CrimsonDisaster Posted April 4, 2008 Posted April 4, 2008 ooh ooh, i wanna post combos why must you beat up your old/other character so much nice combos though!
rtl42 Posted April 4, 2008 Posted April 4, 2008 because my roommate plays Baiken! this is how i overcome the agony of mirror matching Baiken over and over again... btw, in your fuzzy guard/F-style combo, I didn't see you use the playback function. How did you get Eddie to change guard, then? (did you have someone helping you?) i'm asking cuz i wanna try it out, but i don't have any extra help available.
CrimsonDisaster Posted April 4, 2008 Posted April 4, 2008 because my roommate plays Baiken! this is how i overcome the agony of mirror matching Baiken over and over again... btw, in your fuzzy guard/F-style combo, I didn't see you use the playback function. How did you get Eddie to change guard, then? (did you have someone helping you?) i'm asking cuz i wanna try it out, but i don't have any extra help available. It's actually a really poor method ;( Set the dummy to crouch then set guard to first... which might be why I can't get it to work on some characters lol. But it worked well enough for me to at least show the concept. I have some suspicions that it's not an entirely reliable method, but I don't really have any real reasons for that. The main problem is that it doesn't work to show mixups that work because they have to stand up and block a meaty air attack or something, since for whatever reason the "first" block setting is pretty bad at blocking meaties.
CrimsonDisaster Posted April 4, 2008 Posted April 4, 2008 On Ky: 2D RC H IAD [iadH], land, H SJC [sjH, D > 2K, K], land, c.S JC [jS, P > K JC djK > 2K, D] - 265 H XX PB ender possible but this is a way more lenient finisher for only 9 less damage. 6K, K > 6P FRC H IAD [iadK, K], land, H SJC [sjH, D > 2K, K], land, c.S JC [jD] - ~240 30 more damage than the [j2K, K] starter at the cost of being harder if you aren't use to the timing on [iadK, K]
CrimsonDisaster Posted April 4, 2008 Posted April 4, 2008 Hilarious thing that I haven't seen mentioned and I don't remember if I posted it yet, but 5K links into 2D on normal hit against crouch... even from max range. jajaja Slayer can't hurt people off 5K ;(
RoBoBOBR Posted April 5, 2008 Posted April 5, 2008 5K links to 2D even on standing. Not so sure about max distance though.
rtl42 Posted April 7, 2008 Posted April 7, 2008 hey guys new combos http://www16.tok2.com/home/mh/combo.html Slayer (normal and EX) CM, "Lu:na".
CrimsonDisaster Posted April 7, 2008 Posted April 7, 2008 man I hope I don't see the new AC+ EX Slayer combos I was working on in that vid ;(
CrimsonDisaster Posted April 16, 2008 Posted April 16, 2008 lulz combo: Testament, corner- 2D RC H IAD [iadH XX 214214S (2 hits)], land, H XX PB, 2P > 5P JC jD
EasyModeNub Posted May 4, 2008 Posted May 4, 2008 This combo is killing me right now. Pot, corner: Crosswise Heel>5H>jc>jH>jK>land>5H>ji>sjc>sjH>sjD>sj2K>sjK>jc>sdjH>sdj2K>sdjD I think it will also work with ch 2H, but I haven't messed with that too much, but the ji and sjc off of 5H is killing me, I usually don't even try this combo right now since I do it so inconsistently. Also, I know there's a way to fit >land>5H>FBPB in there, but it'll probably take some editing. Any tips on the ji+sjc cancel from 5H?
Zaido Posted May 4, 2008 Posted May 4, 2008 why are you JIing the combo when, You already did Jump H jK Land 5h already? you already jumped there, your super jump combo after that is jump installed at that point unless you somehow delay whatever ur doing after that...
EasyModeNub Posted May 4, 2008 Posted May 4, 2008 ... I had no idea that jump installs worked that way... I always thought that you had to do it right before the appropriate jc. I've made it so much harder on myself, in my defense though nobody ever explained any of this to me. tyvm zaido
rtl42 Posted May 7, 2008 Posted May 7, 2008 i'm not sure which kind of JIing this falls under, if you compared it with the article in the player's guide. the closest one is the "combo jump install", but that one requires that you do a special attack that makes you airborne. does anyone know why this works? does it have to do with the timing of the 5H after landing?
