RageBot Posted January 29, 2008 Posted January 29, 2008 Any reason why against Testament the character specific is c.S-f.S JC j.K-2K->j.D? I mean, without the f.S, the combo does like one point of damage less.
Zaido Posted January 29, 2008 Author Posted January 29, 2008 well, watever works for you, i usually try to get as much dmg in the combo as i can, since that is how i work my combos ;3 try to always go for max dmg + knockdown ! any chance possible ;V
Guardian Posted January 29, 2008 Posted January 29, 2008 Vs Sol: CH 2HS, 5HS sjc j.HS, j.D, j.2k, j.k, land BBU, 5HS, sj~iad j.D, j.2k, j.k, land, 5p, j.S(2hits), j.2k, j.D Guaranteed KD and about 235-240 iirc.
Mebaro Posted February 7, 2008 Posted February 7, 2008 DHD 2hit vs anji BBU->5H IAD j.S(1) DHD cool dust combo 5D -> [8] j.D-D-D-HS ]8[ 2K -> j.D -> 2K -> J.k -> jc.K -> 2K -> j.D -> 2K -> j.D
Jais Posted May 6, 2008 Posted May 6, 2008 (MacArthur Blunts on Jais account) Tensionless vs. Eddie 6K or Dandy H combo... (6K, Dandy H into 5K->6P) 5K->j.S->j.K->5H->sjc H->j.D->j.2K->j.K->5H->pile Does many damages IN THE CORNER
Zaido Posted May 6, 2008 Author Posted May 6, 2008 (MacArthur Blunts on Jais account) Tensionless vs. Eddie 6K or Dandy H combo... (6K, Dandy H) 5K->j.S->j.K->5H->sjc H->j.D->j.2K->j.K->5H->pile Does many damages. am i missing something here? how do you launch them?
deci Posted May 6, 2008 Posted May 6, 2008 am i missing something here? how do you launch them? dunno, is that 6k or dandy H on air hit? ie: you do 6k or dandy H for oki, and they jump on wakeup.
Zaido Posted May 7, 2008 Author Posted May 7, 2008 Dandy H is "its Late" isn't that move a knockdown? only way you can actually do a relaunch after that is a RC and they need to be pretty high up for that too, or if its a CH 6K, is possible to catch a back dasher... but then again... it just said straight to combo... so... what part of that combo actually made the opponent into airborne state?
deci Posted May 7, 2008 Posted May 7, 2008 Dandy H is "its Late" isn't that move a knockdown? only way you can actually do a relaunch after that is a RC and they need to be pretty high up for that too, or if its a CH 6K, is possible to catch a back dasher... but then again... it just said straight to combo... so... what part of that combo actually made the opponent into airborne state? yeah you're right. i was thinking of dandy s when i wrote that for some reason. dunno.
Ross Posted May 11, 2008 Posted May 11, 2008 yeah I like that combo! I also do it after DOT frc when they aren't high enough to do 6hs, 5hs.. I just do 6hs 5k into the follow up you posted!
soulreaperkyo Posted May 24, 2008 Posted May 24, 2008 i want to know something about a combo?? 2hs->hs->j2k->jk->j.c, jk->2k->jD->j.2k is there timing on the j.2k at the end cause when i try to do it the j.2k doesn't come out or it partially comes out thanks for the help
CrimsonDisaster Posted May 24, 2008 Posted May 24, 2008 Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy.
soulreaperkyo Posted May 24, 2008 Posted May 24, 2008 Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy. i kinda figure that thanks for the help cause i normaly wait til after the move come out to do the next command
Zaido Posted May 24, 2008 Author Posted May 24, 2008 i use it seomtimes.. like after i do a combo and end it with lets say DHD -> i cross them up so i am now my back is facing the corner they boucing off the wall i then do low hit 5H -> Dandy P->S>H so i can get a knockdown close to me instead of having them flyign across the screen because of pile bunker :V..
soulreaperkyo Posted May 25, 2008 Posted May 25, 2008 Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy. so how should I do it spazz on the commands
feri Posted May 26, 2008 Posted May 26, 2008 i want to know something about a combo?? 2hs->hs->j2k->jk->j.c, jk->2k->jD->j.2k is there timing on the j.2k at the end cause when i try to do it the j.2k doesn't come out or it partially comes out thanks for the help Firstly, change the start of the combo, you'll never see that in a real match. Just add in a BBU after the 2hs and your set. I see the problem is that your just doing the wrong combo, thats all... Too much moves and not enough height no matter how good you time them. Change what your doing now to this if you want to keep your combo similar to what you had. Launcher > hs > jc > j.k > j.2k > j.k > jc > j.k > j.d > j.2k > j.k > land and relaunch with 5hs/c.s/5p (it wont work on everyone) Also, one more thing. Who suggested the combo to you? If I were you I'd stick to the combo list Zaido has posted. Its most likely all you will need and all the char specific work has been done for you.
