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Posted (edited)
After 2A+B 5D, I've been having trouble with dash IAD airturn jB/2A and jB 2A 2B IAD. Can I get any tips or advice?

to get the dash IAD after your 2A+B>5D, you need to microdash, jump-cancel instant airdash. One way i'd put it in notations would be 2A+B>5D>66956 j.A+C etc. Also, you don't usually have to airturn to get the IAD 2A part, some ppl are too distracted by izanagi to pay attention to you air-turning.

in case you don't know what microdash is, it's basically dashing, but canceling the end frames so that you don't see or barely see your character run. By jump-canceling the microdash, you basically get a jump that has momentum and will allow you to land alot further away from your original position as oppose to just regular jumping.

to get the IAD off the 2b, well 2b is jump-cancelable and all that is required would be a simple IAD or (2B>956>5DD)

I'd say practice your IAD's and Microdashings to help you consistantly get them in matches. There are time's even now, where I manage to drop the IAD and get regular jump or double jump, but since it's narukami, you can still get an oki off of your messups lol. Hope this helps

Edited by grove03
  • 3 weeks later...
Posted

Been seeing alot of Aigis players orgia backdashing out of 5D oki (jp matches and more recently civil war.) Is it really a guaranteed escape? Sometimes they get caught, but I dunno maybe they're just messing up the backdash timing? What are our options when this happens, should we airdash oki and try to catch them in the air by reaction?

Posted
Been seeing alot of Aigis players orgia backdashing out of 5D oki (jp matches and more recently civil war.) Is it really a guaranteed escape? Sometimes they get caught, but I dunno maybe they're just messing up the backdash timing? What are our options when this happens, should we airdash oki and try to catch them in the air by reaction?

rising jB (whiffed) airdash/empty low etc. you have to do 3 hit oki though, no max range stuff

it is a legit escape from oki unless you punish it

Posted

When I get my opponent to start blocking is there any way to force them to press buttons for lack of a better term. I've recently started jump cancelling 2B and 5C but against an opponent who has good defense I find it hard to get a confirm without doing something risky like Raging Lion or AoA.

Posted
When I get my opponent to start blocking is there any way to force them to press buttons for lack of a better term. I've recently started jump cancelling 2B and 5C but against an opponent who has good defense I find it hard to get a confirm without doing something risky like Raging Lion or AoA.

After 2B/5C, the opponent has no reasons to press buttons, unless they see a Raging Lion to hit you out of. Yeah usually you just need to jump-cancel away after them. Or if you have 50SP you can safely continue pressure with zio/slide OMC.

That's why it's good to get use out of 5A and 2A before committing to 2B/5C. You can do tick throws off them which can make them flinch, either trying to hit you, attempting a throwbreak, or jumping/backdashing out. Stagger your cancels with 2A to catch people doing anything but continuing to block low, just remember you can only do 3 in a row. He has a ton of time to stagger all of his gatlings so you can use that to catch people stopping blocking, but that is susceptible to DPs/supers. Basically you have every option available to you after 5A (JC, low, specials, tick throw, throw bait) so it's very useful in pressure. 5A and 5AA are -2 though, so you won't get away with doing it over and over like Chie can.

On that topic I've seen Shikki do blockstrings like 2B 5C 5B a lot, I like that since you have some other choices after 5B. Also if you stagger the 5B you can create a tiny gap so if they try to do anything but block it hits them.

Posted (edited)

So for some laughs, if you have 100 meter and feel the need to guard cancel:

guard cancel (hits)(OMC) > dash 5D(3) is meaty, so super expensive way to make it your turn for mix-ups.

super late edit: forgot to mention it has to be CH, and if you do sweep before the 5D it's easier to confirm

Edited by VR-Raiden
  • 3 weeks later...
Posted (edited)

1- I search a "no tech" combo after oki in one combo and not :

Exemple : ...combo* finish sweep + D

> No tech n°1 : jB D sweep D

> No tech n°2 : jB D sweep D or J2A+D if hight proration combo*

Exemple I have found :

Exemple corner : ...combo* finish sweep + D (big or little proration)

> Jump and when you are on the ground do : B D 214D J9+2A air + D AIR for OKI

or > Jump and when you are on the ground do : B D 214D dash B C JBB BB BD zio for damage

Any other combo for go to oki in one combo ??

