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Posted

These Baku combos have probably been posted before somewhere, but If so I haven't been able to find them. The guide mentions 6H IAD combos but doesn't say how to follow up the IAD. I decided to post these in case they're new to somebody. The damage values are vs Testament. 6H follow up midscreen: CH 214D->6H(link)->IAD j.SPK->(land)->SJ j.SPSD. 166 damage. in the corner add: ->AD j.SD. 183 damage. or: ->AD j.SPSD. 186 damage, harder to land. 6H IAD combos do more damage and work at greater range than other Baku follow ups I've tried. Unfortunately they have very strict timing, and won't connect against crouching opponents or short characters (Zappa, May, Bridget, Baiken, Faust). Also they are very hard if not impossible to connect at point blank range. 2K follow up midscreen: CH 214D->run->2K->5S->2D->236K>SJ j.PSD->. 152 damage In corner add: ->AD->j.SD. 178 damage. or: AD->j.SPSD->. 183 damage, harder to land. 2K combos don't do as much damage, and won't connect on most characters when deep in the corner (use 2D instead). They connect from a bit further than mid range, to point blank. They work on all characters (Although you will want to FRC the tatami against lights like usual).

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Posted

I just seen a 2k combo in a vid (EVO 2k8 team finals). I haven't tried it myself but it did a great amount of damage to Faust. It started with a j.h (i'm not sure if air dashing before affects it) j.h>2k>5s(close)>2d>j.PSPSD I didn't see a tatami pop-up so it looked hard to land (9 Beat) Granted it didn't start with a 2k but I think the rest of the combo landed because 2k is so fast. I don't know the Baiken player's name but the Faust was played by Elven Shadow.

Posted

Tried out that j.H into 2K combo. It works with an air dash or jump in, you need to wait right before you land for the 2K to combo. I wasn't able to connect 2D into j.P at first because of knock back, however it worked when I tried running in right after landing before using 2K. so to summarize: Late j.H->run->2K->c.S->2D->JC-> j.PSPSD. 154 damage vs Faust. It's also possible to connect a late j.H into 5H or 2D. Late j.H->land->5H->236K->JC->j.PKD. 164 damage vs Faust. Late j.H->land->2D->236H->JC->j.PKD. 146 damage vs Faust

Posted

I believe that was narena if it was 2k8 finals(hell monkey was on that team but he was playing eddie in teams). There's a lot of combos you can do off of jump heavy, that particular one i believe only works on faust(maybe a few other huge characters) because of his ginormous air hit box. random note: apparently ginormous is actually a word, I didn't know that(yay spellcheck).

Posted

Ginormous... Yes it is. Yeah, that's why there was no tatami pop-up, Faust is a rather large character so of course it worked. I watched a few Koto matches vs Potemkin and the damage was ridiculous. It looks like j.SPSD hurts more than just j.SD or j.PSD, I think it can only be done to Po though. I also saw a Youshijin combo that was massive, just I'm not sure if it only hits Po or not (cause he's heavy), the Youshijin was CH. CH Youshijin>(wait & run)>6H>2D>jc>j.SPK>dj>j.SPK>Youzansen There was also a variation. CH Youshijin>(wait & run)>6H>2D>jc>j.SPSD>ad>j.SPSD [corner] They do way more damage than jumping up and doing j.SD>ad>j.SD, but it can only be done without tech, but CH Youshijin should take care of that right? I was also wondering if it was worth it to do 6H after a successful air combo for an extra hit (if you do Kabari afterward then it'll catch a tech) I also wanted to know if anyone knew which chars could be hit with groundcombo>Tatami>j.PSD instead of having to use j.PKD like on Faust.

Posted

there's basically no reason to end an air combo in yozansen in accent core, j.d can be used in the same situation almost always and nets knock down. ^h on the ground hit is generally not worth it unless it's going ot kill them(which it almost never does). It's better to leave em on the ground and get meaty options such as dropping a tatami mat oh them or meaty j.hs. tatami->j.psd is the default combo, it needs a super jump or a delayed tatami that still combo's on may, dizzy, and maybe bridget, and it does not work on baiken at all. Fuast uses the kick variant.

  • 7 months later...
Posted

So I just learned that you can follow up Baku with run in 6k against some characters: CH Baku>run>6k>5h>236k>SJ>j.psd. Eddie: 180 damage 245+ if you FRC j.d into dustloop. You have to be pretty close to him, but it will connect from further away then any other character Anji: 180 damage, must be within throw range (Baikens) Potemkin: 149 damage, must be around throw range. Millia: 207 damage, must be near throw range (will connect from further then Potemkin) Faust: 164 damage, must be near throw range. substitute j.p with j.k The timing for 6k is tight, and you have to be extremely close to everyone but Eddie for j.p to connect, even with him you have to be fairly close for it to work. Not really feasible to use in a match except maybe against Eddie.

