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Posted

you know, we should get those comments about mac and cheese, and put it in that "I HAVE A RARE CARD THREAD!" cause it somehow kind of fits in that thread very well :P.. cause we explaing character specifics and mac and cheese isnt very specific, its just delicious :V..

Posted

Sorry if i am posting at the wrong spot, but is their good air combos for Slayer?

:vbang:

go watch some GGAC Slayer match videos before posting that plz... -_-

Posted

today vs robo ky I hit CH PB RC>5H FBPB>5H FBPB>5H PB

for the win. last pilebunker won me the match.

Here is one 2d RC,5hs FB PB, 5h FB PB, 5h PB

300+ damage off a low? Sounds a little mac & cheesy.

Sorry if i am posting at the wrong spot, but is their good air combos for Slayer?

Are fish good swimmers? :vbang:

Anyways..anyone interested in bringing the 2-hit DHD set-up thread back? I found some funky ones. And i need to make more motivational posters...AHH :gonk:

Posted

pardon my language, if you saw my original post. still the point stands. the least you two could've said was: "see the 101 thread", not this bullshit "fuck off and watch youtube kthxbye". Coinage: although it is a bit outdated (i think), the 101 thread still has the basic ground and air combos for you to learn. If it's a bit too much to sort out, PM me.

Posted

What i am about to post isn't directed at anybody, its just me making a comment. I also want to point the fact that people shoudl browse at this first page then just ask, cause its basic fundamentals of posting on a forum, cause i would think the first post would give a load down of what is going on in this thread or maybe some important fact is posted there for viewing pleasure (ok maybe not basic fundemntals but that is what i thought forums should be, and things do get silly..) Plus isn't this thread already put Combos with Dmg and even to character specifics... i didn't go through all that time doing that and even getting all the other slayer players help for nothing, i wanted to show that ok, these are some good combos and are pretty reliable and hopefully help people or give idea of what slayer combo should use or could use or modify or what not.. and at least look over it and maybe could of asked a more specific question that Could of been answered instead of just asking "what is a good combo," cause i could of also said "look at first page before posting"..(i probably should of wrote that but i thought at least looking up videos would be more visual appealing then WORDS). at least when i said go watch some vids, vids at least show the combo in motion, and seeing is better then me putting it in words since it seems the person doesnt know what a good combo looks like. all in all.. i guess i suppose i put that kind of harsh language or what not so pardon me for being rude, cause i had to do some stuff so i can only type somethign really fast and go do what i need to get done next time if i dont have much time i probably wont type anythign cause it might end up making me sound like ass so... just my thoughts.

  • 2 weeks later...
Posted

Im somewhat of a noob an I need help translating some of these combos like what does j2k mean if there is a thread that explain these plz tell where it is thank you

Posted

you should read the Foundations forum first, there are a few stickied threads that break down the terminology and give you some other basic pointers about the game. plus, in the announcements (look at the top of every forum) there is a link to a "player's guide", it wouldn't hurt for you to browse through some of the introductory topics.

Posted

the two hit formula : (any dumb CH where they go in the air)->(preferred launch)->j.S(# of hits depending on character/launch move used)->DHD My rule for DHD - If you're going to do it, do it ASAP in your combo so if you get it untechable, the combo afterwards is not completly fucked by gravity/pushback Note: I will always do IAD j.H after an AA CH 2S no matter if i'm doing DHD or not. Just looks so cool and usually leads to corner knockdown. OH btw - vs POT 2K->2H->[5K->Kmappa]x3 (2 is more consistant) ->5P aircombo. This combo is good vs pot because A. It builds a lot of tension (25% gain without any modifier) B. It corners if you start it 3/4 screen away from corner C. It's 5K mappa times fucking 3 into aircombo I'll never use any tension on this combo at all because it would defeat it's whole purpose.

