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Posted

I'm writing a response essay to Detroit's pleas for a government bailout, and I'm enjoying it. Is there something wrong with me?:8/:

No, it just means you're a political junkie. We need more of those.

On the topic of Axl combos, do any of you ever use H-Benten RC to set up a B-loop? It works from surprisingly far from the corner, and it's not so hard to combo into... Anyway, I like it. It lets me get B-loops off of not-corner stuff.

Posted

Against most characters, if you really wanted to be flashy that way, couldn't you JI the Benten H, do the Kokuu followup, FRC that, and air dash in with a bomber? Seems like it'd be more damage, more flash, and less tension.

Posted

Against most characters, if you really wanted to be flashy that way, couldn't you JI the Benten H, do the Kokuu followup, FRC that, and air dash in with a bomber? Seems like it'd be more damage, more flash, and less tension.

I've experimented with that. The way Benten H hits necessitates following up with an FB Bomber, which makes the combo useless in all ways except as a tech throw setup.
Posted

B-Loop on Dizzy: TK Bommmmmmmmmber (j.H j.D Bomber)x3 j.D Bomber (~304 dmg, knockdown) I can't connect rensen and tap 2 (I think it-s immmpossible here)

Posted

Screw that. You get more damage for just doing j.H, j.D, once, then 3 j.D reps, and you can still connect rensen-2 (Granted, it's hard). Really, too many reps of j.H-D B/S causes loss of damage, since the scaling kicks in and soon you're killing the guardbar more than doing extra damage with the Hes.

Posted

Screw that. You get more damage for just doing j.H, j.D, once, then 3 j.D reps, and you can still connect rensen-2 (Granted, it's hard). Really, too many reps of j.H-D B/S causes loss of damage, since the scaling kicks in and soon you're killing the guardbar more than doing extra damage with the Hes.

OK

B-Loop on Anji

TK Bomber, j.D Bomber, (j.H j.D Bomber)x2, dash, 2S j.D Bomber, Rensen tap2 (20 hit, 278dmg)

Posted

Huh. That might do more damage than what I was doing on him before. Could you test the damage versus: TKB --> c.S, j.D, Bomber, j.H, j.D, Bomber, j.D, Bomber, 2S, j.D, Bomber, Rensen, 2? I think yours does more damage but I don't have the game in front of me to test it.

  • 3 weeks later...
Posted

Some dmg B-Loop))

Sol: TK Bomber, c.S, j.D Bomber, (j.D Bomber)*2, short dash 2S j.D Bomber, rensen tap 2 - (265 dmg, 19 hits, knockdown) +15 dmg

Dizzy: TK Bomber, (j.H j.D Bomber)*3, j.D Bomber, rensen (309 dmg, 15 hits, knockdown) +4 dmg

Axl: TK Bomber, (j.D Bomber)*2, j.H j.D Bomber, short dash 2S j.D Bomber, rensen tap 2 (286 dmg, 18 hits, knockdown) +11 dmg

TK Bomber, j.D Bomber, (j.H j.D Bomber)*2, short dash 2S j.D Bomber, rensen tap 2 (286 dmg, 18 hits, knockdown) +11 dmg

  • 2 months later...
Posted

Some dmg B-Loop))

Sol: TK Bomber, c.S, j.D Bomber, (j.D Bomber)*2, short dash 2S j.D Bomber, rensen tap 2 - (265 dmg, 19 hits, knockdown) +15 dmg

Dizzy: TK Bomber, (j.H j.D Bomber)*3, j.D Bomber, rensen (309 dmg, 15 hits, knockdown) +4 dmg

Axl: TK Bomber, (j.D Bomber)*2, j.H j.D Bomber, short dash 2S j.D Bomber, rensen tap 2 (286 dmg, 18 hits, knockdown) +11 dmg

TK Bomber, j.D Bomber, (j.H j.D Bomber)*2, short dash 2S j.D Bomber, rensen tap 2 (286 dmg, 18 hits, knockdown) +11 dmg

I like it! Although the Dizzy one is still less damage than just one j.H, j.D rep (315 or so if you get the rensen--2)

  • 1 month later...
Posted

I may have posted this before, but I'm realizing more and more how good it is: Fucking learn to hitconfirm into benten. This is something I'm working on right now, and when I've gotten it right in matches, it does wonders for my game. I'm serious. With this, you can turn those random 5Ps or 2Ps that hit on the ground, those 3Ps and f.Ses that stop a run but don't counterhit, and those obnoxious f.Ses in the middle of a string into damage or knockdown. Benten will oftentimes combo when Rensen won't, and it will make you much more dangerous to learn how to make it work to your advantage.

