Zaido Posted January 26, 2008 Posted January 26, 2008 wow you and zaido are right. iad j.h, 5h and 5H 6H do huge damage since you can use the 5h relaunch to do j.h or sj.h follow ups. thanks for the tip i got a question about 5h relaunches though. i can get them once in awhile in matches vs the really heavy chars but not much else. do you guys have any tips for 5h relaunches? is it just as simple as do the last j.k as low as possible or is there anything else helpful? like do you have any specific setups for it? i would really like to work more 5h relaunches into my combos. currently the setups i use for 5h relaunches are (after bbu 5h, or other 5h launches): 1. iad j.d -> j.2k -> j.k 2. sj.hs -> sj.d -> sj.2k -> j.k 3. j.h -> j.k -> dj.k -> dj.d -> dj.2k -> dj.k if you do you can do (or what i do): relaunch to -> 5H(if it hits at good height) ->Jump AD JD->j2K ->JK ->c.S-> air combo heavy or big hit box character -> 5H-> jH->j2K->jK->djS(1) -> the rest in corner mid weight to light weight ->5H ->sjH->sjD->sj2K->sjK->land-> now its either 5H -> Pile Bunker -> or c.S -> jS(1) ->j2K ->jD or just go for jD-> j2K(whiff) -> mix up Heavy wieght you can do 5H->sjH->sj2K->sjD->sj2K->sjK->5H Pile Bunker or c.S -> jD or what not some times if ur close you can do this to some character -> 5H ->jHxxjK->land 5S-> air combo for the rest or jHxxjK-> Land 5H ->j2K ->jK -> land 5H pile bunker (timing base recommoned on some heavy classes) or you can do jH->jK->double djH->dj2K->djD->dj2K->djD you can do sj combos in mid screen but i woudlnt' recommend cause of distance and chance for either jK hitting them too far and have to resort to harder means to combo AkA 5H -> iadjD or ur sj2K missing cause of too far push back cause of mid screen? character like Jam who has very small air horizontal hit boxes are pain.
Mappa_Buster7 Posted January 27, 2008 Posted January 27, 2008 Is there any kind of combo that uses D - step S Under Pressure as a relaunch, or uses it in any other way? It just looks so cool!
rtl42 Posted January 27, 2008 Posted January 27, 2008 there's a combo on faust in the corner where you slam him into the wall, then link 214S -> S -> air combo. it's in a combo vid (Final Side 3) so you could probably look it up on YouTube.
Zaido Posted January 28, 2008 Posted January 28, 2008 Is there any kind of combo that uses D - step S Under Pressure as a relaunch, or uses it in any other way? It just looks so cool! i did one in my first combo video "Ignore" on sol after CH DOT i believe i think i also did one where i did with Cross wise Roman Cancel :V.. but that one just eats tension and dmg output kind of blargh
DandyStepper Posted February 1, 2008 Posted February 1, 2008 If you all havent seen the Combo Video "Million Miles Away" i suggest you see it. Im trying to get that 5h ad jk(fall a little bit) jk land 5hs etc. I dont understand how high you have to jump to get those two jk. And then i saw a Gamechariot match of someone doing it so now i have to get it down.
deci Posted February 2, 2008 Posted February 2, 2008 If you all havent seen the Combo Video "Million Miles Away" i suggest you see it. Im trying to get that 5h ad jk(fall a little bit) jk land 5hs etc. I dont understand how high you have to jump to get those two jk. And then i saw a Gamechariot match of someone doing it so now i have to get it down. niga does it to dc in this vid: http://www.youtube.com/watch?v=yIndQqcEjGE he misses the super jump hs follow up ender. but it's still pretty pimp.
Zaido Posted February 2, 2008 Posted February 2, 2008 niga does it to dc in this vid: http://www.youtube.com/watch?v=yIndQqcEjGE he misses the super jump hs follow up ender. but it's still pretty pimp. it was also black beat, but who cares ;O...
Guardian Posted February 7, 2008 Posted February 7, 2008 If you all havent seen the Combo Video "Million Miles Away" i suggest you see it. Im trying to get that 5h ad jk(fall a little bit) jk land 5hs etc. I dont understand how high you have to jump to get those two jk. And then i saw a Gamechariot match of someone doing it so now i have to get it down. I did some investigating, and it's not about jump height. It's about the momentum of the IAD j.k. You have to get the j.K to come out BEFORE the forward momentum of the ad is over. Then after you get that, you have to get the 2nd j.k right before you hit the ground. If your iad j.k begins to descend at any point, the 2nd kick won't come out. The timing is pretty tight on both kicks. I can only get one rep of it in a combo, at about 20% of the time, only on Potemkin. What helped me see it is doing iad j.k, and seeing if I fell or kept 'gliding' across the air. It's possible to try it w/o actually hitting the character, but that's insanely difficult. This isn't slayer related, but I noticed it while I was practicing: When you first do an IAD, is there a certain time frame where you can't attack at all(like the first 3-4 frames of the ad)? I was trying to do the j.k immediately after the iad, and the game would register the imput but nothing would come out.
rtl42 Posted February 7, 2008 Posted February 7, 2008 yeah, there is an interval of time where you can't attack at the beginning of your airdash. i'm not sure about it, but it's probably your airdash start-up. you can look for that info in the system data: http://www.dustloop.com/data/ac/system.html
deci Posted February 13, 2008 Posted February 13, 2008 so... speaking of combos, rtl42 originally posted a link to this in the ac video thread. slayer cm Bloodline http://www.youtube.com/watch?v=eR6oXLhadnU if you haven't seen it yet. you need to. i literally wet my pants when i watched it.
