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Posted

It's less a matter of combos than positioning. Getting them into the corner is good, because it allows you more solid mixup, pressure, and allows you to do more damage. And there's nothing wrong with posting stuff you know, I just reserve the right to disagree. :keke:

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Posted

Fun flashy combo: 5-rep BLoop (not counting initial bomber) On slayer: TKB --> c.S, j.D, Bomber --> (j.D, Bomber) x 2 --> 2S, j.D, Bomber, rensen (FRC) --> IAD, bomber, rensen, 2. I'm sure you can do shit like this or worse on a lot of characters, especially like... TE and DI Not really worth it, because it barely does more damage, but like racking up hits and going for a bunch of untechable 2S, 6K, I could see it psyching someone out a bit, maybe making them burst at a dumb time or something. Besides, the 25% meter builds up during the first part of the combo (depending on your pulse, you can build like... 50-60% meter with a long BLoop.)

Posted

yeah, been practicing those combos and pulling them out, i was just too lazy to practice, hehehe. Anyway, u know u can do Tk bomber, c.s, j.d,bomber, c.s, j.d, bomber and... well see what u can come up with. u Can repeat that 3 times on Jonny and others.

Posted

yeah, been practicing those combos and pulling them out, i was just too lazy to practice, hehehe. Anyway, u know u can do Tk bomber, c.s, j.d,bomber, c.s, j.d, bomber and... well see what u can come up with. u Can repeat that 3 times on Jonny and others.

Yeah, that's the first extra-damage rep people started playing with. It's not as good as j.D by itself, but it's easier to get off, especially on heavier characters.
Posted
:yaaay: So i have found my old notebook with notes from GGX2, filled with combos and stuff i found out or could come out with and found some useful stuff i forgot, Ill be trying those at AC.So I be posting later. Dont no where but im sure DW will tell me, hehe:keke: . Oh so first thing... Negative edge it works on GG too. Heres how i used to do running charges stuff like Rashou or Horizontal Dolphins back then without getting a whiff if missed the input. FD and then HS(so that animation doesnt comes out) fast so that it looks like a taped FB(starts counting as charging), leave HS pressed and then 46 tap 6, and release the button. And there u have it,dash Rashou with out whiff issues like 6HS. Also u can dash and hold 3 to charge down while running, used to be usefull with May, at least for me back at GGX2(KD,dash, meaty Vertical dolphin, or cross up) Dont know if u have that already but if so, sorry for useless post :(.... i miss X2
Posted

Eheh. Negative edge has been in GG forever, as is it in most Capcom fighters, so... thanks for the tip, but it's well known. The thing about neg. edging to avoid whiffs when attempting running rashou is good (I actually use it myself) but it's really a failsafe rather than something you should rely on. The real way to make sure you always (or almost always) get your running rensen/rashousen is to know that you have to charge a little longer than usual so that you have enough charge stored in the input buffer so that it's still there after running a bit,.

Posted

Oh,k, sorry again.

The real way to make sure you always (or almost always) get your running rensen/rashousen is to know that you have to charge a little longer than usual so that you have enough charge stored in the input buffer so that it's still there after running a bit,.

Oh,yeah i forgot that if u charge back for 10secs then u can run from one side to the other and rashou... not!.Charge Partitioning sadly doesnt works on GG so no Remy for me. oh almost forgot... you are wrong...HEHEHE
Posted

Er, that's totally not what I meant, nor is that how charge partitioning works. What I'm saying is that GG has a very long input buffer, but if you charge for the minimum amount of time, it won't hold the charge for long enough to run.

Posted

Nerdy little trick for those situations where you don't know if you'll build up meter in time to bomber: Do your combo, then end it with 62363214S+D. You get a FB if you have the meter, and a kokuu if you don't! Honestly, this is too hard to be useful. Don't do it.

Posted

Nerdy little trick for those situations where you don't know if you'll build up meter in time to bomber:

Do your combo, then end it with 62363214S+D. You get a FB if you have the meter, and a kokuu if you don't!

Honestly, this is too hard to be useful. Don't do it.

Wouldn't 623214S+D work just as well?

Posted

Not bad, option select... about bar stuff, I used to think extensive combos after throws where stupid but noticed, u can earn 25% tension out of them. At the right moment for a FB Bomber. Simple throw,5K,5P,2S,6K,2S,j.H,j.D fills the bar exactly for a FBB.

