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Posted

Hi guys,

 

I'me kind of new here in the forum.

 

Wanted some feedback on this combo video I made, I'm from Guilty Gear Bolivia Community ( Yes, we play GG in Bolivia :D ).  I also play with Zato and Venom, still training those chars.

 

I'm one of the evangelist of this game in my country along with some other friends.

 

https://www.youtube.com/watch?v=8Z-pa0WTuIc

 

Any critic and feedback is welcome.  Some combos are char specific, haven't tried yet in the entire roster though.

 

Thanks!!

Posted (edited)

Impossible Dust style combos from Hase. Might be 1.1 only

 

6D > j.K > dj.SHD-2K, D-2K, PD > c.S > j.SHD    I-no, May, Sin, Elphelt

6D > j.K > dj.SHD-2K, KD > c.S f.S > j.SHD   Chipp, Potemkin. Axl, Bedman

 

Edit: Thinking about it, it probably is 1.1 only, made possible by the dash momentum change

Edited by daymendou
Posted

^ I saw the taunt you did during the NorCal Stream. Not sure if it was accidental or not...but it made me laugh a bit.

Posted

So here's a simple and dumb question since I've been too busy to play for over a month and neglected Slayer a bit prior to that, and my memory is super bad at the moment:

From (cSfS)x2 mappa RC CWH 5H jSHD, can you continue into j2KP djKD (or whatever you're supposed to do that ends in the D)?

Posted

From (cSfS)x2 mappa RC CWH 5H jSHD, can you continue into j2KP djKD (or whatever you're supposed to do that ends in the D)?

 

No. And since RRC has 80% forced proration it's a waste of meter unless it's for the kill and then you should add j.214K after the j.D anyway.

You'd be better of going for 2D and spending the meter for mixups or if you are in Hellfire just c.S, f.S, c.S, f.S, DoT

  • 3 weeks later...
Posted

AA 2S > J.SHD2K > J.K > jc > J.SHD2K > J.PD (162)

 

 

​Any tips on this combo? Seems inconsistent as hell? I'm new to Slayer and j.S in general feels inconsistent it feels like its highly dependent on where it connects in the air to allow j.H to land. I'm also having trouble connecting the second 2H. 

Posted

Well the thing is, j.S is a level 2 normal and so it does 13F hitstun on an airborne opponent. On the other hand, j.H has 13Fstartup. So, yeah, mistiming your j.H by even just 1 frame can cause it to black-beat.

  • 2 weeks later...
Posted

Not sure if these are already posted but did some corner relaunch combos against Pot and Bedman in 1.1.

 

For Pot:

5Hxx2H>SS jc>j.SHD2K>j.KD>land SS jc>j.KD (if you get raw 2H you can end in j.SHD)

 

6P>SS jc>j.S(2)HD2K>j.KD>land SS jc>j.KD

 

Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD

 

For Bedman:

5Hxx2H>cl.S jc>j.S(2)HD2K>j.KD>land SS jc>j.KD (alternatively, you can do 5Hxx2H>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD though the SS is a bit harder to land, but you'll get a few more hits in for better damage at higher guts. Also seems you pretty much need to be hugging the corner otherwise the second hit of j.S won't connect properly or something).

 

Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD

 

Hopefully I wrote all these down correctly.

Posted

Not sure if these are already posted but did some corner relaunch combos against Pot and Bedman in 1.1.

 

For Pot:

5Hxx2H>SS jc>j.SHD2K>j.KD>land SS jc>j.KD (if you get raw 2H you can end in j.SHD)

 

6P>SS jc>j.S(2)HD2K>j.KD>land SS jc>j.KD

 

Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD

 

For Bedman:

5Hxx2H>cl.S jc>j.S(2)HD2K>j.KD>land SS jc>j.KD (alternatively, you can do 5Hxx2H>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD though the SS is a bit harder to land, but you'll get a few more hits in for better damage at higher guts. Also seems you pretty much need to be hugging the corner otherwise the second hit of j.S won't connect properly or something).

 

Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD

 

Hopefully I wrote all these down correctly.

flashy first combo but better one is   5Hxx2H>SS jc>SHD jc KSHD2K PD 222 damage

i'l stealing dat 6p combo hhhh sorry  :lol:

Posted

No, it's been like 3 days. Most everything on there will still work but is not optimal since most confirms can go into pilebunker loops now.

Also, it might make sense to just make a new thread once enough combos have been figured out. For lack of confusion.

Sent from my iPhone using Tapatalk

Posted

^This.

 

And just for shits and giggles:

 

Midscreen CH 6P>K pile>RRC>iad>K Pile>K pile>P Pile>RRC>K Pile>5D[6]>K Pile>6H>P Pile

 

Does 318 on Millia. 

Posted

7 pilebunkers in a combo is the max as my testing goes after 5D[6] you  can go for 2 K piles then p pile .... ridiculous 

exp CH IL > k pile > k pile > p pile RC k pile > 5D[6] > kpile > k pile > p pile  280d on venom
edit : character specific as i couldn't get the last k pile to hit on ino

Posted

From round start position

 

6P > KMappa RC > KCross > 6H > KPile > 5D > KPile > 6H > PPile

.

242 damage on Millia. Works on all the girls + Faust.

 

Edit: Works on Sol and Slayer a bit further away from the corner as well.

 

Edit: Better combo.

 

6P > KMappa delayed RC > KPile x 2 > 5H > 2H > c.S > j.KD

 

Works on everyone. 259 on Millia. End with j.SKD on Potemkin and sj.SKD on Axl. First combo works from further out though.

Posted

in corner stay behind the tension meter on milia CH P pile > TK EW > jSHD 2K k >jc SHD 2k PD 306 d

edit works on sol with SHD 2K K jc SHD 2K PD air combo 270d
seems to be universal testing ....

Posted

1.1 Evernote

 

Some miscellaneous combos need to be tested before I copy them in. I'll fill in the character specific section as combos are confirmed.

 

I will probably reorganize things. The 6P page in particular is getting huge.

 

At the moment, a lot of these feel impractical, especially when compared to what we actually see in videos. Just need to grind super hard.

Posted

1.1 Evernote

 

Some miscellaneous combos need to be tested before I copy them in. I'll fill in the character specific section as combos are confirmed.

 

I will probably reorganize things. The 6P page in particular is getting huge.

 

At the moment, a lot of these feel impractical, especially when compared to what we actually see in videos. Just need to grind super hard.

just wanted to clarify that in the 6p section  , the sdd(2) means the tail hit i thought it was double hit (that would be awesome ... )

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