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Posted

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.

I'm liking this. When I get back from Arcana Heart, I'll try it out.:v:

While I'm thinking about it, is there any reliable, relatively cheap way to get someone all the way across the stage?

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Posted

I'm liking this. When I get back from Arcana Heart, I'll try it out.:v:

While I'm thinking about it, is there any reliable, relatively cheap way to get someone all the way across the stage?

That's this combo. It's the only way to do it I can think of that still does decent damage and knocks down (since FB air combos tend to be situational (TK FB, run up, c.S, TK FB, AD, j.D, bomber. Try landing that twice in one match, or once, for that matter) or non-knockdown-inducing).
Posted

That's this combo. It's the only way to do it I can think of that still does decent damage and knocks down (since FB air combos tend to be situational (TK FB, run up, c.S, TK FB, AD, j.D, bomber. Try landing that twice in one match, or once, for that matter) or non-knockdown-inducing).

Well, fair enough. I suppose if I was really on the other side of a stage, I could just throw them or Raiei S or something and get them in the corner I'm actually CLOSE to...*Face palm* Me and my lack of forethought. :toot:
  • 1 month later...
Posted

Lulz. Okay. Big fat impractical full meter huge damage midscreen combo: Tested on Sol for something like 260 damage. IAD (Crossup or not) Kokuu (FRC) Kokuu (FRC) land, 6K (2), 2S (2), SJ.H, j.D, Kokuu (FRC) AD->j.D, FB Bomber, Kokuu Use after a gold burst to be flashy and dumb, or when you feel like using all your meter to get a B-loop worth of damage from midscreen. It's the only damaging combo I can think of that you can do after a corner-crossup Kokuu after an airthrow, but other than that I can't really see a use for it.

Posted

Maybe already posted, but well... I'm lazy reading all 28 pages ^^ Need 50% tension, they are listed from less to more damaging. 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> TK Kokuugeki-> FRC-> Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> j.D, Kokuugeki-> FRC-> Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> dash-> j.D, FB Bomber-> Air-dash-> Bomber->(2+S->) j.D, Bomber-> Rensen-> 2 5+K, c.S, 5+HS, rensengeki-> FRC-> IAD-> j.D, Bomber-> dash-> 2+S-> j.D, Bomber-> Rensen-> FRC-> Raeisaigeki S-> Meaty Rashousen or tech throw. The 3 first work at mid screen (made so that you're in the corner after the Air dash). The last requires the enemy to be closer to the corner and is chara specific (Tested it on May and Millia it works fine, but jam and Aba can avoid the Bomber) BTW, as DW said, 1 hit Rensen FRC deals more damage for the following combo ^^

Posted

Heh. Cool stuff, the last two are actually variations I've been working into my regular game. For the first two, they're cool, but I'd just as soon go for IAD j.H or just running 6H, land, air combo instead of the Kokuu nonsense, for mere meter conservation, as well as I'm fairly certain doing comparable if not better damage. Then again, there's nothing wrong with doing slightly impractical, cool-looking combos just to look cool. Intimidation/just looking good when recorded can be fun, and it's not like you're losing THAT much meter/damage.

Posted

yeah the first two are clearly to show off ^^ But I find them useful to bring the enemy to the corner. And you must admit, kokuu FRC is Axl's coolest move ever ^^ (I really miss it in reload, sniff...) I'll try your 25% variation with the j.HS follow. Edit : j.HS does less dmg... But well, it only uses 25% after all ^^ Last one : 2+HS-> FRC-> Dash-> 6+P, c.S, 5+HS, Rensengeki-> FRC-> IAD-> j.D, Bomber-> Dash-> 2+S-> j.D, Bomber-> Rensengeki, 2 or 2+HS-> FRC-> Dash-> 6+P, c.S, 5+HS, 2+D, Rensengeki-> FRC-> IAD-> j.D, Bomber-> Dash-> 2+S-> j.D, Bomber-> Rensengeki, 2 Slip recovery put on LV3. The first deals more dmg if the rensen only 1 hits. Otherwise the second deals more (same dmg if 1 or 2 hits for the second) doesn't work on Jam or Aba (bomber can be tech'ed)

Posted

Wouldn't run up 6p add unnecessary proration? I could be wrong, not all that familiar on axl's normals.

Posted

Nope I also tried without, and I didn't manage to get better dmg (even less because less hits) 2+HS-> FRC-> Dash-> c.S, 5+HS, Rensengeki-> FRC-> IAD-> j.D, Bomber-> Dash-> 2+S-> j.D, Bomber-> Rensengeki, 2 without the 2+D, the rensen always does 2-3 hits when FRC and you are likely to fail the bomber as you didn't push the opponent close enough to the corner. Anyway every time I did it, I got less dmg... I wonder if others made it work with 1 Hit and got better results ?

