Digital Watches Posted August 20, 2008 Posted August 20, 2008 Well, because it's a combo, not a tech trap.
Adelheid Posted August 20, 2008 Posted August 20, 2008 Completely unpractical. He'll get his burst back at the 30th hit ! If the pot knows about the money, he won't let it go so easily ^^ Unless he gets eager on the burst and does it while you're still doing 2S, 6K loops, in which case you can punish the burst with a more legitimate combo. I think.
Digital Watches Posted August 21, 2008 Posted August 21, 2008 Unless he gets eager on the burst and does it while you're still doing 2S, 6K loops, in which case you can punish the burst with a more legitimate combo. I think. Yeah, the only way he could really catch you on that would be to go for the burst right as you were cancelling into a 6K or a 2S, in which case you couldn't JC in time. However, the Pot would have to really be paying attention, know a lot about Axl, and be damn sure he didn't want to eat that really-not-that-significant-damage combo. If he does it between hits, or as something hits him, you just get a free JC, IB, punish into something that would do much more damage than the whole combo you were just in. Honestly, it might even be good to BAIT bursts.
Beowulf Posted August 21, 2008 Posted August 21, 2008 Honestly, it might even be good to BAIT bursts. Or even Techs during the (2+S, 6+K) xN part...
Silmerion Posted August 21, 2008 Posted August 21, 2008 Use this in a match, and I will pay you money.Hmmm. Interesting. *Strokes chin thoughtfully* Naw, but that combo is pretty awesome, Watches. I can only imagine the psychological effects it could have on the opponent.
Digital Watches Posted August 21, 2008 Posted August 21, 2008 Or even Techs during the (2+S, 6+K) xN part... Well, if you do it right they can't, but yeah.
GerVer Posted August 24, 2008 Posted August 24, 2008 Well, im new here but im a Axl veteran. Been checking out some of the pages and i think theres some stuff missing. Dont know where to post it so sorry if its in the wrong thread. I read u where having problems with J.I REISEIS so heres the way i do it if it helps. reisei alone, i do 6321478 S if i want to dash forward after it and combo if frc, and 632148 if i want to backdash or jump. In combos or gattlings i do normal J.I to backdash and super J.i to dash for a combo. Also my the combo follow up to a single Reisei is frc, AD,j.d,6k,2s,sj.Hs,J.d and koku. Wait theres more...
Digital Watches Posted August 24, 2008 Posted August 24, 2008 Thanks for the contribution, but it's all covered here. I am curious, however, as to why you advocate j.D (Landing recovery) over j.H/S from slide to keep up the combo, and also why 6K (tons of startup) would be better than just 2S or 5K-2S.
GerVer Posted August 24, 2008 Posted August 24, 2008 more... well im not good at explaining stuuf like u guys, ill just post and u see what u can do. so these are my combos and stuff. if questions be sure to ask. 1.mid stage. 5K,c.S,5H,2D,Rensen frc,(note. i noticed that when late cancel 2D into Rensen i get only one hit from it. maybe its just me), reisei,reisei,dash,c.S,5P 2hits,2S, sjc, j.D,bomber, dash,5P 2hits,2S, bente H 2 hits,benten h follow up. knockdowns. Its almost an universal combo with little changes depending on character. also its needs to be spaced so the reisei after the rensen hits the character in the face and sends him sliding to the wall, thats why i use the kick. I thinks its Axls most damaging combo after a rensen frc. it also sets up for tech throws if u only hit with 1 hit of the benten h. Also after the second reisei, u may try a meaty rasshou or follow up with rensen frc, Reisei, Reisei and then a meaty rasshou worth the bar. U can JI the second reisei fom the first set, then FRC on hit,ABD, meaty rasshou. Its a good way to space it to prevent wake ups, but maybe it aint worth the bar spended (dont even try it after the second reisei from second set,even more bar wasted) but looks cool and still annoys:cool: .... more and more... Thanks for the contribution, but it's all covered here. I am curious, however, as to why you advocate