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Posted

You can use the 2H, j.S-H,etc like a generic way to begin, just changing a bit the delay depending on the weight of the character (more weight=more delay), and for knockdown you can use j.H, s pin, land, 6H or just j.d depending on the weight for example on Jam Midscreen 5S, 2H, J.S-H,ADC, J.D,(i)ADC, J.S-H, LAND, J.K-D,(II),ADC, J.K-D,ADC, J.D On Ky Midscreen 5S, 2H,(II) J.S-H,ADC, J.D,ADC, J.S-H, LAND, J.K-D,(II),ADC, J.K-D,ADC,J.H, S PIN, LAND, 6H on light character don't delay the first J.S-H and end with j.D on heavy character delay at first j.S-H, and end with j.H, s pin, land, 6H on midweight character a mix of the 2 ways (some weird weight/hotbox characters have some especific combos)Damn you Johnny!!! a easy way to get a easy , good damage, relaunch and knockdown combo to almost all characters.

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Posted

I wanted to make a post about the following two combos.

Aerial launch: (eg. after a throw)

...(5S-)2H, ju.H, ADC j.D, ADC j.D xx S Pin, land 6H

- replace last j.D with [ADC j.S-H, land j.K...] for relaunch

Ground launch:

...2H, ju.S-H, ADC j.D, ADC j.D xx S Pin, land 6H

- replace last j.D with [ADC j.S-H, land j.K...] for relaunch

These two combos are pretty basic, work on many characters, do good damage, and have relaunch potential...

Edit: This one works on a good chunk of the cast for me, but you have to delay the ADCs and some of the hits in the combos in order for it to end in a knockdown and sometimes the hits just don't catch the opponent's hitbox and it's really frustrating.

2H > J.S, J.H, ADC > J.D., ADC > J.S., H.S > Land > J.K, J.S, J.H, ADC > J.D, ADC, J.S, J.H

You can use the 2H, j.S-H,etc like a generic way to begin, just changing a bit the delay depending on the weight of the character (more weight=more delay), and for knockdown you can use j.H, s pin, land, 6H or just j.d depending on the weight

for example

on Jam

Midscreen

5S, 2H, J.S-H,ADC, J.D,(i)ADC, J.S-H, LAND, J.K-D,(II),ADC, J.K-D,ADC, J.D

On Ky

Midscreen

5S, 2H,(II) J.S-H,ADC, J.D,ADC, J.S-H, LAND, J.K-D,(II),ADC, J.K-D,ADC,J.H, S PIN, LAND, 6H

a easy way to get a easy , good damage, relaunch and knockdown combo to almost all

characters.

Gj at reading guys :psyduck:

Seriously, this didn't need to be posted three times by three different people.

Posted

on johnny, and some other "weird hitbox" characters, you can do 2H -> j.K-D -> ad.H/D -> ad.S-H to start it off. After, you can do something like land, j.(P-)K-S-H -> ad.D -> ad.D to get a knockdown (maybe adding 214S, land, 6H if he's still too high). The 2H -> j.K, you must jump immediately, and then wait a bit before hitting the jump kick.

Posted

(corner)S©-2H -> j.214S, falling j.H, land, 2H -> j.214S, falling j.H, land, 2H -> j.D -> ad.K-D -> ad.D -> 214S, land, 6H (189 damage)

GOOD SHIT!:yaaay: A very good and easy combo to do.

Posted

im sorry if this one has been posted, but i have slightly modified an existing combo not yet completed i was wondering if someone might help. though i know up to a certain point the combo is useless, i am a scrub but never the less a combo fiend. anyways.... (corner) 6K, S.Disc, r.5Sc(1), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.D, S.Pin, land, S.Disc, 2(picks up pin), 2H... its as far as i can get but it a launch from there my main objective is to finish with a special or just keep it going (looks flashy but again pointless i know) this thread rocks and is really helpful, how everyone breaks it down...

Posted

im sorry if this one has been posted, but i have slightly modified an existing combo not yet completed i was wondering if someone might help. though i know up to a certain point the combo is useless, i am a scrub but never the less a combo fiend. anyways....

(corner)

6K, S.Disc, r.5Sc(1), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.D, S.Pin, land, S.Disc, 2(picks up pin), 2H...

its as far as i can get but it a launch from there my main objective is to finish with a special or just keep it going (looks flashy but again pointless i know)

this thread rocks and is really helpful, how everyone breaks it down...

hmmmm

well, depends on who you are doing this combo against, but i'd say the follow up is probably (after that 2H)... j.D -> 214S, ad.D -> ad.D OR ...j.D -> ad.S-H -> ad.D -> 214S, land, 6H. If you want to end with something interesting, 2H -> 2141236H -> FRC, falling j.H, land, 2H -> j.D -> 214S, j.D -> ad.H/D -> (ad.H/D ->) 214S, land, 6H

I'll be editing the first post soon to be more uniform, with less varied jargon and a more structured listing =)

  • 2 weeks later...
Posted

What is that sign for delay anyway? I can't seem to find it anywhere on my keyboard. :/

Lawl look under backspace key.

Hit shift. =p

  • 1 month later...
Posted

Search the thread.

Posted

First page =/= entire thread.

Posted

What do you guys do for damage? You know, clean opening for a launch? I don't know how great it is but just by habit I do something like 5s(1), 2hs, vj.S, j.HS xx HS pin, falling HS, ADC HS (x2 optional) xx FB disc and who knows from there, hahaha... relaunch if I can't knock 'em down or a failed air throw attempt. I'm just like "AH land a bunch of slash and hard slashes!" or something when I see an opening. EDIT: This obviously isn't if it's near the corner...

Posted

First page =/= entire thread.

Read the entire thread.

Posted

After consideration, I'm going to make another thread that has only nothing but combos in it by taking all the combos in this thread to make searching for it easier... Expect it done by tonight.

Posted

Split thread to 2 parts: Combo Lists and Combo Discussion. If you have good combos, post them in this thread then one of the mods will move it to the Combo Lists if it's any useful. Now if only blitz/Teyah would finish his/their combo list/AC Millia guide...

  • 1 year later...

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