Sking Posted January 3, 2008 Posted January 3, 2008 Ok I need some help here: After a raiesageki frc I try do to a air dash but I only do air back dashes and if I do the rc later still doing air back dashes or axl hit the ground. can any one tell me where's the trick on that??
Digital Watches Posted January 3, 2008 Posted January 3, 2008 I think there are a few more options: 1. you can continue with a 5p to juggle them close enough for a gatling loop and various follow-ups Only if they don't tech. Same problem as the one with that vid. 2. a rensen with the 8 followup That only works on especially heavy characters, or it's techable (Although if you can scare them out of teching, you're golden), but don't do the 8 followup, as it's hardly any damage and it's better to get the knockdown. 3. or 2p, then unblockable or timed right just the unblockable Again, they have to not tech for that. The unblockable is an especially bad idea, since if they DO tech, you're suddenly eating something aerial as a counterhit. 4. oh I like to connect 63214 S (on ground) crossover to get them off me but thats probably not the safest things, depending on distance. At a distance where 5P/6K won't combo into anything, I don't think 63214S will hit either. 5. 6K(jc) into kokku, but that also might be techable Definitely techable. All these suggestions are probably not the safest things to do, but i have made them work depending on the situation. I'll ask again: Who are you playing? Feel free to correct me if you want Er... no offense on all of that, just trying to be helpful. Ok I need some help here: After a raiesageki frc I try do to a air dash but I only do air back dashes and if I do the rc later still doing air back dashes or axl hit the ground. can any one tell me where's the trick on that?? I'm assuming you're crossing up with the raeisageki, in which case it's either a timing or spacing issue. I'm pretty sure you can get a forward dash going either direction by timing the dash differently after the FRC, however, I've not tested this enough to get any conclusive results. Either way, I can generally get the dash I want by delaying it, making the assumption that if you do delay, it will act as if you're facing the opponent in the direction you are now facing, and if you don't, it will act as if you're facing the direction you were when you did the move.
BlackRose Posted January 3, 2008 Posted January 3, 2008 I'll ask again: Who are you playing? Er... no offense on all of that, just trying to be helpful. Nah no problem. I play friends who randomly tech because i like tech traps, so sometimes I catch them where they are scared to tech or not expecting the move and suprise them. And about the video, I was talking about Vs. CPU Survival, i take advantage of the CPUs standard tech. thx for merging my 2 posts I messed up And why do i always land a unblockable after a 5p pull in? Yes this against tourney players that tech alot. I was wondering if there's a special property?
Digital Watches Posted January 3, 2008 Posted January 3, 2008 Nah no problem. I play friends who randomly tech because i like tech traps, so sometimes I catch them where they are scared to tech or not expecting the move and suprise them. And about the video, I was talking about Vs. CPU Survival, i take advantage of the CPUs standard tech. thx for merging my 2 posts I messed up And why do i always land a unblockable after a 5p pull in? Yes this against tourney players that tech alot. I was wondering if there's a special property? You get rashou to hit after an aerial hit at max range with 5P? I'mna need to see a vid to believe that.
BlackRose Posted January 3, 2008 Posted January 3, 2008 You get rashou to hit after an aerial hit at max range with 5P? I'mna need to see a vid to believe that. no thats extremely hard. Its usually at mid to close range on the ground 5p-rashousen And i have the vid but not the software or room for the uncut stream on my laptop
Digital Watches Posted January 3, 2008 Posted January 3, 2008 no thats extremely hard. Its usually at mid to close range on the ground 5p-rashousen And i have the vid but not the software or room for the uncut stream on my laptop Oh. Well Dark was just talking about max range against an aerial opponent. 5P-->Rashousen on block is a so-so frametrap, and definitely fine to use occasionally.
BlackRose Posted January 3, 2008 Posted January 3, 2008 Oh. Well Dark was just talking about max range against an aerial opponent. 5P-->Rashousen on block is a so-so frametrap, and definitely fine to use occasionally. Oops i must have missed that part LOL @self
Wicked Cricket Posted January 24, 2008 Posted January 24, 2008 This was probably known. Plz don't flame me if it is cuz I just played GG for te first time in like half a year. Basic combo towards corner > Rensen FRC > 63214 S > Instant Downwards Bomber > Loop X2. Deals a bit more dmg than your basic loops off rensen IIRC and looks much cooler. Not that hard to do anyway.
