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Posted

I CAN NOT get 2D 236S~K to connect reliably >_< It's really starting to get annoying. I'm thinking of just going back to 5S(f) TK Ryuujin combos when trying to hit with a carded Ryuujin, but that doesn't work on crouching hit, argh.

Posted

You cand do that combo if you're already crouching. The 2d has to buffer into the 236 s. So you ca't do something like 2k,2s,2d,236s~k. Because there technically was no doen input. That's what messed me up when I was learning how to do it.

Posted

You cand do that combo if you're already crouching. The 2d has to buffer into the 236 s. So you ca't do something like 2k,2s,2d,236s~k. Because there technically was no doen input. That's what messed me up when I was learning how to do it.

Really? I swear I've gotten it to work before, just not consistantly at all. So what's the best way to ground chain into a carded Ryuujin on a grounded opponent that's too far for 5HS 236S~K 236K to work? Old school style 5K [6K(1)] 2HS 236K 236K? Isn't that kind of range dependant as well though?

Also, is there a list of who gets hit by ground Ryuujin in crouching hit animation, so that the 6K is unnecessary? I know Pot does, and Venom doesn't... I don't get to play against many others =/

Posted

Pretty much thelight weights, Zappa, and Fause iirc. Someone correct me if I'm wrong. The combo I use is 5k,2s,2d~36s~k,236k. Actually I use 5k to start a lot of my flowcharts.:eng101:

Posted

Ka2 isn't on the new gamechariot vids. You scrub. :( Good job getting me hype for nothing.

Posted

GOOD JOB THAT VIDEO IS LIKE 2 WEEKZ OLD HAHAHA YOU'RE AWESOME! SCRUB! Lol but yeah Ka2 is awesome

Posted

Anyone know the exact command inputs for the corner setups where after one or two loops, during the 2HS, you do a 236S-P into a 236-P and do the flame kick that kind of goes off screen in the corner. There are several variations to that like with the choujin FRC or air Dust, and if people know it, I would appreciate that as well. I have been trying to replicate that, but it does not come out like what I see on the videos. Sorry if this is a repeat question.

Posted

The only mixup I've seen is 236P 236P 44D (66 in relation to before), or 2144K. At least I THINK you can do it as 2144K, I've never actually tried that corner mixup stuff yet.

Posted

http://youtube.com/watch?v=rpGwUtV073E

3 different corner mixups, all from corner loop ended with FBPB into 236S~HS:

1st is 236S~P -> 236P FRC -> air backdash j.s into air combo

2nd is just 236S~236P -> land -> 5K 5S blahblahblah followup

3rd is 236S~236P -> air backdash into 214K into blahblahblah followup

Posted

6:39 looks like 236S~P into corner, forward jump, IAD back > 236P FRC > jS 6:59 236S~P into corner, forward jump, IAD back into 236P FRC burst bait 7:10 looks like just a normal 236S~P to go into corner and gekirin there, maybe he (super)jumped first but 100% no IADing or FRCing 7:20 is same as 6:39

Posted

Question: When I do the 236 S~HS corner loop, I do 2HS, 6HS, HS, I am usually to far out to run in for another loop, as they recover before my animation ends, and if I move closer to do the 2HS, the hitbox from 6HS usually knocks them behind me. Am I doing something wrong? I know this a total noob question, but I really want to improve. Advice please?

Posted

After 6HS HS wall stick you need to dash in with 2S (or 5K or 2K, depends on your distance) to continue wall loop. If you're too far for anything, then go for ryuujin charge or oki mixup. If you send them to the other side of the screen, you are dashing in too deep. Stop earlier or throw in a 2S before 2HS to put the opponent in proper rape position.

Posted

I've become a big fan of ending my corner loops with 5K 2HS 236S~D (wait till they're about to hit the ground) 2HS(1) 236S~236P into various crossup nonsense. I need to get a feel for when I need to stop trying for an extra loop depending on character and setup. Like off of (with charged ryuujin) 5K 5S 5S(f) 2D 236K~K 236K 6HS~HS, then from here, on some characters I can dash in 2HS(2) 6HS~HS, dash in 5K 2HS(1) 236S~D then ender (either damage or oki crossup BS). And on some characters I have to skip the middle dash in 2HS(2) part and go straight for the last bit of the loop. It's not only character specific, but position specific. Like if I can get them nice and high on the wall I can do 3 loops pretty easy, but if they're low, then 3 can still be doable, but at the risk of dropping the combo like an r-tard. Makes for super tight timing. Also, back to the 2D 236S~K combo, you can even do it to Pot, out of a combo (which I was told you couldn't?) 6P 5S 5S(f) 2D 236S~K will work so long as you're deep enough, 6P 5S 2D 236S~K is more reliable. I haven't tested it on Robo or ABA yet, but if it works on Pot... =D 2D 2369K 236K also works on Pot, really easily too, but I can't follow it up into corner loop (short of an RC on the charge kick anyways) >_< Which is a pity, since it's the most reliable charge kick combo I've found that doesn't depend on distance or crouching/standing etc.

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