HolyOrderChipp Posted February 20, 2008 Posted February 20, 2008 I sometimes play slayer, and I'd like a better overhead than 5D. So, I think to myself, 6K is an overhead, right? well, it is, but I have trouble comboing off of it. I know my next move has to be a link, but I'd like to know what I should be linking, and also, how many frames I have to do it. Should I be simple and just try for 2P, 2K, 2D as a simple knockdown combo? Should I go directly to 2K?
rtl42 Posted February 20, 2008 Posted February 20, 2008 6K -> 2K -> 2H -> BBU for a 25% tension combo (with your choice of follow-up) 6K -> 2K (->2S)-> 2D for simple knockdown 6K -> 5K-6P FRC is available if you've got your opponent in the corner (and just a reminder, don't forget to set your training dummy to crouching when you're practicing your 6K combos!)
Zaido Posted February 20, 2008 Posted February 20, 2008 6K -> 5SS->2K->2D works too some of those liek 6K -> 5k _> 6P also somewhat distance depending on how far or close you hit 6K -> 5K as far as i remember... you obviously can land 6K->2P->2K blah blah but doing directly to 2K is for better dmg and stuff...
Metallo5 Posted February 21, 2008 Posted February 21, 2008 so... speaking of combos, rtl42 originally posted a link to this in the ac video thread. slayer cm Bloodline http://www.youtube.com/watch?v=eR6oXLhadnU if you haven't seen it yet. you need to. i literally wet my pants when i watched it. How is he getting the air dash k=>k=> Pilebunkers? Is there a trick to it? Same thing with the J.S=>j.k, land=> whatever. Hopefully someone could gimme some advice. These combos are so flashy yet still within the realm of practical I have to learn them.
rtl42 Posted February 22, 2008 Posted February 22, 2008 unfortunately someone posted the trick for doing the ad.j.K -> j.K in a different thread, and i don't remember which one. (probably the strats thread) the way it works is that you do the first j.K as soon as you can attack after an airdash. it's not quite as soon as you may think, so practice doing ad.j.K ASAP, first, before trying to get the second j.K.
Mappa_Buster7 Posted February 25, 2008 Posted February 25, 2008 I don't know if anyone asked this before, but can someone tell me the timing of air dash D after BBU. and does it get affected by the timing of 5H.
Esayah Posted February 25, 2008 Posted February 25, 2008 I don't know if anyone asked this before, but can someone tell me the timing of air dash D after BBU. and does it get affected by the timing of 5H. You usually want to 5HS after a BBU to get the ground bounce. Cancel the 5H into an IAD and then j.D right away. It might take you a few tries to get, but it'll soon become second nature. Once you get the timing down, you can start doing 5H -> iad j.D -> j.2K -> into shenanigans. Remember to practice your 5HS after BBU too, that timing is actually hard whereas IADing after it is just getting used to doing the motion.
MacArthur Blunts Posted February 25, 2008 Posted February 25, 2008 Try to hit them with 5H ASAP after BBU. Then do LATE AD (about lifebar height) D 2K K
rtl42 Posted February 25, 2008 Posted February 25, 2008 on their way down from the BBU, try to hit them as high as you can in 5H's hitbox. also note that for some characters you may need to superjump, and sometimes it's not really an instant airdash, more of a fast "jump -> airdash" connection. edit: high five for posting at the same time (almost).
Zaido Posted February 25, 2008 Posted February 25, 2008 i find Super Jumping it somewhat of an extra added step that is not needed in most of the cases... but i ono watevers...
Esayah Posted February 26, 2008 Posted February 26, 2008 I apologize if this has been asked before. I'm having trouble doing the Kami chan aircombo cause the timing is a bit weird. I think it goes something like: launch -> 5HS -> sj.HS -> j.D -> j.2K -> j.K (land) -> 5K -> j.K -> j.2K etc etc. The difficult part is the whole sj.HS -> j.D - j.2K part....any tips to help connect those better? Also, what property characters does this combo work on? Also, since I haven't really done it successfully (more like by fluke once in a while) so I can't really tell, but is the damage worth the extra effort?
CrimsonDisaster Posted February 26, 2008 Posted February 26, 2008 That works on like everybody depending on the launcher. Just make sure you do jD as quickly as you can since it's a really lenient link but doing it too late will screw up the rest of the combo.
Zaido Posted February 27, 2008 Posted February 27, 2008 i am guessing ur diong this somewhat close to corner? or eiterh that ur 5HS hits really deep (meaning ur litteraly hitting it when they are next to you not specify height wise) what happen is you do SJ HS as you see them get launched up by 5H so ur character is moving up jH hits-> then after you do jD as ur about to move down from the SJ, thus you do j2K->jK i usually do after is after jk-> land 5H -> PileBunker or soem other combo depending how many hits i did before hand heavier characters or awkward hit boxes, shoudl be sjH->j2K->jD ->j2K->jK-> the rest once you know how this works, its a piece of cake, trust me :3
ajinkris Posted February 27, 2008 Posted February 27, 2008 My main question is it worth the extra damage to work on the combo?
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