Posted

Hey, this is probably stupid and u alredy now, anyway, im checking up info and testing stuff for the Axl thread im working on for the Puerto Rico gaming community. So i was at 623P, checking some stuff and eh and false data and I just learned that the catch hit is unblockable and cant be slashbackd, and proved that its not invicible but anyway, the other weird thing and its probably useless, let me see how I explain this. Ok, lets see. this is what i did. I recorded the cpu, doing a normal on me and then rc and guard, so i play it back to see if its was unblockable. So then i did the same with the fb follow up, and its not but i found out that if i did the FB at the exact time the rc came out, not earlier or later, the RC flash comes out and the bar decreases but the animation wont get canceled. So then I thought heck RC have start up frame i guess or something, so i decided to try with frcs. I recorded the cpu doing a rensen one hit frc and guarding FD and the same happened if i canceled to super at the FRC frame. Hell, it even hits CH. I mean from catch to super, in how many frames it comes to beat a FRC. So i guess its a bug or something. As I said not useful, yet, but its there.

Posted

Hey, this is probably stupid and u alredy now, anyway, im checking up info and testing stuff for the Axl thread im working on for the Puerto Rico gaming community. So i was at 623P, checking some stuff and eh and false data and I just learned that the catch hit is unblockable

Except by faultlessing in the air, yes.

and cant be slashbackd,

Also true

and proved that its not invicible

Um, okay, explain exactly how you proved this?

but anyway, the other weird thing and its probably useless, let me see how I explain this. Ok, lets see. this is what i did. I recorded the cpu, doing a normal on me and then rc and guard, so i play it back to see if its was unblockable. So then i did the same with the fb follow up, and its not but i found out that if i did the FB at the exact time the rc came out, not earlier or later, the RC flash comes out and the bar decreases but the animation wont get canceled. So then I thought heck RC have start up frame i guess or something, so i decided to try with frcs. I recorded the cpu doing a rensen one hit frc and guarding FD and the same happened if i canceled to super at the FRC frame. Hell, it even hits CH. I mean from catch to super, in how many frames it comes to beat a FRC. So i guess its a bug or something. As I said not useful, yet, but its there.

Er, I'm somewhat doubting this, or I'm reading it wrong. Could you explain exactly what you did, and possibly make a video?

Meanwhile, we have a frame data section on this very site that you could read to find out a lot of the stuff you just mentioned.

Posted

Um, okay, explain exactly how you proved this?

Er easy, testing it. The normal counter without the FB has no invincibility. U can be stopped before the actual hit or trade with follow ups. And FB invincibility is doubtful, it can be stuffed by some by moves with long active hit boxes. Can get CH at the start, or trade hits by the end.

Er, I'm somewhat doubting this, or I'm reading it wrong. Could you explain exactly what you did, and possibly make a video?

Well the video is for sure, but for now try this. Ok, rec the cpu to do a 5K and RC it, u know put player to guard during rec and that stuff in training mode. Then, play it and use 623p to parry the slash and cancel to FB super before the 623p attack hits but do so exactly at the same time that the cpu RCs the 5K. RC and all the flashy stuff comes out but the kick wont get canceled and the super hits CH, the cpu side loses 50% tension and "romancel" comes out too, but no cancel. I think that the freeze time of the supers negates the RC or something, but i been trying to do something similar with supers and it doesnt happens. I tried it with someone and the same happens, so is not the cpu or training mode. But frc cancels, do rc have start up, it cant be. My guess is that, it gets denied.

Edit.Anyway, the 623 hit been unblockable, is cool

Posted

Er easy, testing it. The normal counter without the FB has no invincibility. U can be stopped before the actual hit or trade with follow ups. And FB invincibility is doubtful, it can be stuffed by some by moves with long active hit boxes. Can get CH at the start, or trade hits by the end.

Er, the normal move is only invincible up until the hitting frames, meaning it can trade with anything and be beat clean by anything that's not inside its hitbox.