---------

2- FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214B > 5D - (3801) (full screen carry)

Any help VR Raiden for this link ?? ?it's hard in match

Master Raiden can you create a video special for all solution if no tech after oki ????????????????????????????????????? PLEASE

Edited by Beat_By-X
Posted

You need to be as low as possible during the j.BB and hit the first dash 5B > 5C as high as possible.

It's pretty feasible this way if you ask me..

Posted

2- FC 214B > dash 5B > 5C > sj.B > delay j.BB > j.214B > dash 5A > j.C > j.214B > 2B > j.C > j.214B > 5D - (3801) (full screen carry)

Any help VR Raiden for this link ?? ?it's hard in match

The timing is shown here in the first few combos http://www.youtube.com/watch?v=XzSqSTPvt_w

You want to do the sj.B immediately after 5C. Then it helps to delay the jBB slightly so you get a little closer to them, but it's not always necessary. The hard part I guess is getting your dash out as soon as you land from j214B then 5A. Also, near corner no dash is required since you go into corner with them.

The first 5B isn't necessary btw, but it helps get them to the right height and makes the hit confirm easier I think. If you hit 5C too low your sj.B will whiff.

Master Raiden can you create a video special for all solution if no tech after oki ????????????????????????????????????? PLEASE

LOL. I could, that's something I've never really tested extensively though, outside of doing 1-2 j.B 5DD sweep reps, then j2A. But if you can get 2 reps before j2A, doing 214A 5DD sweep is more damage. Also I've had Grover do 214A+B instead of j2A for the last knockdown to me before, for a bit more damage.

I guess it wouldn't take too long to make so I might do one like that soon. If I understand what you're asking you want to know the most damage you can get while still getting a knockdown, and absolute max damage you can get regardless of knockdown, from whatever starter. I am somewhat curious on this too, if anyone else already knows the answers feel free to share.

I know from 5C you can get a huge combo, it was shown in one of the early combo vids, which I'll have to find again.

Posted (edited)
http://www.youtube.com/watch?v=JuAhXhFUWnk#t=10m20s

So, if Narukami players have the option on notech comboes to end in Zio, why don't I ever see any of you guys ending in SB Zio for the paralysis + extra damage?

That sounds like a waste of meter to me. From nontech 5D you want to either get a knockdown or kill them (or if you have some funny reset you think might work i guess...)

In that situation, my guess is the Narukami thought doing Zio would get him 50 meter so he could super cancel to Ziodyne/Cross Slash for the kill, or just realized too late that he couldn't get a knockdown and did Zio for some damage. I tried stuff from that combo he does, you can do:

for knockdown:

jA jA 5A 2B 5B 2A+B 5D > [jB 5DD 2A+B]x2 > 5D j2A - 2748 (you have to hit the sweeps really low or they airtech after the 2nd one)

jA jA 5A 2B 5B 2A+B 5D > jB 5DD 2A+B 5D > 214A 5DD 2A+B > 5D j2A - 2949 (easier to get knockdown from the 2nd rep and more dmg, but counts on them not teching)

for damage: (I'm sure there's better than this but these are examples from trying it for a few min)

jA jA 5A 2B 5B 2A+B 5D > jB 5DD 2A+B 5D > 214A 5DD 5B 5C sjB jBB Ziodyne - 4117

jA jA 5A 2B 5B 2A+B 5D > jB 5DD 2A+B 5D > 214A 5DD 2A+B 214C > CS - 4194

I'm thinking there are lots of possibilities for damage, using cross under CS and OMB.

Edited by VR-Raiden
Posted

Cool but need many other exemple middle and corner + high ou little proration !!!!

Another exemple:

... sweep D2 (opponent guard) + dash 214AB (hit)+ D dash 2B C B 2B C B sweep D2

==> no tech n°1 : jump 0 and ground B DD 214B (92A or 8B ZIO or CS) in one action and no 2 sequence

But what is the no tech combo après my 214b 92A ,,,, ????

Need really a technical video for all situation and this help many high level player with YU !!

Help us VR

Posted (edited)
Cool but need many other exemple middle and corner + high ou little proration !!!!

