash itself is canceled very early. All the subsequent 5A pickups after 2C should be done as early as possible but this feels fairly easy due to the slight buffer window you get for normals. If not done properly the 5B will OTG.
An alternate route for this for characters that are smaller is to, after the first 4D (dash) 5A 2C pickup, you simply do jump jA dl.jB j6C and go back to the first loop where you pick up the j6C with the 5A.