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Posted

add some videos too :) when i switched to baiken from jam it was a lilte bit strange to try all this combos without some reference for example: Dust Combos 5D jc>j.HS>j.S>j.SD *wait*>j.SD>ad j.SD>j.D

Posted

I have no way to record so I can't do it. If I ever get a hold of a capture card or something I'll make a video showing basic stuff. For now I can just answer questions, Baiken doesn't have too much that isn't obvious from the way it's written.

Posted

We should all play with only the Pink haired Baikens Today. As it's Valentine's Day. (Baiken's Day! She's pink!!)

Posted

i have no way too record too my dvd recorder broke and my input is meshy anyway trying to improve my play i discovered that i suck at confusing my enemy when he defends well i use some low attacks but even if i change to high ones he still gets a guard and for someway i feel that baikens dust is so obvious and slow i usaully go for a tk yz or jc.k and i use a lot of throws (is this bad?) and i also need some advice about some execution not pretty sure if it works on AC is mostly from slash: i see a lot of videos of fight or combos a low to the ground iad j.d>frc...: i) dash above him and deliver a j.k from behind ii) stay exactly above him but go backward and deliver a j.k from front which is quite fast and confuses the enemy of how to defend aslo i cant conect an iad j.d after a FRCed tatami in corner <-(not pretty sure for AC since i couldnt did it in slash or reload either way)

Posted

i have no way too record too my dvd recorder broke and my input is meshy anyway

trying to improve my play i discovered that i suck at confusing my enemy when he defends

well i use some low attacks but even if i change to high ones he still gets a guard

and for someway i feel that baikens dust is so obvious and slow i usaully go for a tk yz or jc.k

and i use a lot of throws (is this bad?)

and i also need some advice about some execution

not pretty sure if it works on AC is mostly from slash:

i see a lot of videos of fight or combos a low to the ground iad j.d>frc...:

i) dash above him and deliver a j.k from behind

ii) stay exactly above him but go backward and deliver a j.k from front

which is quite fast and confuses the enemy of how to defend

aslo i cant conect an iad j.d after a FRCed tatami in corner <-(not pretty sure for AC since i couldnt did it in slash or reload either way)

1) i have a good set-up for recording, so if you have any specific combos you want me to record, by all means just post up and i'll try to get back to you ASAP.

2) throwing a lot is GOOD, it means your opponent is a sitting duck.

3) the iad.j.D FRC j.K cross-up is something you could consider "combo videos only"... although by all means, if you can do it consistently.

4) are you doing the iad.j.D too late? j.D has a pretty big hitbox -- big enough to catch most characters after an FRCed tatami, especially in the corner. maybe you could give more details about what you're trying, or what you've tried?

Posted

4) are you doing the iad.j.D too late? j.D has a pretty big hitbox -- big enough to catch most characters after an FRCed tatami, especially in the corner. maybe you could give more details about what you're trying, or what you've tried?

counter hit with s /or 6hs> tatami >frc>iad jD

1) i have a good set-up for recording, so if you have any specific combos you want me to record, by all means just post up and i'll try to get back to you ASAP.

that was just a talk/sugestion about the guide that some basic for game combos(not flashy staff i mean damage+knockdown ) would be a nice idea becuase when i started to practice all this combos it was really hell but thanks to the great members of the forum i was able to do most of them

but still i have problem with some of them

like :

Low meaty j.HS

Connected: 5HS tatami combo, 2K 2S tatami combo, 6K tatami combo

or

Dust Combos

5D jc>j.HS>j.S>j.SD *wait*>j.SD>ad j.SD>j.D

which took me 2 hours to understand how it conects and still i have problems

and

Corner fastfall j.D combos

tensionless

Lightweights: 2K>5S>2D>tatami>SJ j.PD>ad j.PD> 2D jc j.SD> ad j.SD

Midweights: 2K>5S>2D>tatami>SJ j.PSD>ad j.PD>5S jc j.D

25%

Lightweights: 2K>S>HS>tatami FRC>iad D>dash 2D>j.SD>j.SPSD (baiken . 204)

Midweights: 2K>S>HS>tatami FRC>iad D>tatami>sj.PSD>j.SPSD (testament . 172)

2) throwing a lot is GOOD, it means your opponent is a sitting duck.

i have also found that when u get up after a knockdown u can actual throw before u stand up complete and interupt attacks that begins that frame(dunno if thats true but i some times do such throws or sth else happens?)

  • 1 month later...
Posted

holy crap, i never even saw your reply o_o

"counter hit with s /or 6hs> tatami >frc>iad jD"

i can only imagine you whiffing this against lighter characters, because you're doing the iad.j.D too low.