Another exemple:

... sweep D2 (opponent guard) + dash 214AB (hit)+ D dash 2B C B 2B C B sweep D2

==> no tech n°1 : jump 0 and ground B DD 214B (92A or 8B ZIO or CS) in one action and no 2 sequence

But what is the no tech combo après my 214b 92A ,,,, ????

Need really a technical video for all situation and this help many high level player with YU !!

Help us VR

Don't worry I plan to work on a vid that goes over everything, I'm curious too. If anyone else wants to help by posting OTG combos it would save time maybe, even if they aren't the best its something to compare to.

Beat By X, I can't understand your combo notations :psyduck::psyduck:

EDIT: what I have so far from 2A, (KD = knockdown, DMG = damage, ADMG = awakening damage)

- 2A 2B 5B 2A+B 5D > jump...

jB 5DD 2A+B 5D > jB 5DD 2A+B 5D > j2A = 2526 KD, 0SP

jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > j2A = 2720 KD, 0SP

jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > jB 5DD j214A = 3040 KD, 0SP

2B 5B 5DD 214B run 5B 5C sjB jBB jB+D Ziodyne = 3694 DMG, 50SP

jB 5DD 2A+B 5D > 214A 5DD 5B 5C sjB jBB jB+D Ziodyne = 3897 DMG, 50SP

jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > 5B 5DD jB+D Ziodyne = 3973 DMG, 50SP

2B 5B 5DD 214B run 5C OMB 5D dash 2A+B 214A 5DD 5B jB+D Ziodyne = 4273 DMG, 50SP+Burst

jB 5DD 2A+B 5D > 214A 5DD 2A+B 236C OMB 5D jB 5DD jB+D Ziodyne = 4179 DMG, 50SP+Burst

2B 5B 5DD 214B run 2A+B 236C CS = 3776 ADMG+KD, 50SP

jB 5DD 2A+B 5D> 214A 5DD 2A+B 236C CS = 3999 ADMG+KD (4071 w/ 236C+D), 50SP

jB 5DD 2A+B 5D > 214A 5DD 2A+B 5D > jB 5DD j214A CS = 4330 ADMG+KD (4406 w/ j214A+B), 50SP

jB 5DD 2A+B 236C OMB dash CS 2B 5C jB jBB jB jBB jB+D Ziodyne = 5039 ADMG, 100SP+Burst

jB 5DD 2A+B 5D > 214A 5DD 2A+B 236C OMB dash CS 2B jB+D Ziodyne = 5189 ADMG, 100SP+Burst

- 5D blocked, 2A 2B 5B 5DD IAD jB jBB dash 5B 5C 2B 2A+B 5D > ...

j2A = 2073 KD, 0SP

jB 5DD j214A= 2415 KD, 0SP

214A 5DD 2A+B 5D > j2A = 2706 KD, 0SP (HARD)

jB 5DD 5B jB+D Ziodyne = 3396 DMG, 50SP

jB 5DD 2A+B 236C OMB sjB+D Ziodyne = 3619, 50SP+Burst

jB 5DD 2A+B 236C CS = 3815 ADMG, 50SP

jB 5DD 2A+B 236C OMB j214B CS = 4039 ADMG, 50SP+Burst

-----

I'll probably just edit this post as I go til I record it all

super late edit:

I'm not gonna bother finding OMB combos off the OTG 5D anymore, it's a waste of time. Just doing a usual OMB combo from the initial hit always does more damage than doing one after an OTG 5D, as far as I can tell.

Edited by VR-Raiden
Posted (edited)

Exemple no tech vs different mixup OKI :

AOA -D FC 5B 2C (BDC) 2A+B 5D > jump

no tech n°1 :

KD - ground 5B 5DD 214B j2A + D air

214AB 5DD dash 2B 5C 5B 2B 5C 5B 2A+B 5D > jump

no tech n°1 :

KD - ground 5B 5DD 214B j2A + Dair

DMG - ground 5B 5DD 214B jB BD ZIO

ADMG - 5B 5DD 214B CS

Because many player mix late tech, no tech i prefer punish a damage combo immediately after the first no tech,

It's difficult for me to explain all in english but you need to test with different starter because all your notation is ok but it's different with many

other OKI

If starter OKI is :

If starter is 214A / 214AB + 5DD... + no tech n°1 = this combo is all time possible

KD - ground 5B 5DD 214B j2A + Dair

DMG - ground 5B 5DD 214B j2A + D

ADMG - 5B 5DD 214B CS

If starter is 2A 2B B 5DD jB dash 5A 5C 5B 2B 5C 5B 2A+B 5D + no tech n°1 = probleme !!!