j.D (Landing recovery) over j.H/S from slide to keep up the combo, and also why 6K (tons of startup) would be better than just 2S or 5K-2S. Well, if its the mid stage,it takes u closer to the corner, and 6K offers more damage than 2S or the others and well, its reaches after the J.D hits, and J. HS sometimes misses on some character like bridget or if it hits u cant always combo the c.S. I dont find it reliable as sometimes i miss it so i opt instead for j.D. And in the corner u can follow after it with c.S,2S etc. out of it the only things that combo are 5k,5p, etc. Btw dude u know business:yaaay: want to be like u when i grow up:keke: about meaty rasshou, i just use them in some situations. Like if i start a combo from a 2k or after a throw then rensen frc, depending on the characters im facing, if they have bar for wake up supers (if those are good supers) or a good reversal. I try to use them from a distance or closer depending. also its a good way to piss of opponents so i take that in account too. "Rasshousen":keke: 2. near corner. after any combo into rensen frc,IAD,j.D, koku,5k,2S or 5P,2S,sjc,j.H,j.D, koku. basic combo.the j.D must hit and canceled into koku as close as possible to the ground. 3.cornered. Rensen frc, dash cancel Reisei,dash,3P,2S or c.S,5P,2S, jc,j.D,bomber,dash,5P 2hits,2S, Bente H 2hits, Benten H follow up. knockdowns or miss 1st benten H hit for a tech throw if tech. There are others options after the reisei. note that dash cancel reisei, if u cancel to rensen after 4 hits or depending on character to send him to the corner or else youll hit him out of the corner. I think u may connect another reisei after the first, and follow up with the same thing as from a single reisei or the options from combo 1. U can sji the reisei to airdash into a combo. theres another option if u whant to be flashy. sji reisei and make it hit so its sends the opponent the other way(out of the corner), frc, AD,rensen and the opponent ends in the corner or after AD if at range go for meaty rasshou( u must have charged it during the AD and release it as soon as u hit the ground). i forgot to tell that after the second reisei u can combo 5H, rensen frc, reisei reisei and then the follow ups... still some more... 4. basic stuff. .after rensen frc, dash, 6P,c.S,2S,sjc,j.H,j.D, koku. may cross under some characters good to get out of corners.depends on from how far the rensen hits .after rensen frc, dash, 6P,c.S,2S,TK FB Bomber,AD, j.D,bomber,dash, 5P,2S,sjc,j.D, bomber, rensen, 2 follow up. same as above, can cross under characters.depends on how far the rensen hits .after rensen frc, dash,c.S,2S,sjc,j.D, bomber,dash, 5P,2S,sjc,j.D, bomber, rensen, 2 follow u. if near corner. its practically universal so i still use it:gonk: .CH 6P in corner, rensen frc, reisei, reisei, and any of the follow ups I pointed out before theres some more stuff im working at and testing, like an impossible dust from a koku, and an impossible dust to combo reisei. About combos, i dont look much for the damage but rather the knockdowns and travel distance. I like my fights with the opponent in the corner and me at mid range, where i think Axl plays the best, with his 2P,5P,6K,2S,2H,j.S, etc. I spam meatys. Knockdown, Meaty, Knockdown repeat. thats me. I mess a lot with c.S from deceptive range to bait throws or wake up throws. It works good against testaments wake up barneys as it can be canceled on reaction to 623P for a nice combo after it (at least i can:keke: ). it can be hit confirmed to HS on hit or CH, if blocked follow up with whatever. theres things i know but dont know how to bring them here, so ill post them if i see a "btw" opportunity ... note that my typing suks, sorry:vbang:
Digital Watches Posted August 24, 2008 Posted August 24, 2008 about meaty rasshou, i just use them in some situations. Like if i start a combo from a 2k or after a throw then rensen frc, depending on the characters im facing, if they have bar for wake up supers (if those are good supers) or a good reversal. I try to use them from a distance or closer depending. also its a good way to piss of opponents so i take that in account too. "Rasshousen":keke: Not terrible, but I think the pros of a strong BLoop (More damage, corner, crossup/oki possibility) far outweigh meaty Rashou in every case except ABA. 2. near corner. after any combo into rensen frc,IAD,j.D, koku,5k,2S or 5P,2S,sjc,j.H,j.D, koku. basic combo.the j.D must hit and canceled into koku as close as possible to the ground. That's some combo-vid shit. If you're spending that much meter, you'd better be getting them to the corner or showing off. 3.cornered. Rensen frc, dash cancel Reisei,dash,3P,2S or c.S,5P,2S, jc,j.D,bomber,dash,5P 2hits,2S, Bente H 2hits, Benten H follow up. knockdowns or miss 1st benten H hit for a tech throw if tech. I'mna again say that if you have the corner, don't bother with benten H. You lose your oki crossup, you do less damage, and it's less guaranteed to knock down. Come on! There are others options after the reisei. note that dash cancel reisei, if u cancel to rensen after 4 hits or depending on character to send him to the corner or else youll hit him out of the corner. I think u may connect another reisei after the first, and follow up with the same thing as from a single reisei or the options from combo 1. U can sji the reisei to airdash into a combo. theres another option if u whant to be flashy. sji reisei and make it hit so its sends the opponent the other way(out of the corner), frc, AD,rensen and the opponent ends in the corner or after AD if at range go for meaty rasshou( u must have charged it during the AD and release it as soon as u hit the ground). i forgot to tell that after the second reisei u can combo 5H, rensen frc, reisei reisei and then the follow ups... I'll give you that it's flashy... 4. basic stuff. .after rensen frc, dash, 6P,c.S,2S,sjc,j.H,j.D, koku. may cross under some characters good to get out of corners.depends on from how far the rensen hits .after rensen frc, dash, 6P,c.S,2S,TK FB Bomber,AD, j.D,bomber,dash, 5P,2S,sjc,j.D, bomber, rensen, 2 follow up. same as above, can cross under characters.depends on how far the rensen hits Eh, while the backwards 6P is easier to confirm, I think a 5K is more reliable as a whole to cross under with. .after rensen frc, dash,c.S,2S,sjc,j.D, bomber,dash, 5P,2S,sjc,j.D, bomber, rensen, 2 follow u. if near corner. its practically universal so i still use it:gonk: .CH 6P in corner, rensen frc, reisei, reisei, and any of the follow ups I pointed out before Er... how are you getting two Raeis in a row like that? theres some more stuff im working at and testing, like an impossible dust from a koku, and an impossible dust to combo reisei. Impossible dust from Kokuu is something I've worked on extensively, and I'd be shocked if you came up with something: The move simply won't hit soon enough and low enough off a dust to do anything from. I really don't see the point of comboing into Raei in most situations, unless it's a corner push, and then there are usually better ways. About combos, i dont look much for the damage but rather the knockdowns and travel distance. I like my fights with the opponent in the corner and me at mid range, where i think Axl plays the best, with his 2P,5P,6K,2S,2H,j.S, etc. I honestly think you can have the best of both worlds. Almost all of Axl's huge damage combos end in knockdown. I spam meatys. Knockdown, Meaty, Knockdown repeat. thats me. I mess a lot with c.S from deceptive range to bait throws or wake up throws. It works good against testaments wake up barneys as it can be canceled on reaction to 623P for a nice combo after it (at least i can:keke: ). it can be hit confirmed to HS on hit or CH, if blocked follow up with whatever. theres things i know but dont know how to bring them here, so ill post them if i see a "btw" opportunity ... note that my typing suks, sorry:vbang: I'm big on meaties too, but reversals are a danger. Also, why not bait throws with jump-Kokuu or sliding 2K? Slide 2K is safer, Kokuu is more reward for a counterhit. Also, I'm going to merge all your consecutive posts. Please edit rather than doubleposting, unless the posts are chronologically rather far apart.