  • 7 months later...
Posted

I didn't see this mentioned in the guide. I'm transitioning into GGXX:AC. I've always wanted to play this game, but didn't have the taste for it in my younger days, of playing 3s. So now I feel comfortable enough with my SF skill, that I believe I can focus on another game now. Pardon my lack of memorizing the proper notations. I have to use SF notation for now. So on to my issue. I noticed whenever I'd do Baiken's s, hs, gaeshi (FRC), j.s, dust, air dash, s, dust I normally get around 194 points of damage, but if I get as low to the ground as possible. It does 224 points of damage. I don't understand why that really is happening. Is it due to the fact I'm doing the combo lower to the ground?

Posted

Nah, there has to be something else going on, unless I've been very mistaken for a very long time there's no mechanic that ties damage to height. Do both versions again and make sure the number of hits in each combo is the same. Make sure you are actually starting with S every time, if you start the combo with 2.k it's probably going to do less due to proration.

I'd try and test stuff out for yah but my japanese ps2 is broken.

Posted

Thank you! I actually do the combo every time with s.. I don't use kick because I am aware that it scales. I'm still playing with it. As of now it just seems to random do more damage. I still can't pin point what's actually making it do that.

Posted

There are reasons why the exact same combo would do different damage, but none of them have to do with height. I may be missing some, but the three reasons I can think of are:

1. Different characters. Not all characters take damage at the same rates.

2. Different guard gauge values. The higher the guard gauge, the more damage a combo will do.

3. Different life values. As a character's life decreases, so does the damage they take.

My guess is that it's likely one of those three, but I may be missing something. I'm pretty sure it doesn't have anything to do with height, though.

Posted

@Orrax

Ok so, it's not like Street fighter; like, when you do an combo the damage stays the same? In SF the damage never fluxuates. It just scales, the lesser on vitality the character is. Is that what your describing, when you say " not all characters take the same damage rates "? If that's the case I've had this happen to different characters too! I think the guard gauge value you mentioned might be what's doing it. I didn't know that. I'll have to work up OS guard a bit then hit him with the combo, and see if that's what's changing it. I always do the combo when the character has full life, with recover on, teching backwards. Damage normal. Right now I'm currently doing the combo against Order-Sol. I don't know his vitality amount.

Posted

So how it works a little more in depth. Every character has the same amount of life(unlike SF) but they have two defensive values, one is defense, and the other is guts. Defense just makes you take less/more damage(some people scale above 1.0 so they actually take extra damage, chip being the worst at 1.4ish I believe). Guts modifies your defense as you get lower on health, everyone gets a bonus defense when they get low on health, the better the guts rating the better the defensive bonus.

For guard bar, each move adds a certain amount of guard bar when blocked, and takes away a certain amount of guard bar when hit. Higher guard bar does not make a hit deal more damage, but lower guard bar DOES take away damage from the attack, so a higher guard bar to start a combo 'adds' damage to it. Additionally if the guard bar is flash any hit will be a counter hit. For the most part projectiles don't add to guard bar.

Posted

@Tolore, actually SF has that guts attribute as well. I didn't know about the chip damage being that great though. I'm glad someone explain what that "guts" actually was. I had thought that, but I wasn't certain. Thank you for explaining the way the guard bar works in GG. That's way different from SF. Anybody play GG on the PSP?

  • 1 month later...
  • 11 months later...
Posted

I have a #R combo question (still w8 for ^C NullDC lobby D: ).

http://www.youtube.com/watch?v=UGxvvMp_EwA&list=FLNu_i3dNlp2b-cUlpm_wPHg&index=5

At the 1:41 combo, we see two times a Tatami Mat FRC to IAD j.D. I've tried to replicate that in training vs Zappa (and Millia and Bridget) but can't. After the IAD, there's like a small pause where even if I mash j.D it doesn't come instantly after the dash, and when it does come out it goes over the opponent. Is there some trick to it or something? Sorry if its a noob question.

  • 4 months later...
Posted (edited)

Against most characters you aren't even going to need an FRC for the tatami in there. Justice is just kind of light, I guess. Generally you should be doing something like:

whatever into 2D xx tatami sj.PSD (and if you have a corner, you can follow up with ad.SD or ad.PSD or ad.PD).

There are certainly other variants, just as 2D xx tatami sj.PD, or from other moves that cancel into tatami, like 5H or 6H. Sometimes you don't need to superjump. If you want to FRC something, and you don't have a corner, you can do something like:

whatever into 2D xx tatami sj.PSD FRC air dash (pause) SD.

Or if you have a corner

whatever into 2D xx tatami sj.PSD ad.SD FRC tatami dash j.SD ad.SD

Something like that, but there's no tatami FRC in any of those, just j.D FRC. Typically I only use tatami FRC in pressure, against lightweights where it's hard to follow up the tatami without it, or in certain flashy tatami FRC iad.D fastfall combos. Or I sometimes use tatami FRC on oki to bait wakeup DP. But I don't think it has a whole lot of practical use in combos.

Edited by Orrax
  • 3 weeks later...

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