- j2A only !!!

- or if you short the combo like this : 2A 2B B 5DD jB dash 5A 5C 5B 2B 5C 5B 2A+B 5D = technique is ok !!!!

KD - ground 5B 5DD 214B j2A + Dair

DMG - ground 5B 5DD 214B ZIO

ADMG - 5B 5DD 214B CS

VR Raiden you omit many 5DD in your notation

You need to show all posibilite after all general mixup oki not all possibilité only with a starter simple like 2A 2B 5B 2A+B D...

Exemple for your video :

Corner version :

1- Starter 2A + no tech

KD - jB 5DD 2A+B version : ....

KD - finish j2A version : .....

2- Starter mixup oki 214A or 214AB + no tech

3- Starter mixup oki JB 2A + no tech

4- Starter mixup oki AOA + no tech

...

...

Middlescreen version :

....

....

....

+ add not only the classic JB 5DD sweep x 1or 2

but add the "punish no tech combo (KD, DMG, ADMG) directely after the first no tech combo"

and the possibility if the opponent no tech n°2 after KD finish j2A + D ???????????????

I hope really you understand my poor english

Edited by Beat_By-X
Posted

VR Raiden you omit many 5DD in your notation

Oops you're right, thanks. fixed that where it was missing hopefully.

Still editing that post with different starters, I know most common ones will be from 2A oki if the opponent knows what's good for them.

I'm starting from 2A since whatever works from 2A should work from anything. yeah non-techs vs oki are most common though, since you can't go as long with the OTG combo on those.

Posted (edited)

- 5D blocked, 2A 2B 5B IAD jB jBB dash 5B 5C 2B 2A+B 5D > ..

You omitt 5DD before IAD

Very intersting edit !!!!! I test all

Edited by Beat_By-X
Posted (edited)

I'll fix that when I get home. I keep forgetting to put it lol.

Well something worth noting, the 3rd knockdown combo from that 2A starter. I didn't realize you could get a sweep 5D rep off that combo til now. Granted, it counts on them not teching and is pretty hard to get the knockdown from the sweep, has to hit as low as possible.

Edit:

So I just wanna mention, I realize some of these combos will end up being 99% pointless. The ones where you could get the same or more damage by doing a combo before 1 of the knockdowns into more 5D OTG stuff. But I'm just doing those for completions sake. I'll note where you can just go for damage earlier in the combos that applies to. The only thing that makes these not pointless is if you happened to use the extra length of the combo to gain enough meter/burst to go for more damage where you couldn't have otherwise.

Also fyi, j214A/A+B knockdowns lead to safejump Oki. Not sure when you'd take this over j2a meaty 5DD Oki, possibly if you already know they're gonna go awakening from the combo to get a little more low def hp gone. More corner carry too I guess.

Edited by VR-Raiden
Posted

hey. Swift Strike.

7F-20F Low

What does that mean. That's not invincibility to just lows is it? Because I think I've gone through many attacks and they were not lows. Or is it referring to hurtbox shrinkage or something. Halp.

Posted
hey. Swift Strike.

7F-20F Low

What does that mean. That's not invincibility to just lows is it? Because I think I've gone through many attacks and they were not lows. Or is it referring to hurtbox shrinkage or something. Halp.

It means it will low-profile aka go under certain attacks starting at frame 7.

Posted (edited)

Hello VR Raiden I search a universal option select solution for punish AIGIS when she do in my guard :

- BD (214b for punish possible all time but kill me if she cancel)

- or BD + 236236c

I have see 214214c miss if I do after the flash 214c (for escape) + zio for punish

Any better solution for never be afraid by the possible cancel with 236236c ?

I have see Doubt NARUKAMI do dash after BD guard and guard if flash super + punish C..

Do you have a better solution for kill all situation ?

Thanks à lot.

Edited by Beat_By-X
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