  • 1 month later...
Posted

New combo on Jam: Corner: Kokuu (FRC), dj9.H-D-Bomber, sj9.H-D-Bomber, j.D-Bomber, run 2S^j.K-Bomber, rensen-2: 284 damage. Compare to my previous optimal Kokuu combo on Jam: Kokuu (FRC), c.S^j.D-Bomber, j.D-Bomber, TK Bomber, run 2S^j.K-bomber, rensen 2: 271 damage. Now, the difference isn't that big. It's only 13. HOWEVER: I believe this can be applied to corner-crossup combos by making the first dj after the Kokuu FRC be backwards. This way, it might be possible to get a full BLoop from this with 25% meter, as opposed to the previous 50. I haven't really tested similar combos on other characters, but I think the same principle can apply to most. Feel free to help me test this out. If you're having trouble with the FRC-->DJ, I accomplish it by superjumping in the air (Hitting 29 instead of 9)

  • 3 weeks later...
Posted

- Thread Overview -2.) Air Combo System

After every combo into rensen [FRC] you can continue with:

a.) run up, (6P,) S©, 2S, SJC, j.H, j.D, kokku (can recover)

Standard air combo

b.) run up, S©, 2S, 6K (1hit only), 2S, SJC, j.H, j.D, koku

Try to catch the chara lower to the ground so that he won’t be able to recover until you reach him with your SJC, j.H. Does not connect on all charas in all situations (generally easier to land on the big hitbox charas) and is affected by the Player 1 Recovery bug (which hopefully will be gone with the US version of AC).

What does SJC mean? I'm trying to learn some combos (not that I'll ever get to that point considering I can't even FRC rensen consistently). Also, whats the recovery bug mentioned?

Also, for the second combo listed, whenever I try it doing s© pushes me away from the enemy causing 2S to miss. is this the note its talking about with hit boxes? I'm practicing on slayer right now.

EDIT: Also, what does JC stand for?

e.) rensen [FRC], run up, [2S, JC, j.D, Bomber] x2*, rensen, tap 2 (corner only)

Posted

Terminology stuff can be found in the GGAC guide. JC means jump cancel, SJC means Super Jump Cancel. Aaaaand c.S, 2S shouldn't push anyone away too far to get hit by the 2S if you're getting the launch right.

Posted

Thanks for the response, I've been playing for awhile, but finally decided that I needed to learn a combo better than 2h, 5h, 6h, only to find that I completely fail at the timing required for most of these. On the basic gatling combos, I'm a bit confused on when rensen is supposed to go off, is it supposed to catch then before they hit the ground after 2D? I guess I just have to learn the minimum amount of time to hold 4 ?

Posted

2H, 5H, 6H is not a combo. In fact, no two parts of it are a combo. As far as charging goes, it never hurts to hold 4 for too long. Just hold 4 all the time unless you have some reason not to, then hold it as soon as your combo allows you to (So like, if you do 5K, 3P, 2D, just hold 4 right after hitting 3P.)

  • 1 month later...
Posted

This just in: Low crossup Kokuugeki (FRC) --> Airbackdash, delay, j.H, etc. works on most characters. This is a 25% meter alternative to my previous post-crossup corner combos with Kokuugeki, and does decent, if not quite as good damage as the 50% meter ver. In other words, now you too have a highly ambigious corner mixup for mad damage.

Posted

Launch --> j.H, j.D, FB, airdash, j.P, Kokuu. I get people to tech into the Kokuu whilst trying to do something/mashing a button and it's free counterhit Kokuu into reset. It's iffy at best, but not very risky, so no reason not to go for it once in a while.

  • 4 months later...
  • 2 weeks later...
Posted

So I've decided to check out Axl because I kind of want to move away from HOS and Johnny for a bit, and Axl looks like he can keep me safe from the A.I. :P Alright, first off, how do you do rensen after a simple gatling (2k -> 2d -> ren, for example)? I just don't know when to input it. I was also wondering what would be about 4-5 solid bnb's to practice. FRC's are not a problem since I can do them 20% of the time in training mode. I'm just looking to get a hang of how Axl plays, so anything that gives me an idea of his game plan is cool. Now, TK bomber is a weird input motion. Can it be done midscreen, though? It seems like it really pushes the guy back if you're trying to hit with 2s right after. I can do a simple corner combo, but midscreen is iffy. I know you have to input it as low as possible, but the height thing is going to take some practice getting used to. Otherwise, how hard is it to play Axl? I come from HOS mostly, who's relatively easy to pick up. How does Axl match up learning-curve-wise?

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