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Posted

5K, DoT

6K, DoT

It's Late, DoT

Am I forgetting any of the important ones?

2K, 2S XX DoT

5H XX DoT... also 5H XX P Dandy FRC, DoT ;o

(crossup) jK, land, DoT

Posted

2K, 2S XX DoT

5H XX DoT... also 5H XX P Dandy FRC, DoT ;o

(crossup) jK, land, DoT

only the last one is really a link... well I guess the 2nd one is too. lol

Posted

near corner. FB pilebuker, DoT. there ar a lot of useful setups for DoT. oh, just a question, Im having troubles at landing the Iad, j.k,j.k. after the 5H Any useful setups for that? I can get the correct timing or height.

Posted

you guys forgot the classic 2-hit combo: EW, DOT.

Sad thing is I still use that if I have 100% tension and somehow land EW mid screen -_-

Posted

options from what, EW? If so, depends on how high they are when you hit them (i.e. how high their trajectory is), and on CH, and on their weight, but on some characters, one thing you can do is: EW -> rj.iad.j.H to re-launch them, then follow up with whatever.

Posted

options from what, EW?

If so, depends on how high they are when you hit them (i.e. how high their trajectory is), and on CH, and on their weight, but on some characters, one thing you can do is:

EW -> rj.iad.j.H

to re-launch them, then follow up with whatever.

I had no idea that you could do that. does it have to be on CH?

Now I just have to land EW on somebody besides Latif.... why the fuck does he eat EW but pwn so hard???????????????

Posted

CH definitely helps, but it may work on lightweights on normal hit... I'll try it out later and then post again.

Posted

CH definitely helps, but it may work on lightweights on normal hit... I'll try it out later and then post again.

hmmm, I'm gonna have to test a few things out with this. So far I'm thinking stuff like

EW CH, rj.IAD jH, 5H>jc>jH,jD>j2K>jK,5H>PB or maybe some jKjK reps into PB.

I'm probably months behind on this stuff. lol

Posted

unfortunately, i was only able to get some combos against Ky on normal hit, for two positions, so far. I'll try to find more later, with CH, and with Ky against the corner, as well as combos for other characters.

All combos are implied to knock down, unless I explicitly say they do not.

First Set

Spacing/Position

From default training mode position, have Slayer dash forward twice. (You can either make Ky backdash once, before Slayer dashes, or you can use the "Switch" button to switch to Ky and make him jump over Slayer after Slayer dashes through him.)

It should be roughly 1/3rd of the screen from the corner, with Ky between Slayer and the corner.

(If you practice on Ky's stage, you should be standing in front of the bottom of the stair railing.)

Combos

  • EW |> 5H xx PB (2P, 5K) /// 206 damage (225 damage, no knockdown)
  • EW |> 5H xx K Mappa, 5K -> j.K-2K, K -> dj.S-2K, D-2K, D /// 272 damage. If you use c.S instead of 5K, then it's 278 damage, but a more difficult link.
  • EW |> 5H iad. (delay) j.K |> c.S -> j.K-2K, K -> dj.S-2K, D-2K, D /// 266 damage
  • EW |> 2D, 2P, 5P -> j.K-2K, K -> (delay) dj.K-2K, D-2K, D /// 231 damage
  • EW |> 5H xx FB PB, 5H xx PB /// 307 damage
  • EW |> 5H xx FB PB, 5H xx K Mappa, 5P -> j.K-2K, K -> (delay) dj.K-2K, D /// 339 damage, no knockdown
  • Above, but then... 5P -> j.K-2K, D /// 324 damage
  • Above, but then... 5P -> j.S-2K, K -> dj.S-2K, D-2K, D /// 340 damage
  • EW |> 5H xx DOT /// 249 damage
  • EW |> 5H xx FB PB, 5H xx FB PB /// 314 damage
  • EW |> 5H xx K Mappa, c.S -> j.S(2) xx DHD |> (cross-up) 5H xx UP xx IL /// 323 damage
  • Above, but finish with PB instead of UP xx IL /// 324 damage
  • EW |> 5H xx K Mappa, 5K -> j.S(2) xx DHD(2) /// 325 damage, no knockdown
The first combo is to be read as: "If you do this combo without 2P, 5K, it does 206 dmg. If you add 2P, 5K, it does 225 damage, but does not knockdown."

The 100% tension combo with two FB PBs doesn't feel finished, but from that position, I couldn't properly re-launch Ky with 5H.

Second Set

Spacing/Position

From default training mode position, have Ky backdash twice, then make Slayer dash forward three times.