"Low meaty j.HS

Connected: 5HS tatami combo, 2K 2S tatami combo, 6K tatami combo"

The j.H has to hit pretty low; that's all there is to it. Practice doing low j.H |> 2K and get that to combo. If you can't get the combo, it means you're probably not doing the j.H low enough (2K comes out quickly, so you shouldn't have any timing issues with linking 2K).

By the way, I think that should say 2K-c.S/f.S, not 2S !_!

Also, you can try to do j.H |> c.S-2D if you really want the knockdown, i guess.

Anyways, once you get the j.H |> 2K link, try the 5H one (this gives you a nice, big combo).

"5D jc>j.HS>j.S>j.SD *wait*>j.SD>ad j.SD>j.D"

The inputs go like this:

5D -> press and hold 8/9 -> H -> S -> S -> let go of 8/9 -> D... and the rest is just basic dust loop stuff.

Another way you'll probably see that written is:

5D -> [8] H-S-S ]8[ D ...

The [_] means hold, the ]_[ means release.

"tensionless

Lightweights: 2K>5S>2D>tatami>SJ j.PD>ad j.PD> 2D jc j.SD> ad j.SD

Midweights: 2K>5S>2D>tatami>SJ j.PSD>ad j.PD>5S jc j.D"

You'll have to give me details, there are a few possible things that you could be messing up, and I can't really help unless you tell me what part of the combo you can't get.

For the 25% fastfall combos, you can't do them if you can't get tatami FRC iad.j.D like in the beginning of the post, so you'll have to practice that, first.

"i have also found that when u get up after a knockdown u can actual throw before u stand up complete and interupt attacks that begins that frame(dunno if thats true but i some times do such throws or sth else happens?)"

Yes, as long as your opponent is in range, a throw will beat out anything that doesn't have throw invincibility, and throws happen in essentially 0 frames.

Posted

well rtl42 you are N1 :) but u are a lilte bit late but thx a lot anyway except the tatami>frc>iad d i have everything else in my hand :) unfortunatly i dont have a ps2 right now to practice more :( ( i have a ps3 but there is no europe version )

Posted

Most of the iad j.D stuff requires you to be max or almost max distance with your tatami FRC, and in the corner. They aren't much more damage for how difficult they are to do, so while it's always better to know the best combos, I don't think they're worth spending too much time on for practical use.

Posted

yeap i dont really go for an iad jd depending on the char i usually go for a jpsd or jsd > ad >.. whatever depending again

  • 1 month later...
Posted

hmn does baiken have anyway to use a jump install? can i ad after a tk frced tatami ? (tried and only ground dash instead) edit: if i jump and use jd and then input 236 , p+K+s (FRC)6,press k (or use through negative edge) will i get a ad tatami? becuase it seems i cant do it or the best way is frc 236~6 k ?

Posted

jump install: not really, unless you want to go for an air combo. a good example would be in Slash, where you could do ground combo xx tatami FRC -> r.2D SJI -> sj.S-P-K -> dsj.S-P-K/S to D or YZS, depending on the character. well, i suppose there might be some really really specific set-up for a combo using jump install. but generally, "no", baiken has no use for jump install. of course you can airdash after a TK tatami FRC... you're saying: 2369+K FRC 66 right? to get an ad. tatami after a j.D FRC, i don't think you can do the directional input before the FRC. somehow, the input gets lost during the hitpause (this is probably a bad way of saying it), so you have to do it after. either j.D FRC 2366+K or j.D FRC 66236+K will work, but they will be different types of ad. tatami.

Posted

that i cant ad for some reason....with various ways does the 2369k need to go to air or i can ad from ground?

Posted

when i say tk tatami i mean almost touching the ground...or even on the ground

yes i mean 2369+k

about the ad tatami after a jd i know the 2 ways u said just thought if i could do it that way to get a super close fast ad tatami

some tryies http://rapidshare.com/files/109322382/trty.avi.html

If you do a TK tatami (so 2369K from the ground), baiken will move up and the tatami will come out at about max SJ height. You can then FRC it and air dash tatami with 23656K. I don't really think this is worth learning at all. It looked like you were trying to do ground mat FRC iad tatami as well. This also I don't think is really worth learning because it doesn't combo nor does it keep them in pressure very well, but the best way to do it is either hold down K, S, and HS with your FRC as you do the 236956 motion, and then let go of K and press it again to get your mat, or what I think is even easier just FRC with P, S, and HS while you do the iad mat. The blockstun from tatami mats just aren't long enough to make FRC -> ad or iad tatami very useful imo, there are much better and easier ways to apply pressure with or without tension.

  • 9 months later...
Posted

usually 6P, because if you're that close in (you want to be that close in if you're trying to throw!) 6K will usually lose to just about anything they do because it's just too slow. In the air, j.S and j.P are both good.

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