CrimsonDisaster Posted May 7, 2008 Posted May 7, 2008 Cancel landing recovery (still in jump state) into your next move, pretty much.
Veven Posted May 8, 2008 Posted May 8, 2008 i'm not sure which kind of JIing this falls under, if you compared it with the article in the player's guide. the closest one is the "combo jump install", but that one requires that you do a special attack that makes you airborne. does anyone know why this works? does it have to do with the timing of the 5H after landing? The game sets your air options to 1 whenever you press an upwards direction, and sets them to 0 a few frames after you land. That reset frame doesn't happen if you cancel into a ground normal after you land, so your air options are maintained. I think this was called 'from jump' jump install. The same frame turns your character around, but that isn't useful for Slayer.
Jais Posted May 8, 2008 Posted May 8, 2008 Macblunts on Jais account again.. turning around is so sweet in combos. The j.S loops on johnny are hilarious when you're comboing in the same place.
Zaido Posted May 9, 2008 Posted May 9, 2008 I was messing with a combo, and i got this one...on baiken.. it probalby works on other people too.. but i haven't tested yet 2D>RC>5H>JumpAD>j2K>jD>Land>2P>5P>jK>j2K>jK>djS(1)>dj2K>djD>dj2K>djD (Hits:14 Dmg:230) EDIT: it seems to work on Dizzy, and Jam as well just harder timing.
Hintalove Posted May 9, 2008 Posted May 9, 2008 Man, and I thought that those slayers were hji'ing that shit.... Hase just lost a degree of manlyness in my eyes.
CrimsonDisaster Posted May 9, 2008 Posted May 9, 2008 Man, and I thought that those slayers were hji'ing that shit.... Hase just lost a degree of manlyness in my eyes. Hase doesn't even seem to do a lot of JI'd superjump combos, lots of airdash stuff and [sjH, D > 2K, K] stuff... also what I'm now calling the Hase ender D: (jS, P > K JC djD)
CrimsonDisaster Posted May 9, 2008 Posted May 9, 2008 2D>RC>5H>JumpAD>j2K>jD Is this right? If so... awesome.
EasyModeNub Posted May 10, 2008 Posted May 10, 2008 what I'm now calling the Hase ender D: (jS, P > K JC djD) lol I started ending combos with that just because it'll make any combo look hot.
Ross Posted May 11, 2008 Posted May 11, 2008 I like rc pilebunker corner combos cause it's big damage when you get to land it... and if your good at doing sx3 which ain't hard it's good shit. So anyways.......... hs or sx3 xx pilebunker (rc) 5hs (IAD) j.hs, 5.hs.... from there you can go into generic super jump combos into rejump or pilebunker loop or whatever depending on your tension... The cool thing about this is ti helped me figure out when IAD j.hs works... And basically it has to be a normal jump Iad and it has to be done as a real iad none of this half assed shit... Also this brings up an interesting question cause I got the weird floaty IAD hs to combo as well and I was wondering why the floaty IAD HS happens... hopefully everyone knows what I mean by floaty. It's like Slayer does the hs but he's stuck going foward for a little while still before he actually drops... I was messing with a combo, and i got this one...on baiken.. it probalby works on other people too.. but i haven't tested yet 2D>RC>5H>JumpAD>j2K>jD>Land>2P>5P>jK>j2K>jK>djS(1)>dj2K>djD>dj2K>djD (Hits:14 Dmg:230) EDIT: it seems to work on Dizzy, and Jam as well just harder timing. Lol I just tried this it looks hella stupid..... in a good way! Also works off of RC PILEBUNKER! Can't you do 2.p, 5.s instead?
CrimsonDisaster Posted May 11, 2008 Posted May 11, 2008 Floaty airdash attacks seem to happen when you do the attack ASAP out of the airdash, thus triggering one of the many stupid momentum transfer properties that GG loves to pull out of nowhere. Makes the iadK, K combos easier, though lol. If you get the floaty iadH, you can land 5P and go into air combo so it's salvageable.
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