  • 2 weeks later...
Posted

a combo i sort of did in casual with friend, didn't check: Against Johnny: CH jH/2H/2SxxIADjH/6PxxIADjH/Dandy-ItsLate xx5H(hit low as possible)->jHxxjK->Land->5S->jK->j2K->jK->djS(1)->dj2K->djD->dj2KxxdjK->Land->5H->PileBunker i did this one DHD combo on johnny, dunno if you can do DOUBLE DHD combo on him with this (In corner) lets say you get a CH hit in that bounces or SLides-> 5H->IadjS(2)->DHD(2)->land (you will be in the corner and johnny will be popped out of corner cause of wall bounce)5H->IadjS(2)->DHD dunno if it will 2 hit and keep the knockdown, if it does, maybe possible follow up??? lol.. i kind of messed up after the jH part and giong for iad jS for the 2nd time, instead i went for air combo and the combo did a good chunk of dmg..

Posted

on the ground any mappa combo works... if ur talking about mappa juggles, its all about if it hits or if it whiffs... if it whiffs. or dont hit, thenit doesn't work on Ky.. Mappa combo are some what character specific. so if it hits then its probably... lets say you do air hit 5H -> mappak->5K->MappaK->5K MappaK->5P or somethign in that sense... the 5K -> MappaK is TigerKneeMappaK. or lets say High air hit 6H -> mappaK(works on some character in a sense that they fall onto mappa.. starting mappa Combos are all just so happens.. imo.. i dont think you really set up for it just do it when you find the chance??

Posted

starting mappa Combos are all just so happens.. imo.. i dont think you really set up for it just do it when you find the chance??

There are amost no realiable ways to "setup" a mappa combo. Just do it.. haha. I mean basically anytime you hit a 5k when ky is in the air you should be able to juggle at least 1 mappa.

Posted

i also have problems mappa juggling heavier characters like Johnny. he falls too quickly and my juggle stops.

is it just my timing or am i missing something?

practice. some characters like i said you can combo some characters are harder, while some are impossible, and some are like only 1 time or 2 time thing.

  • 2 weeks later...
Posted

Robo combo:

2K->2H->BBU->5H->SJ AD D->j.2K->j.K->c.S->[j.S->j.2K->j.K->c.S]x2->j.S->j.2K->j.D

Don't know dmg cause I didn't figure it out in training mode. It's really good though. Tension gain is good too. Corners also.

Axl Dust combo

5D^j.Dx3->j.H->j.K->j.D->j.2K->j.K->dj.K->j.2K->j.D->j.2K->j.D

  • 3 weeks later...
Posted

So i'm trying the 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K->j.K->dj.S(1) ->j.S-2K -> j.D On Sol Badguy. I can't get the j.S(1) to hit Sol, and i'm trying it in the corner, I always get pushed to far away. Any help?

Posted

So i'm trying the 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K->j.K->dj.S(1) ->j.S-2K -> j.D

On Sol Badguy.

I can't get the j.S(1) to hit Sol, and i'm trying it in the corner, I always get pushed to far away.

Any help?

for this combo you pretty much just have to keep sol as high in the air as possible, so the most important thing is to hit your 5h after the bbu while sol is as high in the air as possible, walking forward after bbu somewhat helps when trying to do this. the only other thing is to try to delay the j.k right before the dj.s a little bit. basically let slayer fall a little farther down before you do the j.k. this puts you closer to sol.

2k->2hs->BBU-> (walk forward) 5H (hit 5H while sol is as high as possible) JC AD j.D-2K->j.K-> c.S JC j.K-2K-> (slight delay here) j.K->dj.S(1) -> j.S-2K -> j.D

edit: oh you might also want to keep in mind that this combo does 196 dmg. but if you just want to do 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K-> j.D it does 192 dmg. that's only 4 dmg less and much easier.

Posted

what is djS(1) -> j.S-2K??? i know the notation. but i see 2 jS's in one combo just connecting to each other. and i htink i mentioned somewhere in this thread that there are 2 types of airdashes, there is the type where you do a move and ur falling which cuts ur distance and momentum, while the other keeps the momentum, and your attack still comes out. that is just input and timing attack issue takes practice.

Posted

what is djS(1) -> j.S-2K??? i know the notation. but i see 2 jS's in one combo just connecting to each other.

i think with the "j.S-2k" he just meant the jump slash cancels to 2k. i'm pretty sure he just meant dj.S(1) -> 2K so i just answered assuming that.

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