Posted

Hm... I wouldn't put too much stock into those variations unless you're doing them at max hitting distance of the 2H FRC, since oftentimes you won't want to get that close and then do such a slow move. Work more on variations like 3P-->2H FRC if you want to go down that track. It's much more likely to come up in a match.

Posted

Yes you're right. Doing 2+HS directly is not the best thing to do. But it's a nice way to punish as it stags and gives you a nice combo damage anywhere on the screen (need 50% though ^^) On the other hand, 3+P->2H FRC is better, especially if the opponent blocks the first and awaits an overhead. BTW any damaging 50% tension combo to punish a blocked blue/gold burst (gold is harder as he is invincible until he lands...)

Posted

Yes you're right. Doing 2+HS directly is not the best thing to do. But it's a nice way to punish as it stags and gives you a nice combo damage anywhere on the screen (need 50% though ^^)

On the other hand, 3+P->2H FRC is better, especially if the opponent blocks the first and awaits an overhead.

BTW any damaging 50% tension combo to punish a blocked blue/gold burst (gold is harder as he is invincible until he lands...)

The only thing you can punish a gold burst with is an airthrow. They're invincible to strikes until they're neutral. Against a blue burst, I don't see the point of wasting 50% meter, as you get some pretty nice damage from a standard AA combo.

Posted

You know, I like you DW, but what you're lacking is craziness. Of course there's no point "wasting" 50% in a combo during a match for only a few dmg more, but that's not the point ! I mean, not everyone wants to play like in tournaments. Sometimes it's fun doing fancy stuffs. And the title of the topic does specify "situational" in it ^^ BTW I quote you : "Then again, there's nothing wrong with doing slightly impractical, cool-looking combos just to look cool. " So ? Changing your mind and willing to give me the best damaging combo you ever made with 50% to punish a blue burst ? ^^ P.S : You can combo from an air-throw ? If so, what are the conditions ?

Posted

Naw, you can't combo from an airthrow, unfortunately, but it's all you can really do against gold burst (besides be at frame advantage afterwards and rush down, but they still get to block.) But hm... I have been known to predict a blue burst and cancel something into H Raei (fly up into the air move) and RC it on the way down for a combo. That's 50% and pretty random... And then you could always go for 623P v. the burst, then hit the FB followup really quick (since countering burst won't usually hit anymore.) and then spend more meter on FB bomber. Otherwise probably just FB bomber stuff or whatever. Basically, when punishing bursts, you're pretty much doing an air combo. If you're near the corner, you could try the AXL ROLLERCOASTER (TK FB, Bomber, TK FB, Bomber, etc.)

Posted

Yeah, the "elevator" in French ^^ Quite the best thing I guess...

About gold burst, can you catch on landing ? Or can the enemy un-catch/dragon punch you ? As normal throws can still be combo'ed into good damage and knock-down.

EDIT :

Naw, you can't combo from an airthrow, unfortunately

you sure ? 'cause I saw Reload combo videos where the guy actually could do a super low air-throw then combo into 5+K...

Posted

Yeah, the "elevator" in French ^^ Quite the best thing I guess...

About gold burst, can you catch on landing ? Or can the enemy un-catch/dragon punch you ? As normal throws can still be combo'ed into good damage and knock-down.

EDIT :

you sure ? 'cause I saw Reload combo videos where the guy actually could do a super low air-throw then combo into 5+K...

Well, there's some weird glitch nowadays where you can get a very low airthrow and they land before they're supposed to and Axl just does the flip by himself, but that's not helpful to you at all... I think you can no longer combo from Axl's airthrow.

Gold burst technically has 3 frames of recovery on the ground, but getting a ground throw against a gold burst is... next to impossible. Only thing I can think of is maybe low-profile under the edge of the burst, run, dashbrake, and throw, but it's still risky.

Posted

An other one, still with 50% tension : 5+K, c.S, 5+HS, rensengeki-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 - For Testament, mostly only the 2nd hit in j.S will hit. The follow is still possible though. - Johnny : 5+K, c.S, 5+HS, rensengeki-> FRC-> j.S (2), j.HS, FB Bomber-> bomber-> 6+P-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 - Jam : See below ^^ - R-Ky : 5+K, c.S, 5+HS, rensengeki-> FRC-> j.S (2), j.HS, FB Bomber-> bomber-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 (Just delay the j.S)

Posted

Oh, awesome! I remember playing around with that variation early in AC, but I stopped trying it because it's so horribly spacing dependent and hard to pull off in a match. However! You can get a rensen (1) FRC during it, so it's good practice for that. Check it out! Jam variation: 5+K, c.S, 5+HS, rensengeki (1)-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> 2S (2) -> sj.K-> Bomber-> Rensengeki-> 2 (231 damage)