Digital Watches Posted January 24, 2008 Posted January 24, 2008 This was probably known. Plz don't flame me if it is cuz I just played GG for te first time in like half a year. Basic combo towards corner > Rensen FRC > 63214 S > Instant Downwards Bomber > Loop X2. Deals a bit more dmg than your basic loops off rensen IIRC and looks much cooler. Not that hard to do anyway. Does it do more than a 3 rep loop? If so, might be worth doing. I should hook up my PS2 so I can test things like this.
Greedy One Posted February 1, 2008 Posted February 1, 2008 It seems that nobody posted midscreen Raesageki S follow-ups yet. There is some stuff I figured out: JI Raesageki S (Midscreen crossup) FRC > AD > falling j.HS > K-2S-whatever. I'm quite sure that it is possible to get a knockdown in the corner out it using B-loops or 623 HS. I had time to test it on Sol and Eddy.
Digital Watches Posted February 1, 2008 Posted February 1, 2008 It seems that nobody posted midscreen Raesageki S follow-ups yet. There is some stuff I figured out: JI Raesageki S (Midscreen crossup) FRC > AD > falling j.HS > K-2S-whatever. I'm quite sure that it is possible to get a knockdown in the corner out it using B-loops or 623 HS. I had time to test it on Sol and Eddy. Coulda sworn I mentioned that somewhere, as it's the basic combo to do midscreen after JI Raeisageki... I'll go find it, one sec. EDIT: Yeah, it was stuck in the general strats thread: A basic combo to do would be: 632147S (The 7 is to JI the move) FRC, airdash j.H, land, 2S, j.H, j.D, Kokuugeki. You could swap out the air combo for a HS Benten for knockdown on most characters as always, and if you have sufficient meter or are close to the corner after the airdash, you can just go for a bomber loop. This combo is hard due to the 1-frame FRC timing, but I've been able to pull it off a few times in matches, and could probably do it more consistently with practice. The most practical use for it is when you're in the corner and you can hit with a Raeisageki, since if you cross them up, you've now got them in the corner, and a big fat Bloop that knocks down (or sets up an airthrow, if you're cool) and does about as much as a loop that starts with TK bomber (same proration and everything.) Meanwhile, through further testing, I've figured out that you can often do j.D instead of j.H (More damage) on characters who aren't flat to the ground when sliding, and if you knock them too far away, you can do j.S, land, 5P occasionally, but it's harder. Also airdash + Kokuu FRC from JI Raei FRC works.
Mechanica Posted February 2, 2008 Posted February 2, 2008 63214 S > Instant Downwards Bomber > Loop X2. You're able to input something before you land? Or is this with an FRC?
Digital Watches Posted February 2, 2008 Posted February 2, 2008 You're able to input something before you land? Or is this with an FRC? He means TK bomber after landing.
BlackRose Posted February 11, 2008 Posted February 11, 2008 I have a question... At what max range is it safe to do rensen FRC, dash, and gatling followup *(s,2s,sjc,HS,D,Kokku) or variation? I find that if not spaced correctly , the opponent will tech out and throw me.
Digital Watches Posted February 11, 2008 Posted February 11, 2008 I have a question... At what max range is it safe to do rensen FRC, dash, and gatling followup *(s,2s,sjc,HS,D,Kokku) or variation? I find that if not spaced correctly , the opponent will tech out and throw me. Er... where in the combo is the rensen FRC? I can't think of a situation where Rensen is techable at or near the beginning of a combo...
Greyvangelist Posted February 23, 2008 Posted February 23, 2008 I have been practicing the bomber loop lately and; Though I still get very good damage, I'm still very inconsistent and end up getting invalid beats when I do land them in game, and even when in practice mode. Is there any advice I could get regarding connecting a 2S to j.D after doing the FB bomber into downward bomber in the corner?
Digital Watches Posted February 23, 2008 Posted February 23, 2008 I have been practicing the bomber loop lately and; Though I still get very good damage, I'm still very inconsistent and end up getting invalid beats when I do land them in game, and even when in practice mode. Is there any advice I could get regarding connecting a 2S to j.D after doing the FB bomber into downward bomber in the corner? The most common mistake is to hit j.D too late. You have to hit it basically right when you jump. However, if you're getting it from FB Bomber-->Bomber, you may simply be too high to utilize the floorbounce from the bomber, and it's impossible to BLoop. If that's the case, you usually have time to try to superjump and airthrow, and oftentimes the opponent won't know they can tech there, but it simply won't combo for real. What are you connecting with before the FB bomber, and what character are you practicing on?
