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Posted

are GDloops even worth it nowadays? okay, never mind. i still love em. [corner]GD, cS->5H->GD, cS 5H badlands, 5H->GD, net for oki or H EXE FRC to continue. huge waste of tension, these GDloops. but you just gotta love em.:v:

Posted

haha i love GD, its just too old school = insanely good, and reminds me of Slash days...aaah good days. Anyway, I this the basic Gravedigger combo is: CH Gravedigger, 5S, JC, j.k, j.s, j.H, 1-hit BL into P phantom soul/5H, BL/ another 1-hit combo. I dont use it THAT often since I save my tension for h EXE frc and other stuffs, but generally I use GD when im too lazy for those side witch combos, it works well and still gives yu the side switch and the knockdown/curse

Posted

You need the opponents gravity effect to be big enough for them not to fly out of hitomis hitbox, that is, you need to have done a long combo before starting it. And that combo must of course contain a situation where you can stand under an opponent in the corner and plant a hitomi and have it hit (only things I can think of are powered hitmoi and zeinest, and the crows schythe attack). So to sum up, it's not really worth thinking about it. And it's probably not infinite, as the increased gravity should end it at some point.

Posted

http://youtube.com/watch?v=X1doduKo-mo&feature=related

Regarding the above combo video, just to check with you guys. At 1:18, Test begins a combo on Faust, ending with a Hitomi loop.

What are the conditions for setting up the Hitomi loop, and is it technically an infinite?

I don't play Testament... but most of the stuff in that video looks like it would never happen.

It often relies on the opponent being completely horrid at staggering out, or Testament somehow having a bunch of dolls and a lot of meter at the same time.

Still awesome for combo-vid combos, though.

  • 2 weeks later...
Posted

There are some possible variants.

Midscreen or closer:

6P > 5S > 2D > HS EXE FRC > dash 5S > pause > jK > jD > BL (1) > sideswitch HS > net > tk BL > 236 P

Probably the easiest and most realiable combo.

You can also do:

6P > 5S > 2D > HS EXE FRC > dash 5S > jK > jS > jHS > BL (1) > HS > net > dash > jS > BL (1) > sideswitch HS > net > tk BL > 236 P

further away

6P > 5S > 2D > HS EXE FRC > dash 5S > jK > jS > jHS > BL (1) > tk BL*x

Damage is pretty much the same on all variants.

Posted

Somethin I've been tryin out, Iono how new or imaginitive it is, prolly just puttin together a bunch of pre-mentioned ideas opponent in/near the corner- (sadly 100% tension, i think you can start it with like 75% and make the other 25% through the combo) 6P > 5S > 5H > GD > HS EXE Beast > 5S > j.K > j.S > j.H > 1-hit BL > land, 5H > 632146H > jump after (opponent techs) throw them opposite of corner > 66 > HS EXE Beast FRC > IAD > j.H > j.D > Net > land > j.H > j.D > 1-hit BL > continue with 5H > badlands or oki Sorry if its been done, and it does rely on tech throw so meh, but variations on that is just stuff i've been screwin around with. I started throwin people a lot after nightmare circular, actually got one guy not to tech out of it 2-3 times where it wasnt counter hit into free-black beat combos

Posted

the idea is sound, but it needs tuning. First off, if you're already in the corner, the first GD is moot. Just do 6P > 5S > 5H > NC > dash > HS EXE > S > jK > jS > jHS > BL (1) > S > airthrow This reduces tension usage as well as giving you a much easier opportunity for airthrow, whith damage being pretty much the same. As for the throw, why would you throw out of the corner for anything other than combovid purposes? Throw into the corner and then do HS > Net > dash jK > jS > jHS > BL (1) > sideswitch > HS > net > tk Bl > 236 P That's a pretty optimal followup for no tension, unless the opponent has barely any health left. In that case just go for an aircombo after that last net instead. If you're not in the corner, you can just do 6P > 5S > 5H > NC > dash > HS EXE FRC > see above works everywhere, only difference is the added FRC this time. On lights, you should just go for a BL loop immediately though. The good part about doing it like this is that you're not taking as much of a chance. If you fail the throw, they will still have been hit by most of the poison damage already. And of course, you don't have to go for the throw at all. Just keep comboing, often gaining you knockdown instead.

Posted

the idea is sound, but it needs tuning.

First off, if you're already in the corner, the first GD is moot. Just do

6P > 5S > 5H > NC > dash > HS EXE > S > jK > jS > jHS > BL (1) > S > airthrow

First off, I agree with everything you mentioned, but for some reason I seem to have an easier time airthrowing after NS rather than S or a j.s/k, it just seems to lock them into a specific area better for a throw.