Posted

Yess ! Nice for jam ! I added up the one for Johnny and R-Ky... This way THIS combo is quite USEFUL against anyone ^^ Just as you like them ^^ EDIT : The previous doesn't work in the corner. Instead you can do... 5+K, c.S, 5+HS, Bentengari (S)-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 But in the corner, you'd rather do : 5+K, c.S, 5+HS, rensengeki-> FRC-> IAD->j.D, Bomber-> 2+S-> j.D-> bomber-> Rensengeki-> 2 Less tension, about same damage... Otherwise, if you REALLY want to do a benten FRC : 2+P ( 5+P or 6+K instead), Bentengari (S)-> FRC-> j.S (2), j.HS, FB Bomber Air-dash-> j.D-> bomber-> dash-> 2+S-> j.D-> Bomber-> Rensengeki-> 2 This one works anywhere as the rensen one. The 5+P and 6+K ones are mostly if you made "a mistake" when rushing and hit too close ^^

Posted

A fun little combo I came up with for the combo video I'm never going to make: 2H, 623H 623H(RC), j.H, 623H 623H(RC), Bomber, 2S(2), 623H 623H Only works on Pot and Johnny, as far as I can tell. Good luck getting it to work--the 2H needs to be done almost right next to the opponent and the j.H needs to be done, like, the frame just before you're on the ground. I'm not even sure why I'm posting this here.:vbang:

Posted

Are you FRCing the 2H? Otherwise they can definitely stagger out. Cool combo though. Beowulf, you should really be using the IAD j.D bomber variant after rensen FRC in the corner anyway, as it's very standard, easy with practice, and optimal for damage.

Posted

Are you FRCing the 2H? Otherwise they can definitely stagger out.

Cool combo though.

Beowulf, you should really be using the IAD j.D bomber variant after rensen FRC in the corner anyway, as it's very standard, easy with practice, and optimal for damage.

2P will work about as well, but if you use it the Bomber needs to be timed a little wierdly. Good point, anyway.
Posted

Beowulf, you should really be using the IAD j.D bomber variant after rensen FRC in the corner anyway, as it's very standard, easy with practice, and optimal for damage.

Yeah, but what if you are not that near from the corner ? That way, you have dmg AND knock down !

But I agree with you, the "near corner" ones are best with the IAD follow. I can do them, so there's no problem about it, really. I'm just experiencing stuffs, just to be sure it's the best thing to do ^^ (it doesn't mean I don't trust you, it's just that I want to see it myself)

Are you FRCing the 2H? Otherwise they can definitely stagger out.

If it's like the 2+P, 623+S link, then I don't understand what stagger has to do here ?

Finally, is the meaty rashousen actually possible at the end of a bomber loop ? during the slide (after about 16 hits) the opponent can always tech... is there a special timing ?

Posted

2H is not special cancellable, so to hit with the DP after it would be relying on the opponent not staggering out (which is unlikely). 2P isn't a link, it's a cancel, which is why it works. Meaty Rashou should be possible, you basically have to limit yourself to two (or on some characters, three) reps and make sure the opponent is as low as possible before doing the 2S. Very strict timing, hardly worth it, since you can get about the same damage with extra and/or more damaging reps.

Posted

A little "situational" one. It starts with a 3+P counter hit. Thanks to 2+S 2 hit, it is now a reliable combo starter ^^ Here's what to do with 25% tension :

3+P (counter), 6+P(c.S)/,c.S/, 2+S-> j.HS(sj.HS), j.D, FB Bomber-> Air dash-> j.D, bomber->/6+P,/ 2+S-> j.D(sj.K)-> Bomber-> Rensengeki-> 2

Works on everyone with some conditions...

- Za, Ax, Ch, An, Sl, Mi, So, OS,Ed, Te, Ve, Fa, Po, In : No conditions (no "()" nor "/ /")

- Ma Ba Br : use the (sj.HS) instead of j.HS

- Di, Ab, Ky, Ro : use the (c.S) instead of 6+P (it whiffs otherwise)

- Jam : Use the (sj.K) instead of the last j.D

- Johnny : Add the "/ /" part to your combo

Well, you mostly will use (c.S) or even 5+K, as the starter works for everyone, is easier to hit on reaction and doesn't prorate too much you combo. Of course, the counter hit must be done up close ^^

EDIT : I'm adding an Impossible dust, as I don't see many for Axl... Cheap damage, but you get the knock down. i think it can be usefull against Aba for example... Works on everyone, anywhere :

5+D-> double jump cancel-> j.D-> 6+K, 2+S, 623+HS-> 623+HS

Milia, May, Bridget and Baiken can tech most of the time at the end of the bomber, but you land before them, so... you're almost sure to get a tech throw from there ^^ (as the opponent usually lands in the corner)

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