Greyvangelist Posted February 23, 2008 Posted February 23, 2008 The combo I'm doing on Axl is: 5S©>5H>Rensen FRC>dash>5S©>2S>j.D>FB Bomber>airdash>j.D>Bomber>2S>j.D>Bomber loop etc. If being too high is the problem, I do notice that by the time I land the airdash j.D, I am at the top of the screen. But if that is the problem, I don't know how to rectify that.
Digital Watches Posted February 24, 2008 Posted February 24, 2008 The combo I'm doing on Axl is: 5S©>5H>Rensen FRC>dash>5S©>2S>j.D>FB Bomber>airdash>j.D>Bomber>2S>j.D>Bomber loop etc. If being too high is the problem, I do notice that by the time I land the airdash j.D, I am at the top of the screen. But if that is the problem, I don't know how to rectify that. You could omit the initial 2S or c.S from the combo leading up to the bomber so as not to launch them as much.
Digital Watches Posted March 31, 2008 Posted March 31, 2008 Combo on Jam: c.S, 5H, Rensen (FRC), run up, 5H, Rensen (FRC), run up, c.S, 2S, sj.D, Bomber, Rensen, 2. This does a little more damage than the typical midscreen combo, and nets you a corner knockdown from about 2/3 of the way from the corner (If you're at match start position, jump over her and start from there.) AS FAR AS I KNOW, this is the best way to get a corner knockdown from this position, as far as damage, meter cost, and it actually working. That being said, it's REALLY fucking hard to do consistently, so don't expect to see it in that many matches. It's probably not THAT character-specific, but I wouldn't be shocked if it worked on under half the cast.
axel Posted April 8, 2008 Posted April 8, 2008 Not sure if it has been mentioned before: Combo into Rensengeki FRC, IAD j.HS, land c.S, 2S, JC aircombo Combo into Rensengeki FRC, delayed 6HS, c.S, 2S, JC aircombo Can anyone test these 2 combos for damage and character specifics?
Digital Watches Posted April 8, 2008 Posted April 8, 2008 Not sure if it has been mentioned before: Combo into Rensengeki FRC, IAD j.HS, land c.S, 2S, JC aircombo Combo into Rensengeki FRC, delayed 6HS, c.S, 2S, JC aircombo Can anyone test these 2 combos for damage and character specifics? Those are pretty standard ways to get more damage off of midscreen combos. The 6H version does more damage but is tighter. 5K works more consistently (character-wise and just less tight timing) than c.S, but c.S does more damage, and if you can land the c.S instead of 5K, just JC from there instead of doing a 2S, unless you're going for c.S (JI) 2S, sj.K, P, K, dj.H, D, Kokuu, which is a way to better space for tech traps and also is slightly more burst safe (Especially if you replace the dj.H with dj.K). I don't have the game in front of me, but I think on average, these variations do about 200 damage, but you can't get knockdown from them, and there are better things you can do if you have them near the corner. Basically, this is your optimal damage output for midscreen-ending combos.
Digital Watches Posted April 8, 2008 Posted April 8, 2008 Oh, and a combo I've been messing with: c.S, 5H, Rensen (FRC), Run up, 5H, Rensen (FRC), Run up, BLoop reps. This can get you to the corner from about 2/3 of the stage away from it, does decent damage, and knocks down. You can actually do a few more 5H--Rensen FRC reps, but it starts to really not be worth the meter after one, IMO. Also, the timing is really hard, but if you can get it, it works on MOST characters (I think Johnny, ABA, Pot, and RKy may be harder). I'm not sure if it's REALLY worth it, but it is a more reliable way to get from way the fuck across the screen to a knockdown in the corner, and it's flashy-looking as hell.
Greyvangelist Posted April 14, 2008 Posted April 14, 2008 So sometimes I land a 63214S on Eddie in the corner, but when I go to do the pick up combo (3P>2S>air combo), the j.HS whiffs completely. Anyone have any alternative ways to do a pick up combo on him? So far I have 3P>2S>TK FB Bomber>Bomber>2S>etc, but I was wondering if there was a more meter friendly version.
Digital Watches Posted April 14, 2008 Posted April 14, 2008 So sometimes I land a 63214S on Eddie in the corner, but when I go to do the pick up combo (3P>2S>air combo), the j.HS whiffs completely. Anyone have any alternative ways to do a pick up combo on him? So far I have 3P>2S>TK FB Bomber>Bomber>2S>etc, but I was wondering if there was a more meter friendly version. Er... I don't see why you'd want to do a j.H when you're already in the corner and going for BLoops. Just do j.D-->Bomber.
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