Beowulf Posted August 24, 2008 Posted August 24, 2008 Er... how are you getting two Raeis in a row like that? It's chara dependent. It only works in the corner on : Jam, Chipp, Dizzy, Johnny, Sol, Ky, May, Eddie, Testament, Baiken, Venom, Bridget, Faust, Potemkin, I-No For the others, the 2nd Raiei just whiffs.
GerVer Posted August 25, 2008 Posted August 25, 2008 k, ill edit. Heres some answers for u regarding your post. 1. Yeah a meaty rasshousen aint priority but i said that sometimes i use it. Sometimes more damage can be done with it but u are left with that, no mix ups options or others. 2. dude that combo only costs a frc, with opponent near the corner. The koku doesnt needs to be frcanceled. 3. well, i know but the goal of that combo is the tech throw and after it you have the same options as with rensen 2, and u deal more damage in that specific combo. plus u may time the hits so that the opponent can tech or not. And its a tight tech throw if done right as the opponent will be able to tech right after axl touches the ground and is able to jump, making it not as visible or obvious as other tech throw set ups. It only works against some characters but it still an option i use 4. yeah the part from corner to corner is. A waste of bar, buts looks cool when u mess around with it:keke: . and i wouldnt do that in a tourney match, so dont worry. 6. yeah but a 5k means u lose a lot of damage and u can easily confirm the 6P. 7.well, after a rensen, if a reisei hits u can combo another reisei. Cause the opponent is in the air first he hits the ground and then enters the slide effect which lasts the same as if hit on ground. so technically u recover faster and can hit them with another. Im currently trying to hit them with a second dash cancel reisei, i think it may be possible on some characters. (fl.dl.cl.bl.al.A.ar.br.cr.dr.fr) currently from A to fl. or .fr u can combo 2 reisei, im trying to combo from al. to .fr with the second dash cancel reisei. those letters and . represent position on stage, A been the center and fl. and .fr the left and right corners. 8. koku impossible dust is possible, near corners. Im looking for a good combo after it.U can get more damage from an impossible dust to bombers loops so its not practical, yet. About Raeis!? well, i just want to see how much damage can be done comboing two raeis:keke: 9. mhm, but sometimes i dont finish combos with kokus when not near corners and opt for a benten H, loosing damage. So i need to fix that. Have lost some fights cause of those extra dmg points i missed for a knockdown. 10. well, im looking for counter hits. And with c.S i just get close enough for a throw to connect and then tap back out of that range, opponent HS comes out instead.I dont rely on koku for that as its very obvious and sometimes u get hit in the air by the wiffed HS. slide 2k doesnt works like c.S, it just baits out the wiff. Oh, I was going to ask about meaty rasshousen as a bloop ender. the raeis cant be techd?cause i try that at training mode and cpu does tech out of it. I havent tried it against someone, thats why i ask. And on random stuff, do u know that u can combo after 6H on millia even when shes standing on normal hit?
Beowulf Posted August 25, 2008 Posted August 25, 2008 Oh, I was going to ask about meaty rasshousen as a bloop ender. the raeis cant be techd?cause i try that at training mode and cpu does tech out of it. I havent tried it against someone, thats why i ask. Yeah, you can definitively tech a raiei after a B-loop. It seems most characters can tech after a combo of more than 9 hits. But I noticed the length of the slide depends on the height where your opponent was hit. And I managed to make it untechable once after a B-loop after hitting very low. But I wonder if the cpu just didn't want to tech ? ^^ Also, it's a perfect tech trap. You can feint the rashousen and get your air throw instead. And if your opponent isn't eagger to tech, you get it anyway ^^ Beware for reversals and stuff, as it suffers the same problems as meaty slidehead...
