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Posted

i came up with a combo this evening what u guys think of it 5k, 5s, 2hs, dust, 8dust, 8dust, FB Bomber, dash, dust, Bomber, (25% tension in total) what u guys think of it, it seems to work good, only prob is i cant loop off it for some reason, they always flip out.

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Posted

i came up with a combo this evening what u guys think of it

5k, 5s, 2hs, dust, 8dust, 8dust, FB Bomber, dash, dust, Bomber,

(25% tension in total)

what u guys think of it, it seems to work good, only prob is i cant loop off it for some reason, they always flip out.

That seems like a decent dust combo (I tend to suck at those regardless of character, so maybe my opinion on the matter isn't that relevant. The bomber is techable because A. It's rather late in the combo, and B. It's very high up.

The problem with the combo is the lead-in to the dust. The reason you're able to connect with the 5Dust is because your opponent will be staggered from 2H. I'm fairly certain that most players (myself included) could stagger out of that before the dust connects.

Posted

Well, depending on how much Axl experience they have. But yeah basically 5D isn't the safest link from 2H on stagger but you can still get away with it at first. I use it a lot against people newer to Axl because it's devastating damage and free. Now, I used to do a variation of the Dust combo to block bursts, but seeing how j.P isn't totally burst safe anymore, there's no point in it so I'm not gonna bother listing it. For Axl's Dust combo I generally do: 0 tension: 5D->j.D->j.D->j.H->j.D->Kokuugeki 0 tension: 5D->j.D->j.D->j.K->j.S->j.H->j.D->Kokuugeki 0 tension(Impossible Dust): 5D->FD->j.D->land->stuff(note that instead of j.D you can use j.H which is easier to hit with because it has a higher hitbox)(stuff=bomber loops if you can, or c.S->air combo if you can't) 25% tension: 5D->j.D->j.D->j.H->j.D->FB Bomber->dj.H->j.D->Kokuugek Those are the basic ones. Then you have stuff like... 5D->j.D->j.D->j.H->j.D->FB Bomber->FB Bomber->Airdash->j.D->FB Bomber->falling Kokuugeki Or just random crap like that with abusing FB Bomber if you need to kill someone As a note, NEVER finish a combo with downward Bomber if the opponent is so high in the air that they will not ground bounce. Perhaps lesser Axl-experienced players won't punish you for it, but with their downward momentum they can neutral tech and punish you. Now, if they're reeeallly close to the ground where they'll barely miss the bounce then maybe it's ok because you can set up and air throw situation if they don't neutral tech. 6H after 2H though is not easy to mash out really but you can't do anything off of it without an RC.

Posted

hmm nice, i never use Kokuugeki let alone finish combos with it cuz of the lag it has, but it seems kinda good for finishing combos

But Kokuugeki is like... the best thing ever!

TK Kokuugeki throwbait, Kokuugeki as a combo finisher, Kokuugeki as long-range air-to-air (Has to be faultlessed), Even Kokuugeki with a side of bacon!

Posted

6P into 2S seems to work better on heavies than 2S alone or c.S,2S...it's not much but its a discovery I made yesterday. Also, anyone got some juicy char-specific midscreen throw combos? I saw some for Sol in a japanese vid that were hot, but aside from that all I can offer is this: vs. Ky (and prolly roboky/johnny since they are similar weight) -- throw, deep dash, 5K, 5P(2), 2S(2), sjc j.H, j.D, kokku very simple variation but I thought it was keen that you could land 5K in there to make the combo a bit easier, you'll see what I mean when you try it because it looks like ky is way too far away. -Shag

Posted

vs. Ky (and prolly roboky/johnny since they are similar weight) -- throw, deep dash, 5K, 5P(2), 2S(2), sjc j.H, j.D, kokku

very simple variation but I thought it was keen that you could land 5K in there to make the combo a bit easier, you'll see what I mean when you try it because it looks like ky is way too far away.

-Shag

Roboky/Johnny similar weight to Ky? Since when? Also that works on most characters. I tend to use it simply for fear of dropping the combo. Is this really supposed to be character specific? :?:

Posted

it does work on most chars but im saying on them in particular it makes things so much easier =) and yes robo, johnny, ky are all similar weights and even hitboxes... at least for me every ky specific combo that I have also applies to those chars. I think johnny is easier to combo but my ky only combos work on him so I just classify them together. -Shag

Posted

Weight/Gravity: 0.94: PO 0.95: RO 0.98: AB, JO, OS 1.00: AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA 1.05: DI, IN, MI 1.10: BA, BR, JA, MA So yeah, at least weight wise all 3 of them are different. Ky just falls shittily with the way his frame falls after things like a sweep or certain other moves. Johnny goes from being a giant horizantal frame to a giant vertical frame pretty quickly, doesn't help that he falls faster than usual either. So it moreso has to do with their frames and how they fall/their frame animations than their actual gravity.

Posted

I'm sorry if I confuse ppl because I don't take the time to know the weights of the chars, I just know what hits on them =) That's what's important. I guess the best way to say it is you take the most extreme case and see who all it applies to. In this case, I guess it'd be roboky (pot is his own story...so ez to combo) by you're chart... and see what roboky only combos work on all the other characters and use those as B&B combos since you know they'll work on heavies as well as many others. If that makes sense...:keke: -Shag

Posted

Hitboxes/what works is more important than knowing their actual weight anyways, just thought I'd clear up the weight thing.

Posted

Yeah, but KDX, that's pretty much the combo you mentioned. Throw --> Short dash 5K, 5P, 2S (BnB) is almost if not fully universal. (Though recently I've been trying to use 6K more on characters it works on.)