CrimsonDisaster Posted May 26, 2008 Posted May 26, 2008 Actually H JC j2K -> whatever is a really stable post-launch string on a lot of characters that still sets up a relaunch (either off a full air combo, or just delay jK land H into whatever) so I don't see what's wrong with that part. 2H, H happens with 2H CH ;(
feri Posted May 27, 2008 Posted May 27, 2008 Actually H JC j2K -> whatever is a really stable post-launch string on a lot of characters that still sets up a relaunch (either off a full air combo, or just delay jK land H into whatever) so I don't see what's wrong with that part. 2H, H happens with 2H CH ;( You actually think I was talking about the hs > j.2k part? Start means start dude.... 2hs > hs is just not on without the CH (he didn't mention it in his combo either). I tried to keep the combo similar to what he had so he could be able to pull it off easily. And please actually read my post before you decide whats right/wrong about it. I could have posted something like this but its completely different to what he's doing. 2h (CH) > 5hs > j.2k > j.k > land > 5hs > IAD > j.k > j.k > land > 5hs > j.s (3) > j.k > jc > j.d
deci Posted May 27, 2008 Posted May 27, 2008 You actually think I was talking about the hs > j.2k part? Start means start dude.... 2hs > hs is just not on without the CH (he didn't mention it in his combo either). I tried to keep the combo similar to what he had so he could be able to pull it off easily. And please actually read my post before you decide whats right/wrong about it. I could have posted something like this but its completely different to what he's doing. 2h (CH) > 5hs > j.2k > j.k > land > 5hs > IAD > j.k > j.k > land > 5hs > j.s (3) > j.k > jc > j.d lol dude settle down. i'm sure crimson didn't mean to step on your giant e-peen. first off, when people post combos that start with 2hs > hs, most people on this forum just assume its counter hit 2hs since it wouldn't make sense otherwise. the CH almost doesn't need to be said because it's just common knowledge around these parts. second. i read your post and here is what's wrong with it: 2h (CH) -> 5hs -> j.2k -> j.k -> j.c, dj.k ->dj.2k ->dj.D ->dj.2k ... dj.d or dj.k land -> relaunch one more loop DOES work with the correct timing. all you have to do is delay the first j.2k until they are higher in the air. the rest is easy. also, the this combo works on everyone (well the part he originally posted). the last j.d or j.k to relaunch does not work on lights. and to make it work on lights, all you have to do is take out the second j.2k in the combo. the height of this combo is fine as long as you wait to do the first j.2k. and finally... if you really want to make the combo he listed easier, all you really have to do is substitute j.s (1 hit) instead of the 2nd j.k. so it would look like: 2hs (CH) -> hs -> j.2k-> j.k -> j.c, dj.s (1 hit) -> dj.2k -> djD -> dj.2k .... whatever ender you want. (still doesn't work on lights, always use j.k -> j.c, dj.k -> dj.d on lights)
feri Posted May 27, 2008 Posted May 27, 2008 Your right about the j.s (1 hit). The rest pointless argument. Edit: (no need for dbl post) Against jam/anji (ky also perhaps) its pretty easy to get Any gattling > 2d > rc >*5hs > IAD > j.p > j.k > land > 5hs > **SJIAD > j.d > j.2k > j.k > 5p/c.s > ender * If you delay the 5hs after the 2d rc you can get this to hit against most of the cast which is really worth it on the females. ** Don't really know if its necessary. Its to stop myself from inputting j.d too early and at a low height.
soulreaperkyo Posted June 8, 2008 Posted June 8, 2008 lol dude settle down. i'm sure crimson didn't mean to step on your giant e-peen. first off, when people post combos that start with 2hs > hs, most people on this forum just assume its counter hit 2hs since it wouldn't make sense otherwise. the CH almost doesn't need to be said because it's just common knowledge around these parts. second. i read your post and here is what's wrong with it: 2h (CH) -> 5hs -> j.2k -> j.k -> j.c, dj.k ->dj.2k ->dj.D ->dj.2k ... dj.d or dj.k land -> relaunch one more loop DOES work with the correct timing. all you have to do is delay the first j.2k until they are higher in the air. the rest is easy. also, the this combo works on everyone (well the part he originally posted). the last j.d or j.k to relaunch does not work on lights. and to make it work on lights, all you have to do is take out the second j.2k in the combo. the height of this combo is fine as long as you wait to do the first j.2k. and finally... if you really want to make the combo he listed easier, all you really have to do is substitute j.s (1 hit) instead of the 2nd j.k. so it would look like: 2hs (CH) -> hs -> j.2k-> j.k -> j.c, dj.s (1 hit) -> dj.2k -> djD -> dj.2k .... whatever ender you want. (still doesn't work on lights, always use j.k -> j.c, dj.k -> dj.d on lights) thanks deci i appreciate the tip for this combo.
Diveman Posted June 12, 2008 Posted June 12, 2008 I ve been having troubles doing the 5D, (8) j.d x3 I can only do 2 and on the 3rd the opp just falls...what am i doing wrong?
DandyStepper Posted June 12, 2008 Posted June 12, 2008 I ve been having troubles doing the 5D, (8) j.d x3 I can only do 2 and on the 3rd the opp just falls...what am i doing wrong? Speed is usually the issue. So yeah, speed up.
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