GerVer Posted August 25, 2008 Posted August 25, 2008 Yeah, you can definitively tech a raiei after a B-loop. It seems most characters can tech after a combo of more than 9 hits. But I noticed the length of the slide depends on the height where your opponent was hit. And I managed to make it untechable once after a B-loop after hitting very low. But I wonder if the cpu just didn't want to tech ? ^^ Also, it's a perfect tech trap. You can feint the rashousen and get your air throw instead. And if your opponent isn't eagger to tech, you get it anyway ^^ Beware for reversals and stuff, as it suffers the same problems as meaty slidehead... oh, so if i do 5K,c.S,5H,rensen 1hit frc, c.S,jc,j.D,bomber,rensen i hit frc he cant tech. Also is it possible to combo the reisei after a bomber. I havent tried anything with bombers, just the basic stuff and some specifics so i dont know much about how they work. But if it could be done like that, without having to spend 50% of the bar, it would be cool. I do think it can only be tech forward so, that set ups of yours would really work. Edit. I have to try that out. U cannot tech during the slide recovery animation? cause if so then u can react to the rasshousen and tech when it comes out. So that trap wouldnt work that well. I would wait for the rasshou to come out and tech, and punish on the way down.Still if no tech, u still have the knockdown, not many options from it but its there. hahaha I just saw this video where a Axl Bloops a Jonny and then combos a reisei, to "meaty" rasshou and the Jonny ate it. He could have tech it after so many bombers... or maybe not. Gonna watch that video with more detail. Maybe is like u said.
Beowulf Posted August 25, 2008 Posted August 25, 2008 oh, so if i do 5K,c.S,5H,rensen 1hit frc, c.S,jc,j.D,bomber,rensen i hit frc he cant tech. Well, that makes 8 hit at best... I'm not sure but it's likely your last rensen-> FRC will do 3 hits. So it would make it 10 hits... Try it though. I'm not sure. Also is it possible to combo the reisei after a bomber ? Not sure neither... But the recovery from the bomber is long, and Raiei takes a lot of time to get active... Maybe on low weight characters ? But instead you should do an other TK Bomber, as Raiei and bomber do about the same damage. (on bridget you can do 4 TK Bombers in a row for example, and 2 on every characters except Aba, jam and Johnny)
GerVer Posted August 25, 2008 Posted August 25, 2008 Not sure neither... But the recovery from the bomber is long, and Raiei takes a lot of time to get active... Maybe on low weight characters ? But instead you should do an other TK Bomber, as Raiei and bomber do about the same damage. (on bridget you can do 4 TK Bombers in a row for example, and 2 on every characters except Aba, jam and Johnny) Oh after that basic combo to a rensen frc, u can combo as many as 4 bombers, without tech? I just do 2 bombers. like this rense frc, c.S,jc, jD, bomber, dash, c.S, 2S, jc, J.D, bomber, rensen tap 2. if i start with a bomber first, then i do 3 more reps with normals between. I dont combo 2 bombers directly, cause im left to far after that and dont know how to follow. But hits do affect techs, right. so less hits is better. I just play safe with bloops. I dont like people teching when i dont want them to do.
Beowulf Posted August 25, 2008 Posted August 25, 2008 Oh after that basic combo to a rensen frc, u can combo as many as 4 bombers, without tech? By "4 bomber" I meant "in a row" Example On Bridget : 6+HS, Benten-> FRC-> TK Bomber x2->Dash-> TK Bomber-> Dash-> TK Bomber-> Rensen I think it's the only way to do 4 actually ^^ I just do 2 bombers. like this rense frc, c.S,jc, jD, bomber, dash, c.S, 2S, jc, J.D, bomber, rensen tap 2. Just get rid of that c.S, it's only mean is against Johnny. Something like : Rensen-> FRC-> IAD-> j.D, Bomber-> 2+S-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensen-> 2 Should be your standard for B-loop. After, it's chara dependant, so for more info I suggest you to read previous posts where DW listed the most damaging b-loop for every character. Or just watch his "purple" vidéo : http://youtube.com/watch?v=HjHfqlM7XdA I dont combo 2 bombers directly, cause im left to far after that and dont know how to follow. Well, if you have the meter, you could do rensen-> FRC-> follow otherwise 5+P, 2+S-> sJ-> j.HS, j.D, kokuugeki But actually, you should be able to dash after the second TK bomber and do 2+S-> j.D, Bomber-> Rensen-> 2 to finish...
