Valakrie Posted February 8, 2008 Posted February 8, 2008 it was ... sj, jK, jS, jD, ... You're right; I didn't notice that, thanks!
Injuin Posted February 15, 2008 Posted February 15, 2008 Well, since this was never posted on the front and I skimmed through and waited, I guess I'll post the the dbl keygrab for Johnny: 2HS, IAD, j.S, j.HS, 41236S, land, S©, JC, j.S, j.HS, j.D, 41236S, land, Keygrab, OTG Keygrab
furix Posted February 15, 2008 Author Posted February 15, 2008 Nice, I'll try that when I get home then edit the first post and put that. Do you guys think I should keep the first post as is? Or use those new motion smilies that were added(Unless they aren't there anymore, I haven't checked).
Injuin Posted February 18, 2008 Posted February 18, 2008 Timing for the IAD is most important cuz of Johnny's weight. Too early and the 1st j. HS will miss and too late will make him reach the ground before S©
AlterGenesis Posted March 11, 2008 Posted March 11, 2008 Question about the IAD follow-up after 2 hits from 2HS. When exactly do you IAD? When I do it, (my IAD is not bad) the HS after S always seems to whiff. The only time I can get the IAD combo to work (j.S, j.HS) is if I super-jump instant air dash. Any help would be appreciated.
Moroha Posted March 11, 2008 Posted March 11, 2008 2HS, delay. It will depend on the character, and some characters are harder (Johnny, Sol) than others to get the IAD j.S, j.HS, Orbs on. If I remember right you wait for the character you're 2HSing to sail into the air before you even IAD, but I forget off the top of my head
4r5 Posted March 11, 2008 Posted March 11, 2008 This thread brings back memories of when Moroha was learning how to play Guilty Gear. 2HS sends them up, then down, and then the can tech. You want them to fall down to a certain height before you hit them with Slash. The height can be different for each character. If you IAD to soon after the 2HS, then they might be too high for your j.S to hit, or they may be too high for some latter part of the combo to connect.
kousaka Posted March 13, 2008 Posted March 13, 2008 oh shit altergenesis come to LG man, i'll show u some aba combos ^^ edit: since im here, i need a moroha ID combo against corner. Currently I use 5D fd cancel j.D into butt loop but it seems to be inconsistent depending on how close to the corner i am
AlterGenesis Posted March 13, 2008 Posted March 13, 2008 Okay. Sweet, so I got ABA basics down. Just a question, after you do dash jump j.S, j.HS, j.D, Orbs in the corner, do you guys do anything specific to be a little closer to the character when you land? It sometimes happens that I end up too far away for Keygrab, OTG Keygrab.
Moroha Posted March 14, 2008 Posted March 14, 2008 If you delay certain hits, you will drop lower / closer to the opponent overall. Someone made a very good post awhile back in I believe the 101 thread regarding the timing; if you can't find it by the time I get back from Final Round I'll try to find it for you. As far as an ID combo, I do 5D, hold 9, 5D hits, pause for a very brief moment, 9, j.HS, land, dash in, 5S, 2S, Butt. From there I RC the Butt into dj.S, HS, D Orbs. If I don't have the tension to RC, I either do another butt rep, or just do 5P, 5S, 2S, j.D, Orbs.
kousaka Posted March 31, 2008 Posted March 31, 2008 is there a way to get into an orb loop for ID combos?
Moroha Posted March 31, 2008 Posted March 31, 2008 Um, you can do 5D, homing jump, j.H, land, Danzai or EX Danzai, orb loop. Or just go straight into it off the j.HS but you need to time it real strong.
Mechanica Posted April 1, 2008 Posted April 1, 2008 I find her jD impossible dust to be a lot easier. Just homing jump, then double jump right away and use jD.
AlterGenesis Posted April 18, 2008 Posted April 18, 2008 Hey, what kind of combo would you suggest on Dust when the guard bar is cranked?
Moroha Posted April 18, 2008 Posted April 18, 2008 5D homing jump JC j.H land dash in 5S 2S Butt RC 2 hit orbs into their life
KEYTARD Posted May 4, 2008 Posted May 4, 2008 So I've been way too lazy to learn a new combo and I'm still doing this JI combo, check it out: midscreen throw, 66 5S, JI, 2S, SJC, jS, JC, jS, keygrab/jD (and sometimes orbs) it's way more consistent for me than the 669 jP combo and it works on everybody I try it on with almost no alteration.
Zoogstin Posted May 4, 2008 Posted May 4, 2008 the 669 jP combo isn't even all that good. Its just flashy. what you have is just fine.
Mechanica Posted May 4, 2008 Posted May 4, 2008 throw, run up 5s, 6p (1 or 2 depending on weight), 2s, SJC sj.K, sj.S, sj.HS, keygrab leaves less room for error if you're not 100% proficient at jump installing. and if you don't have meter for the RC then just continue the combo after butt. Use your imagination dude. another 5s, 2s, butt, [then possible 5p, 5s, 2s, jD, orbs]. or if you need to refresh moroha, land from the first butt, then 5s/2s xx keygrab, OTG keygrab
Josh Ballard Posted June 19, 2008 Posted June 19, 2008 I try not to use 6P in combos. Sticking 5S in its place leads to more damage overall. Also the Dio throw combo is REALLY easy on some characters, so it's worth learning for those matchups at least. I think Anji & Pot are among them, and there are others but I forget. It's impossible on Johnny, too inconsistent to use on the Sols, and I think it's also pretty iffy on some of the lightweight characters. See you at MWC, Josh.
Keizion Posted June 19, 2008 Posted June 19, 2008 my execution is bad when it comes to JI'ing with A.B.A. i think i've done it all of twice but that combo does look better than the 669 one and i've seen a match vid where dio uses it. since the timing of the dash jump is weird and i'm bad at doing a JI before 2S i stick with old BnB throw combo.
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