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Posted

^Pretty much. Not as much reliance with FB disc being so godly, but they do have their uses as always on blockstrings and the like. They do really great especially if your opponent's guage is jacked.

Posted

I use wakeup Winger. No FRC needed, cuz so far I'm at a 100% success rate with it. :) Other than that, Emerald Rain after 6K, and that's it.

Posted

Emerald Rain is good in a lot of situations other than 6K for extending combos. Prime example being a connected j.K-P-K, land 5H, instead of going with 5H(1)-2D, you can do 5H(2) xx Emerald Rain, launch into single rep aircombo into corner knockdown. Or even just a basic running 5Sf-5H into ER. You can also use it in place of S Disc or LS -> Longinus after something like 5K-(2K)-2S in the corner.

How would you generally use Millia's roll and turbo fall? Also, is Winger really that bad?

Roll is used after a close 2D to close the gap and lay a Disc quickly, or on its lonesome to manuever around. Rolling when the opponent is in the air is usually pretty safe so long as there's some distance between you. And of course, Roll -> throw is alright on occasion.

Winger is a 75% tension DP... meaning it is absolutely terrible, unless you are psychic like this guy:

I use wakeup Winger. No FRC needed, cuz so far I'm at a 100% success rate with it. :)

:vbang:
Posted

How to increase your wakeup Winger accuracy: Never use that move at all. Ever since I started playing GG back in the XX days up to today, I can still count the number of times I've used wakeup Winger on one hand. Play like that move doesn't exist, and your opponent will forget she even has that move.

Posted

Coming in from the air after pin hit do IAD J.S > ADC J.K, J.S and just hold back while doing that whole little sequence and you will block the burst and then you can continue to combo them with 5k. From throw just do 2p, 5p and hold back during the 5p if they burst you will block it and then you can continue to combo them with 5k. There are tons of ways to bait bursts in the corner. If they get hit by anything (from oki setups) that gets you started for a standard corner bnb, just run up then fd brake for a second if they don't burst just continue to combo. Midscreen if they get hit by H disc after you do a roll or tk turbofall run towards them as if you're going to continue to combo them and then fd brake. All of those work like a charm for me. There are other ways to set up to bait bursts, especially in the corner. I have a habit of holding back while doing my normals or IADing while the opponent has a burst. =========== As for catching techs non CH 6p > roll > opponent techs and then you can jump and grab them immediately. Another good way to catch techs is to just be prepared to catch them when they tech if you know your combo won't end in a corner knockdown.

Posted

What's a good combo for Testament? I currently use either: launch, j.s, j.h, adc, j.d, adc, j.s, j.h, land, j.k, j.s, j.h, adc, j.d, adc, j.h, s pin, land, 6h or launch, tk s pin, falling j.h, adc, j.h, land, 2h, j.h, adc, j.d and the combo falls apart from here because I can't think of a way to finish and get a knockdown.:psyduck:

Posted

Yes it does, and it works on all characters but Baiken, May, Ky and Jam. Of course you can end it with Pin > 6H too, or do J.H instead of J.D for the last hit if you know you're going to miss with J.D. It ends in knockdown even without the pin if you have really good timing. I got tired of dropping combos, so I tested that one on the cast and it works really well.

Posted

What would be a good general ground launch combo? Right now I'm using: Ground combo to 2H > j.s, j.hs > ADC, j.hs > ? I don't know how to end this, and I'm not sure if you can even continue it because after the 2nd j.hs, another air dash would actually get yourself on your opponent's other side, but if there's a good way to finish it, I'd like to know. Alternatively, is there a better ground launch combo I could be using? I also try to use this in the corner, in which I think I could add another ADC and j.hs (am I right?) but when I try to end this combo with a S pin > land, 6H, although I can get it in in matches sometimes, in training mode the opponent is always able to tech out before the 6H. Do you have to do the S pin at a lower height to guarantee a knockdown? But I thought I've seen combos where you could use the pin at a normal or high height and get the knockdown successfully. Can somebody explain?

Posted

That really depends on the character you are comboing. I do find that launch, j.s, j.h, adc, j.d, adc, j.s, j.h, land, j.k, j.s, j.h, adc, j.d, adc, [j.d] or [j.h, s pin, land, 6h] works on a lot of characters.

Posted

Try using IAD pin. You can get in faster that way since it sends you flying towards the opponent. As for the follow up after the pin as you fall use j.s > ADC, j.k, j.s or j.s > ADC , j.k, j.p, j.k. It's situational depending on the height of the character you're dealing with and the height you're at when you're coming in on them. Just experiment in matches and find what works best for you. There is another way but you should probably play some human players to get the timing down right, because if you're doing it wrong you'll get thrown as you land. If you land a counter hit on an airborne opponent with pin just land and you can use these as launchers: 2p, 5p 2H 5k, 5k 2S, 2h Sometimes it's situational depending on what height you hit them at with the pin. You should also try baiting AAs and throwing the pin closer to the ground. Makes it easier to get in.

Posted

Any tips on how to throw combo light characters in general (i.e. Baiken, Jam)? The standard throw, S(f), 2H, j.D, ADC j.k-j.D, ADC j.D doesn't work too well. Well, sometimes, if I do S© instead of S(f) and jump a little backwards instead of straight up or forward, I can do it, but it's really hard (how far you jump backward has to be pretty precise, or the j.k after the ADC doesn't even hit). Is there an easier throw combo I can do on all the light characters?

Posted

Jam: Throw > 5k, j.k, j.s, j.h > ADC J.d > ADC j.d Baiken: Throw > 5k, 5k, j.s, j.h > ADC j.d > ADC j.d I can't remember if there is a j.k after the second 5k on Baiken. Did you try checking the combo thread? There are tons of throw combos listed. Only a few characters require their own throw combos.

Posted

5K jc j.S won't combo, definitely have to have a j.K. Also I think 2 5Ks will be too high, but not too sure since I tend to use the 5k 5S© 2-hit throw combo on Baiken.

Posted

Jam: Throw > 5k, j.k, j.s, j.h > ADC J.d > ADC j.d

Baiken: Throw > 5k, 5k, j.s, j.h > ADC j.d > ADC j.d

I can't remember if there is a j.k after the second 5k on Baiken. Did you try checking the combo thread? There are tons of throw combos listed.

Only a few characters require their own throw combos.

I actuly prefer doing throw >5K 5S jK jD adc jK jD adc jD

easier for me

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