As for the throw, why would you throw out of the corner for anything other than combovid purposes? Throw into the corner and then do

HS > Net > dash jK > jS > jHS > BL (1) > sideswitch > HS > net > tk Bl > 236 P

Gotta admit, I didnt think it through and just tryin to be flashy at that point. I also just switched to stick (didnt really switch so much as I'm painstakingly learning it...) and until I get more comfortable airthrowing back into the corner keeps netting me an IAD, while backwards is just my lazy way out -.-

Thanks for the input though, I'll put it to good use

Posted

Heh, I suck at airthrowing myself, so I rarely do it. But yeah, I recognize the IAD problem. Been there, done that. And maybe I should stop believing that just because I find something easier, others will as well. :v: You should of course do what you find easiest. Just keep in mind the point of possibly lost poison damage. But I am a bit concerned with if you can really get them with the throw if they tech forward after the HS > NC, what with you being pushed so far back here. As I said, I'm not very good at them so I may be wrong, but it feels exceedingly difficult.

  • 3 weeks later...
Posted

I found a incomplete dust combo in the tougeki dvd and I need someone to tell me how this dust combo goes, here is: 5D > jD > Net > fall a bit > jD > BL ???????? the opponent ends up in the net but too high to be hit by a BL. Can someone tell me the entire combo PLZ.

Posted

I found a incomplete dust combo in the tougeki dvd and I need someone to tell me how this dust combo goes, here is:

5D > jD > Net > fall a bit > jD > BL ????????

the opponent ends up in the net but too high to be hit by a BL.

Can someone tell me the entire combo PLZ.

Not sure exactly which one you're after, but the Electric Communication CM has a few variants.

http://www.youtube.com/watch?v=yrjNWOi6QFs - They start at about 2:10

And how did we start talking about Venom all of a sudden? :?:

Posted

And how did we start talking about Venom all of a sudden? :?:

I think it has to do with "Badlands" being called "ballands" a couple post back.

@ansem: The start for the loop is different for each character due to hit box and weight. Hitting later is better on light characters. Sooner is better on heavier characters. ABA is heavy so hitting sooner is better. Lights were my bane for a while. Maybe you are the same with heavys.

  • 4 weeks later...
Posted

edit: crap didn't look hard enough, ill edit into this post if i have another question before someone else posts. was trying throw combos on robo and dash frc beast > 2H BL is easy but not the best you can get, just havin trouble doing hte one i saw posted in the vid thread question...what do I do when I set a zeinest oki and they get hit by the zeinest (cause of failed reversal or something)? I'd already be doing 6P5S or 2K5S so I can go into air combo from that or on lotsa characters can just do 5H BL. air combo i assume is what im supposed to be doing since it does more damage but I'm having some problems with it. what's the best standard combo to do in this situation? another problem I'm having is when I set a hitomi as oki and try to iad over them for the crossup, they cna throw me before I jump. how do I solve that problem? is it only good after certain knockdowns or something? also, someone tells me it's possible to get dash 6K 2 hit BL after a throw. can anyone else verify this? i cannot get it for the life of me

Posted

Zeinest kills alot of the damage, so I'd say it's best to go for setup. If you're reasonably close to the corner, get an air combo to 1-hit, then HS > net > dash jS > jHS > BL > sideswitch combo. It works on most characters. If far away from the corner, either just knock them directly into the one behind you or do air combo > 1-hit and end with either just 236P/okizeme immediately or HS > BL > tk BL if the characters allows it. tree crossup oki should only be used when you have enough time to plant it and let it come out before they rise. Preferably the tree should hit meaty, but you have some leeway there. So only use it after knockdows where you have enough time. Most TK-BL's are good enough, but it's really a judgement call from every situation. Oh, and if they're always jumping and mashing HS on you after you plant, just stand still or jump straight up, and let the tree hit them. There's nothing sweeter than doing a mixup with pushing any buttons at all :v: about the throw combo, I assume you mean on Ky, since it's easy (or impossible) to do 6K BL on everyone else, with possible exceotion of Millia. Anyway, yes it's possible on Ky but it's very difficult. Unless you play a ky often and really want to get it down, I'd recommend just letting him fall, or do the 1-hit version if you're close to the corner.

Posted

ah yeah sorry I wasn't clear, I was talking about Ky/robo ky to do 6K BL on and get a 2 hit, it's cause someone told me they did it and then I couldn't get it so I edited that into the post to ask are you saying some characters are totally impossible to do 6K BL on after a throw? or just impossible to get the 2 hit BL? my Ky throw combo is throw > dash H beast frc > TK BL x 2 and my robo ky one is same thing but with 2H BL instead of TK BL x2. I would use the same combo for both but I can't seem to get a knockdown if I don't distinguish between them. for the more normal characters I know the combo is supposed to be 6K BL > tk BL > dash 5K5H BL but I can't get the 5K5H for the life of me. who is the easiest character do to it on (other than potemkin cause a blind person could BL loop him) so I can try it and work up from there? I got more questions but I'll try not to bombard with all of them at once. thanks in advance

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