Zaido Posted May 12, 2008 Posted May 12, 2008 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? i am pretty sure you can... you can most likely even do 2p->2S i would think... i just did 2p 5p cause that is my hand reaction
Ross Posted May 12, 2008 Posted May 12, 2008 yeah... that make sense... as long as it'll hit doing 5s should always be preferable to 2s as follow ups are more consistent because they don't get pushed as high and out. So Slayer stays nice and close.
EclipsingBinary Posted May 13, 2008 Posted May 13, 2008 According to the frame data, c.S and 2S are both GB -6 on hit. To me, it seems c.S is almost always preferable unless they are really high up, and only 2S will reach. c.S does only 2 fewer points of damage, but offers more untechable time on hit.
RoBoBOBR Posted May 13, 2008 Posted May 13, 2008 oops. yep, 2s and c.S are both -6. P is -7. also 2s deals 2 more damage then c.s )
rtl42 Posted May 23, 2008 Posted May 23, 2008 If you get the floaty iadH, you can land 5P and go into air combo so it's salvageable. not always, the "floaty" j.H can give your opponent enough time to recover, sometimes. but if you're just referring to the combo Zaido posted, then maybe that's true. quick question: why do i see some Slayers use j.P in air combos, even when the opponent has no burst? is the damage pretty good or something? (sorry, i don't have a set-up to test this on.) also thx CD and Veven for answering my jump install question :china:
Zaido Posted May 23, 2008 Posted May 23, 2008 i think... 1)it can be used to burst bait, 2)it helps set up the opponent higher i mostly think its to set up some height specific combos...
rtl42 Posted May 23, 2008 Posted May 23, 2008 sorry take out the "even" in my last post. i was wondering why slayers use j.P in combos when the opponent has no burst. question still stands, i'd like to see if there're other possible answers.
Ross Posted May 23, 2008 Posted May 23, 2008 The push the opponent higher is the on thing I've really noticed. Like Hase on testa... I was to get him at the right height to continue the k,k loop. The damage difference in jump P combos versus standard jump K combos isn't that great. I don't have the actual numbers, but if you are just doing the standard combo the difference isn't big at all. I sometimes do jump P when I think jump K won't connect in time.. like when I'm trying to do certain links... But thats just sort of like I "feel" it so I could be wrong.
feri Posted May 25, 2008 Posted May 25, 2008 IAD > j.p > j.k > land > hs could be less strict than the x2 j.k version. Another thing is that starter is a hard hit-confirm. So if the hs hit when they were grounded or if they blocked you'd be better off coming in with j.p j.k.
Zaido Posted May 25, 2008 Posted May 25, 2008 i was thinking of more of the combo that rtl42 is thinking of are combos that are just Jump P K j2K and stuff...but i dunno... iad jP jK has to be a really low Iad jPxxjK land 5H.. so you sort of hit it as ur falling...but as for hitting 5H after i think iad jK JK is easier to hit a 5H imo.. rather then a iad jp jk... cause iad jK JK land 5H usually is almost gaurntee sometimes iad jp jK is height dependent more... and you might do jP jK a little too high so when you land you dont have time to 5H... i sometimes like to do jump iad jS or jD -> Foot loose if they block a 5H on the ground cause sometimes when i do iad jP somtimes they crouch... and my jP whiffs and i get fucked afterwards :V..
CrimsonDisaster Posted May 25, 2008 Posted May 25, 2008 [iadP > K] is easier to time than [iadK, K]. jP is 1 frame faster so the timing on the initial hit is a bit easier, mostly. Link is still easy (though if you somehow got the right height you could just gatling it?) so if you're not confident in your iadK timing, it's a pretty decent substitute. jP IS a good 18 points weaker damage-wise than jK and takes off a bit more guardbar (GB-8 as compared to GB-7), though, so you are losing a bit of damage and generally there isn't a situation where you can do [iadP > K] where you can't do [iadK, K]. Or at least I haven't encountered any. -edit- iadP > K is pretty much as easy to hit 5H off of as iadK, K. You can do the jK really late anyhow (jP, jK is an 8 frame link anyhow) and the timing is pretty similar in the long run to [iadK, K]
deci Posted June 1, 2008 Posted June 1, 2008 so at 2:52 in this video: http://youtube.com/watch?v=xG0DvDuWJwo slayer does the impossible dust that goes 5d -> j.d j.hs (drop to ground) 5h... etc... i've seen it a few times before but never knew the timing to get this off. my two questions are: 1. when during the homing jump do you do your double jump to get this to work correctly? 2. is there any reason to do this combo instead of the usual 5d -> j.d j.d j.d -> ad (wait) j.hs (land) 5h ... etc... impossible combo (which is a lot easier to me)? does it work on more characters or somehow allow a different ender that does more damage?