It should be roughly one dash away from the corner, so I guess that's like 1/6th of the screen away from the corner?

(If you practice on Ky's stage, it should be in the gap between the two pillars in the background.)

Combos

  • EW |> 5H xx PB, 2P, c.S -> j.K-2K, K -> dj.S-2K, D /// 271 damage
  • EW |> 5H xx FB PB, 5H xx PB /// 307 damage
  • EW |> {5H xx FB PB}x2, 5H xx PB /// 372 damage
That's all I got in the time I had.

Based on just this one session I had, the closer I moved to the corner, the more difficult it seemed to link some stuff. And even when I got a re-launch with 5H after the EW, it still seemed impossible to air combo afterwards.

For example, I would try to do EW |> 5H -> j.2K, or a delayed j.K, or even j.S, but I always managed to whiff it somehow.

Oh, and just a bit of trivia, in case you haven't noticed before: if you're doing a long combo and (re-launching) with c.S instead of 5K, the damage difference is usually around +6 (in favour of c.S), but the timing is harder. I know I mentioned it explicitly in one combo, above, but I wanted to point out it's more general than that.

=========================

oh, and one negative result: if you hit with EW from anywhere farther from the corner than the First Set's position (i.e. midscreen and farther away), you can only follow-up with DOT. (This is still normal hit I'm talking about.)

Posted

don't forget, this is only what i found on Ky. imho, it's a bit of a bad reference, because Ky is easier to pick up from PB slide state than some other characters, so I'm really not sure how much of this stuff transfers over to other characters. (plus, Ky has a somewhat unique air hitbox, so there's that to consider.)

  • 3 weeks later...
Posted

I'm totally boggled at why I can get 2 reps of 5hs SJIAD, j.d, j.2k, j.k on pot but fail so hard doing it on other chars.

Posted

I'm totally boggled at why I can get 2 reps of 5hs SJIAD, j.d, j.2k, j.k on pot but fail so hard doing it on other chars.

because everything hits potemkin. EVERYTHING.

Posted

funny but I thought gravity would play the main role in that specific combo (5hs making them bounce relative to the height they were hit at on the relaunch) =/

Posted

funny but I thought gravity would play the main role in that specific combo (5hs making them bounce relative to the height they were hit at on the relaunch) =/

the real problem with that is getting the j.k to hit late enough that you can 5hs again. Because you can change up your dash timing to account for the bounce height differences in my experience. After you do one rep just do a normal finish the damage is probably similar over all. Im guessing it's like 205 versus 225 or so.

Posted

I can do j.k |> 5h just fine its just that when you the 2nd rep the IAD j.d > *j.2k* whiffs (cause they've hit the floor) on everyone besides pot (though I haven't really tested it on everyone cause I'm lazy atm). And im not doing the j.2k slow =/ If you were thinking thats the problem. I wasn't ever intending of using it, I just accidentally did it in casuals one time and a few people went :psyduck: so I had to see if it works on others. Ross, by your wording it seems as though your implying it works on chars besides pot, right? Anyways, now that its bugging me i'ma give it a good shot and see what comes of it.

Posted

it works on others, you jump airdash not IAD... or you super jump iad... but you also got to delay slightly inorder for the other character bounce into height.

  • 3 weeks later...
Posted

M0AR C0MBOEZ P1Z: In corner vs crouch: 6K, 5K, 6P FRC, 5HS, ex pile, 5HS, iad j.k, j.k, land 5HS, pile Does over 50% to entire cast except So, HOS, ZA, FA and VE, as it doesn't work on them (if you can get it work, please let me know!). You can do a similar variation on VE after 6P: 5HS iad j.k, j.k, land 5HS, ex pile, 5HS, pile Ex pile does stupid dmg at the beginning of a combo

Posted

M0AR C0MBOEZ P1Z:

In corner vs crouch:

6K, 5K, 6P FRC, 5HS, ex pile, 5HS, iad j.k, j.k, land 5HS, pile

Does over 50% to entire cast except So, HOS, ZA, FA and VE, as it doesn't work on them (if you can get it work, please let me know!). You can do a similar variation on VE after 6P:

5HS iad j.k, j.k, land 5HS, ex pile, 5HS, pile

Ex pile does stupid dmg at the beginning of a combo

on most characters you can get around that much damage without needing any meter beyond the frc... on Robo-ky and probably some others you can actually do 6p frc 5hs, j.hs, j.k, 5hs, j.hs j.k, 5hs finish combo! or at least that might have been it... its been awhile since I tried it.

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