Well the video is for sure, but for now try this. Ok, rec the cpu to do a 5K and RC it, u know put player to guard during rec and that stuff in training mode. Then, play it and use 623p to parry the slash and cancel to FB super before the 623p attack hits but do so exactly at the same time that the cpu RCs the 5K. RC and all the flashy stuff comes out but the kick wont get canceled and the super hits CH, the cpu side loses 50% tension and "romancel" comes out too, but no cancel. I think that the freeze time of the supers negates the RC or something, but i been trying to do something similar with supers and it doesnt happens. I tried it with someone and the same happens, so is not the cpu or training mode. But frc cancels, do rc have start up, it cant be. My guess is that, it gets denied.

That does sound like a glitch that could happen. It'd still be good to get a video though.
Posted

sure, but im gonna test out if it has to do with the freeze of the super, cause maybe that way that could happen in a fight

Posted

Tested it. It only happens with Axl counter FB. And only on rc or Frc when they are canceled right after been catchd by the counter. It may be possible to pull it out in a match. Yesterday i was playing with a friend and managed to pull that out, he did VV on wake up and rcd right after the catch and i canceled to FB. It might be used against obvious things like Pot frc Hammerfalls, Rensens, and stuff like Slayers 6P that kind of frcs, maybe. But nah, its stupid.

Posted

DUUUUUUDE. I was just able to replicate it. Ky's 6H, recorded, immediately RC'd and held back. Most of the time, it's pretty standard. If I don't do the followup, he RCs and still gets hit. If I do the followup before the hit, he RCs and blocks it. BUT. If I do the followup at what I THINK is the first possible moment (Meaning frame 2 of the activated attack. That's what it feels like anyway) he loses the meter, but in the super freeze, he's clearly still in recovery for the attack, and gets counterhit. That's fucking amazing. If I can get that down, I already have an application for it against someone I play a lot.

Posted

Further testing leads me to believe that the RC isn't cancelled, it's just delayed. I recorded: Sol does VV, RCs it, FDs immediately.| Normal: Sol gets hit, because VV has stopped and housou is unblockable. FB: Sol FDs like he's supposed to. FB with perfect timing: Sol is clearly still in VV animation when the superfreeze happens, but has already lost his meter. He blocks the move, but doesn't FD. Presumably, what happened here is that the RC was "delayed" or whatever by the weird property we're looking at, but since the move would have still been invincible then, he didn't get hit immediately, the RC kicked in before he was hittable, and he got to block. I still don't know why he didn't FD.

Posted

I'm now wondering about why this happens. Perhaps we could test this with other FBs that create a fake super flash? Baiken FB followup would admittedly be hard... as would Ky and sol FB followup. Perhaps this is unique because it's a situation wherein the fake "super freeze" could actually coincide with an (F)RC, a situation which wasn't accounted for in the programming? If anyone in SoCal or Japan or somewhere with an AC cab could test this, I'd be much obliged.

Posted

Basically sounds like Axl has a way to take advantage of the 'not-instant' recovery of certain moves when RCed or FRCed (as I've read from some Clayton posts). I think the moves that don't instantly put you back to neutral THE VERY FRAME YOU FRC would be vulnerable to this which may or may not be acting in conjunction with the '1-frame-late' bug-thing where for whatever reason GG's system only 'registers' changes 1 frame after it happens in real-time.

Posted

Basically sounds like Axl has a way to take advantage of the 'not-instant' recovery of certain moves when RCed or FRCed (as I've read from some Clayton posts). I think the moves that don't instantly put you back to neutral THE VERY FRAME YOU FRC would be vulnerable to this which may or may not be acting in conjunction with the '1-frame-late' bug-thing where for whatever reason GG's system only 'registers' changes 1 frame after it happens in real-time.

That's all fine and good, but it's definitely not specific moves.

I've tested it vs.

Ky 6H (RC)

Zappa (raoh) 214S (RC)

Sol 623S (RC)

Axl 63214S (FRC) (Notable because the FRC point is on the first possible active frame)

Axl 63214H (RC)

Dizzy 2H (FRC)

Johnny Super (RC) (Same result as Sol VV)

Baiken j.D (FRC) (Also, To gerVer: Record Baiken jump, fall for a bit, j.D (FRC) and hold back and the 3 buttons to FD, then counter it without doing the followup. It proves that housou is blockable in the air)

Slayer 236K (RC)

Robot 5H (FRC)

And growing. I'm sure it works against everything.

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