Ross Posted June 2, 2008 Posted June 2, 2008 I don't know about the second question. But when to do it... don't you just do, j.d Immediatley double jump, j.hs, thats how I do one where it's just, j.d double jump, j.d so I assume it's similar. I don't do the other one cause I can't always get the three j.D's and you get comparable damage from combos after doing just j.d, double jump hs.
deci Posted June 2, 2008 Posted June 2, 2008 I don't know about the second question. But when to do it... don't you just do, j.d Immediatley double jump, j.hs, thats how I do one where it's just, j.d double jump, j.d so I assume it's similar. I don't do the other one cause I can't always get the three j.D's and you get comparable damage from combos after doing just j.d, double jump hs. well if you immediately hit up after j.d you get the regular jump cancel from the homing jump and not a double jump. you would have to completely wait for j.d to finish and then double jump or maybe hit jump twice? the normal way you do impossible combos like this is to do homing jump and immediately double jump before you do your first move. but i can't seem to get this combo to work. perhaps it's because i'm doing the j.d too late. dunno.
rtl42 Posted June 2, 2008 Posted June 2, 2008 actually if you watch the combo closely, you can see him double jump after the j.D. (watch for the blue "flames"/ spinning effects in his jump animation) just keep trying. perhaps you should emphasize setting your directional input back to neutral before DJCing the j.D, so that you don't get a JC. also, because Kakeru was able to avoid activating the homing jump background, there's probably a speed factor, in that you have to do 5D -> j.D DJC j.H, ASAP, or something, but unfortunately i can't test this out myself, now. oh, maybe i can try to answer your second question ("why this combo?"). my best bet would be that the Millia player's burst gauge was almost full, and so Kakeru probably figured that Millia's burst would be refilled within a few hits. factor that in with whatever mindgame he was trying to play against the Millia to land combos (i.e. "this time, dash across and 5D"), and perhaps that's a good enough explanation for why he went for that impossible dust combo*. however, since the burst gauge didn't fill up by the time he hit Millia with j.H, that may have been a mistake on his part in estimating when the gauge would refill. maybe he didn't react in time to change the rest of his combo to something burst-safe -- i'm not sure. but that's my opinion :china: * well, i guess you could say "but why not go for <dust combo that's burst-safe>?" (say, a combo you saw in a combo vid, or something you found elsewhere, or came up with yourself), but i'm sure kakeru only has so much memory allocated to memorizing burst-safe dust combos lol.
deci Posted June 2, 2008 Posted June 2, 2008 thanks rtl42. i haven't gotten a chance to try it again yet, but hellmonkey and dontuel both confirmed that doing the double jump after the j.d is the correct way to do it. as they don't play slayer however, they did not know why that combo would be used instead of the other one.
Zaido Posted June 2, 2008 Posted June 2, 2008 thanks rtl42. i haven't gotten a chance to try it again yet, but hellmonkey and dontuel both confirmed that doing the double jump after the j.d is the correct way to do it. as they don't play slayer however, they did not know why that combo would be used instead of the other one. i know is that jD x3 to airdash jH sometimes dont work on light characters, i mean you can get a combo, but you cant do jh land 5H you got to change the varient to 2S or soemthing of that nature.. maybe by doing this it makes it so that you can do land 5H on certain characters.
Diveman Posted June 6, 2008 Posted June 6, 2008 I know this is kinda old but, i´ve seen in some combo vids that they do 5H, Sjc, jH,j2k,j.k, jc, j.h etc etc my question is...how in the world did they jump installed that...I havent tounch this game in a while...mainly because of lack of competition...but now that the competition is back, I really want to re-learn this guy EDIT: ok I read about that and its super jump install...so...how do i do that?
4r5 Posted June 6, 2008 Posted June 6, 2008 up, down, up, during 5HS edit: slaps head, originally wrote down, up, down
Zaido Posted June 6, 2008 Posted June 6, 2008 up, down, up, during 5HS edit: slaps head, originally wrote down, up, down Super Crouch install into the ground!
Shazay Posted June 6, 2008 Posted June 6, 2008 EDIT: ok I read about that and its super jump install...so...how do i do that? 1P Side I just let the stick go neutral from 5HS and press 1~9 j.H~etc.
Mechanica Posted June 7, 2008 Posted June 7, 2008 5HS and press 1~9 j.H~etc. really? How does that super jump install and not just super jump cancel?
Zaido Posted June 7, 2008 Posted June 7, 2008 well when i do Super jump install when i do it with 2S i do 2 then flick my stick to 9 and back to neutral then 2->9 really fast so in this cause while i press 5H i will tap 8 then release and do a quick flick from 2->9 really fast, there is some delay from 5H tap 8 back to neutral... i just know its some odd feeling..
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