GerVer Posted August 25, 2008 Posted August 25, 2008 By "4 bomber" I meant "in a row" Example On Bridget : 6+HS, Benten-> FRC-> TK Bomber x2->Dash-> TK Bomber-> Dash-> TK Bomber-> Rensen I think it's the only way to do 4 actually ^^ Out of a clean Bomber u can combo 4? woah gotta try that Just get rid of that c.S, it's only mean is against Johnny. Something like : Rensen-> FRC-> IAD-> j.D, Bomber-> 2+S-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensen-> 2 Should be your standard for B-loop. After, it's chara dependant, so for more info I suggest you to read previous posts where DW listed the most damaging b-loop for every character. Or just watch his "purple" vidéo : http://youtube.com/watch?v=HjHfqlM7XdA Hmp, thats better, c.S its not very reliable, sometimes i miss the j.D. About character specifics, im gonna keep using the basic combo. I tend to get piss of whenever i miss a combo or something, and end up giving up the fight. I seen the video an i dont get how he combos 5 bombers and end up with a rensen tap 2, is the computer set up to forward tech? Well, if you have the meter, you could do rensen-> FRC-> follow otherwise 5+P, 2+S-> sJ-> j.HS, j.D, kokuugeki But actually, you should be able to dash after the second TK bomber and do 2+S-> j.D, Bomber-> Rensen-> 2 to finish... ... didnt thought about rensen frc... i always have meter so ill do that, thanks. I love rensen frc, pretty move with pretty colors and sounds:keke: btw have u posted any combo follow ups after been hit out of a rasshou? thats happens now and then, so i came up with combos after that. If u think its usefull ill post them
Beowulf Posted August 25, 2008 Posted August 25, 2008 I seen the video an i dont get how he combos 5 bombers and end up with a rensen tap 2, is the computer set up to forward tech? No, you can definitively do them. I managed to do them too, plus, you can see on the video that the "beat" is never black ^^ Still, they aren't that easy to do, and I also tend to do the universal B-loop with a little variation for low weight characters. btw have u posted any combo follow ups after been hit out of a rasshou? thats happens now and then, so i came up with combos after that. If u think its usefull ill post them Well, doesn't it just make the enemy float for... an AA combo ? i'm still curious how much dmg you can get from that ! A video would be cool too, if you can post one ^^ EDIT : BTW gyus, I started to make a list of Axl's different combos. I'm trying to make them easy to see, with a color code (green = practical, yellow = flashy/experimental, red = not tested/useless) and a video recorded for each (mostly from real play, not CM...) So if you want to help, all you need to do is to give a name to the combo and if possible a video from the web where you can see it. (post here or by PM) Here's the link : http://console-league.com/forum/viewtopic.php?f=118&t=5440&p=108641#p108641 It's in french, but combo don't require to learn it ^^
GerVer Posted August 25, 2008 Posted August 25, 2008 No, you can definitively do them. I managed to do them too, plus, you can see on the video that the "beat" is never black ^^ Still, they aren't that easy to do, and I also tend to do the universal B-loop with a little variation for low weight characters. oh so thats how u know when a combo is invalid,didnt knew that. Yeah they aint easy for sure. How much damage is lost compared to a basic loop?enough to learn those combos? btw, nice vid, DW has japanese combo editor blood!... Lets do a mayor combo vid! AXL MAYHEM!!! Well, doesn't it just make the enemy float for... an AA combo ? i'm still curious how much dmg you can get from that ! A video would be cool too, if you can post one ^^ ... whats an AA combo? i want to do a vid on the stuff i have (ID combos, CH combos,tech throw set ups, etc along with random weird stuff) more of a tutorial since im not good at explaining things. So ill try to get one done by tomorrow, if not, ill post the combos along with info on damage. And Whats a AA COMBO again?