Posted

Why isn't 6K used after 2S in air combos? I know it's pretty character dependant, but more often than not I see situations(very specific situations I might add) where people are hitting 2S, then messing up the rest of the combo where 6K right afterwards would've landed tremendous dmg and saved the day. Does everybody else know something about this move that I don't?

Posted

Why isn't 6K used after 2S in air combos? I know it's pretty character dependant, but more often than not I see situations(very specific situations I might add) where people are hitting 2S, then messing up the rest of the combo where 6K right afterwards would've landed tremendous dmg and saved the day. Does everybody else know something about this move that I don't?

6K after 2S is just... bad. Since 6K doesn't really have the hitstun to do combos from, and the preferred combo is 2S --> Air stuff because it actually... works. If you go from 2S to 6K, you have ended the combo, unless it's something wacky like potemkin, and even then I'd rather go for standard BnB than random followups (however cool they may look) with 6K. Better combo, more damage, there's just no reason to.

Posted

Here's something neat with CH 3P:

3P-6H, 5K-2S-superjump combos.

The 5K link isn't that hard, though I haven't tested on everyone. It won't work at max range, and not right next to some characters either. You can also opt for 623H-623H to knock down, but the damage loss is significant enough that I usually prefer SJing.

Also, there's a cool variation on Potemkin that knocks down and doesn't do much less than SJing:

3P-6H, 5K-2S-delayed 6K-2S-623H-623H.

Are these hit-confirmable? I think so, but it would be difficult. You'd have to react to the CH right away, as you can't afford to delay the gatling much if at all.

-Josh

Posted

Here's something neat with CH 3P:

3P-6H, 5K-2S-superjump combos.

The 5K link isn't that hard, though I haven't tested on everyone. It won't work at max range, and not right next to some characters either. You can also opt for 623H-623H to knock down, but the damage loss is significant enough that I usually prefer SJing.

Also, there's a cool variation on Potemkin that knocks down and doesn't do much less than SJing:

3P-6H, 5K-2S-delayed 6K-2S-623H-623H.

Are these hit-confirmable? I think so, but it would be difficult. You'd have to react to the CH right away, as you can't afford to delay the gatling much if at all.

-Josh

I imagine that much like in slash, the counterhit is terribly difficult to confirm if you have to cancel it right away, but if it were any character but Pot, I'd say the risk wasn't too bad. The problem is that if he blocks the 3P and you do the 6H still (because it sounds like it's too tight to counterhit confirm) you've gotten Pot bustered, or wasted 50% meter RCing it. (after which you'll STILL have to get back quite a bit to avoid being PB'd) It is, however, a very cool combo if it really works (Though I've never seen anything with non CH-6H connect. Are you sure it's untechable? I don't have access to training mode at the moment =/)

Posted

Yes, I can assure you, the beat remains orange throughout these combos. Though, again, have only tested on about half the characters. There are probably longer knockdown combos on other characters besides Pot, too. The Sols, Anji, Axl, and a few others come to mind... Like I said before, I think you *can* confirm this if you're good enough. It seems like a tougher 3rd Strike sort of thing. -Josh

Posted

Acctualy random note concering the unblockable with slideing... Strangely enough although you can combo regular throws after this useing bugs. You can not get a "true" combo with the unblockable useing slideing. Go figure that one out shrug.

Posted

Like I said before, I think you *can* confirm this if you're good enough. It seems like a tougher 3rd Strike sort of thing.

-Josh

And like I said, I don't have access to training mode at the moment. That would be really cool if you could, but if it's an immediate chain, then I'm going to doubt that a counterhit is confirmable in any realistic sense (now PREDICTING something and ensuring a counterhit by prediction is a different story...)

Posted

I don't recall 3P CH being hit confirmable in any game before, I don't see why it would be now in AC? If you're expecting a CH that's all fine and dandy but on the fly on reaction? That'd be pretty tough even if you're extremely good. I don't think I've ever seen JP Axl's do 3P CH combos reliably.(in fact, if memory serves I don't ever recall seeing it in matchplay to be honest)

Posted

I don't recall 3P CH being hit confirmable in any game before, I don't see why it would be now in AC? If you're expecting a CH that's all fine and dandy but on the fly on reaction? That'd be pretty tough even if you're extremely good. I don't think I've ever seen JP Axl's do 3P CH combos reliably.(in fact, if memory serves I don't ever recall seeing it in matchplay to be honest)

Yeah, it's seeming quite impractical. I wouldn't doubt that it's hit-confirmable to the extent that one could get a 5P out in time to do a combo, since that's easy, but unless there's something I'm missing, 3P-->6H with orange beat on reaction to counterhit would be next to impossible, even for the japan-good. But then again, if it's part of a blockstring, (Anything with non-meaty 6H is really risky, however.) you could probably CH confirm by the time the 6H connects pretty easily, thus deciding whether to continue blockstring (if blocked), adapt to non-CH situation (if not a CH) or continue the CH combo (if CH).

Posted

Thanks for the discussion, guys. Basically, I think it may not be confirmable, or it may be like Ken's low forward -> super. I don't think 5P works after 3P. But 5K-5P-etc. does, as Shoto wrote in the OP. So that would likely still be the more match-practical combo. Now, on to something else... On standing opponents, you can combo 5K-5S-instant FB Bomber. This would probably get you more damage than rensen FRC for the same amount of meter, but I have to test just what you can do from it and how useful it would actually be. And finally, 623H combos from 5K-2D on everyone IIRC, and does a little more damage than Rensen. Gives you better wakeup options too, as I recall. So you could charge back during the string, and confirm 623H on hit or Rensen on block. Could be helpful when you have no meter... -Josh

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