Beowulf Posted August 25, 2008 Posted August 25, 2008 AA combo stands for "Anti Air" combo. It means you start a combo while your opponent is air born. (mostly with your anti-air moves : 5+P/6+K/2+S/etc..) Thoses bomber hurt a lot ! And it's maybe the best dmg you can do to your opponent... Edited my previous post, please read it ^^
GerVer Posted August 25, 2008 Posted August 25, 2008 AA combo stands for "Anti Air" combo. It means you start a combo while your opponent is air born. (mostly with your anti-air moves : 5+P/6+K/2+S/etc..) Thoses bomber hurt a lot ! And it's maybe the best dmg you can do to your opponent... Edited my previous post, please read it ^^ oh very interesting, a list of combos. Ill get to work on those bombers then. About combo name, what do u mean? name the combos? anyway i think u should start to list them in order from normal to special moves, its the way i list down my combos. im gonna check it out, if u have combos you lack tell me and ill tell u if i have some for that situation .
Beowulf Posted August 25, 2008 Posted August 25, 2008 About combo name, what do u mean? name the combos? Yeah, like "Rensen FRC special" or "My-Awesome-combo-that-kicks-asses" or whatever... anyway i think u should start to list them in order from normal to special moves Well, I don't give real order... Only by the tension spent and color. But between them, except the uses, I don't see how/why I should put an order... Anyway, it's not that I lack combos or anything, but if you have any interesting ones, just give 'em to me ^^
GerVer Posted August 25, 2008 Posted August 25, 2008 Yeah, like "Rensen FRC special" or "My-Awesome-combo-that-kicks-asses" or whatever... haha, thats what i feared, XD. nah, joking, i used to do that back when GGX2 Well, I don't give real order... Only by the tension spent and color. But between them, except the uses, I don't see how/why I should put an order... Anyway, it's not that I lack combos or anything, but if you have any interesting ones, just give 'em to me ^^ well im checking the list and taking notes on things to tell u etc. so ill send u the things if u dont mind after i finish,k. Haha, can get some of the stuff written.
Digital Watches Posted August 25, 2008 Posted August 25, 2008 H'okay: A few things I gotta clear up: 1. I tried the magical Kokuu-with-no-FRC combo, and I really didn't know that worked, and it's REALLY cool, actually. However, you can get a BLoop for more damage and knockdown from farther from the corner as well as that close, so it kind of is inevitably going to be a flashiness combo rather than a useful one. 2. I don't see why people try so hard with meaty Rasho. I'll say it again, it's NOT THAT USEFUL. If you're too far away from the corner and don't have meter, and really rule at running Rashou, you can get one off midscreen, but if you can't do that, don't bother with it ever. 3. Yeah, Rashou counterhit combos are basically just AA combos, but you have a million years sometimes so you can do something cool like start with c.S. 4. The combos in that video are the most damaging you can get... Meterless. A lot of them don't work from anything but a bomber in the corner, but what you can learn from that video is that there are a lot of kinds of reps you can throw in, and standard 2S, j.D, Bomber is the LEAST damaging possible. From experience, you can get an idea of when you can get away with c.S, j.D, Bomber (Usually at the beginning of combos), j.D, Bomber, or even TK bomber or j.H, j.D, Bomber. I could probably go around and figure out the best loop on every character for every setup, which I might if I get really bored, but it's better to just keep the loose concepts in mind. To answer your question, Gerver, those loops do about 230-250 damage on average, adding up to as high as the low-mid three hundreds on some character (Chipp, Dizzy, etc.). You can know some character specific hitbox stuff to figure out what will and won't work, like, for example, Jam is really tall falling, but not very wide. Slayer is wider than usual, Testament and Dizzy are different kinds of HUEG in the air, Johnny is big and fat, etc. Also, how many hits you are into the combo affects what's techable, and how low you are when you do your bomber affects what you can do afterward (Also, the higher you are, the higher they bounce) 5. I don't see that bridget combo as especially practical, but it does almost if not equal damage to a BLoop, so I guess go for it if you can get it. 6. I don't see the point of a finite list of combos other than some basics, but if you guys want to, I won't take it down or anything.
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