Hellmonkey Posted September 19, 2007 Posted September 19, 2007 There are tons of baiken match videos out there, youtube Maruken, Sharon, Nabaiken, or Koto and I'm sure you'll see plenty. There is also the combo video Komorebi, which is probably up on youtube as well.
Wutai_Shinobi Posted September 20, 2007 Posted September 20, 2007 I've been working on a combo this week~ it's easy to perform so~ I'm sure it's not that good lol. It leaves the enemy knocked-down too~ c.K, s.S, c.D, tatami JC j.P, j.D FRC-airdash, j.S, j.D in the corner, the FRC for the first airdash is not needed~ just dash in like it's a tensionless dust-loop. I'd like to know if that combo is any good, or is it so close to something much better (more damaging) >>super sorry if this combo has been posted in this thread and I missed it. I swear I did read the whole thing _(. .)_ lol<<
Hellmonkey Posted September 20, 2007 Posted September 20, 2007 http://www.dustloop.com/forums/showthread.php?t=3195 > http://www.dustloop.com/forums/showpost.php?p=156078&postcount=5
rtl42 Posted September 20, 2007 Posted September 20, 2007 tatami is not JCable. JCable moves are moves you can CANCEL THE ACTIVE FRAMES BY JUMPING. in this case, you are LINKING from tatami to j.P by (super)jumping.
deci Posted September 21, 2007 Posted September 21, 2007 Can someone post a movie of the new dust combo? I try it for a pretty long time, and just don't manage to do it. if you're talking about: 5D jc>j.HS>j.S>j.SD *wait*>j.SD>ad j.SD>j.D it's honestly much easier imo to do: 5D jc>j.S>j.HS>j.SD *wait*>j.SD>ad j.SD>j.D (thanks to hellmonkey for showing me this one) just do the j.S as soon as possible after she leaves the ground and then cancel to j.HS as soon as possible as well. (remember to hold up while doing this) how fast you do the first j.S is the most important part. to give you an example of how fast... i try to press the button the exact frame she leave the ground. the other thing you might want to remember is that it is much much easier to just do: 5D jc>j.HS>j.SD *wait*>j.SD>ad j.SD>j.D or 5D jc>j.S>j.S>j.SD *wait*>j.SD>ad j.SD>j.D instead and it really only does slightly less damage.
Wutai_Shinobi Posted September 21, 2007 Posted September 21, 2007 HellMonkey: thanks, that's very helpful! I've printed it out and am ready to go~ > rtl42: woops, you're right. I know how JC's work, I just called it the wrong thing without checking it over @_@
Hellmonkey Posted September 21, 2007 Posted September 21, 2007 the other thing you might want to remember is that it is much much easier to just do: 5D jc>j.HS>j.SD *wait*>j.SD>ad j.SD>j.D or 5D jc>j.S>j.S>j.SD *wait*>j.SD>ad j.SD>j.D instead and it really only does slightly less damage. While these may be easier, I think for something like a dust combo, which really is just muscle memory, you should be trying to get the highest damage one all of the time. If you don't have it down, practicing it during matches will only help.
SH_ Posted September 21, 2007 Posted September 21, 2007 I thought best d combo was 5D jc>j.S>j.HS>j.S-D>j.S-D ad j.SD>j.D if you were in close and replacing the first j.HS wit j.S if you are far away (since the j.HS wouldn't hit ASAP)
deci Posted September 21, 2007 Posted September 21, 2007 While these may be easier, I think for something like a dust combo, which really is just muscle memory, you should be trying to get the highest damage one all of the time. If you don't have it down, practicing it during matches will only help. lol david, you're the bastard that told me just to do the version with 3 jump slashes because it was easier. I thought best d combo was 5D jc>j.S>j.HS>j.S-D>j.S-D ad j.SD>j.D if you were in close and replacing the first j.HS wit j.S if you are far away (since the j.HS wouldn't hit ASAP) oh is this true? that would really explain why i have such a hard time hitting it sometimes. you may have just relieved a huge headache for me sh! edit: on a completely separate note... when doing the dust combo, which character's do you have to replace the the first j.S-D with j.K-D because the dust won't hit or they can tech? i know in the corner you have to do it for millia. anyone else?
Hellmonkey Posted September 21, 2007 Posted September 21, 2007 lol david, you're the bastard that told me just to do the version with 3 jump slashes because it was easier. Well, you need to play around with them first in training mode before you can apply :P You get a few more points of damage by putting HS first, you also get a few more by doing SD D ad SD instead of SD ad SD D at the end. j.K-D doesn't always solve the placement problem when you're too close in the corner. It's for a few characters, you gotta play around and find out when it happens (i usually just eye it)
ghost333 Posted November 11, 2007 Posted November 11, 2007 hmn since i am no very familiar with AC (i got it recently) what is the best 25% tension in mid screen? i usally use 2k,s,2d,236k,frc,j.psd or j.p,s,623s or hs,2d,236k,frc,j.psd or j.p,s,623s btw i cant connect psd after takami with no frc is sth wrong with me or they changed it?
rtl42 Posted November 11, 2007 Posted November 11, 2007 hm i think you made a mistake in your second combo, hs doesn't gatling to 2d. if you're close enough to your opponent when you hit them initially, it's possible to combo to tatami and then (usually) sj.psd. i.e. run in -> 2k,s,2d xx tatami -> sj.psd works. however, if you're not that close, it's very likely that you'll need to FRC your tatami to follow-up. and this is especially true if you use a move like 5H before your tatami -- 5H does more pushback than 2D does, so unless you're only doing 5H xx tatami as your ground combo, you will HAVE to FRC to follow-up (i.e. if you do 2K-c.S-5H xx tatami, you'll have to FRC). btw, there isn't much reason to end your air combo with Youzansen (j.623S) unless your opponent is about to die and you don't have tension to do j.S-D FRC ad.j.S-D. as for the best combo at midscreen with 25% tension, it depends on what you're starting out with. ground string xx tatami? CH tatami? CH Baku? Sakura FRC? CH Youshijin? Kabari -> Tetsuzansen?
Hellmonkey Posted November 12, 2007 Posted November 12, 2007 Your combo will change depending on your opponent from midscreen. If their hitbox allows you to get the j.P after a tatami without an FRC, generally you should j.P j.D or j.P j.S j.D FRC ad j.tatami and if they are in the corner sj.SD ad SD (adding in Ps if neccessary depending on opponent) and if they aren't in the corner you can just iad after the low j.tatami for a j.SD or j.SPSD Otherwise, after the tatami FRC you should just j.SD on most of the cast. Some heavier characters allow you to j.SPSD, and on some lighter characters a j.SD might not knock down, but getting that knockdown is more important than adding in one j.S or j.PS so make sure you're not j.Ding too high. If you manage to get an unprorated tatami midscreen, and have 50% you should FRC j.D or j.SD frc ad j.tatami sj j.SD ad j.S(delayed D) j.D, or after the ad j.tatami normal jump into the corner j.D ad j.PD 6HS iad j.PSD. Both do really good damage, and definitely worth the extra 25% (even if just to get rid of the j.P after your ground tatami)
ghost333 Posted November 12, 2007 Posted November 12, 2007 ok i manage to conect j.p after 6hs, tatami , and other variations without frc on most of the chars also i tried to frc ad j.tatami but things dint go well the oponent goes air bounce too high and sj goes too late (i tried tatami,frc,j.D,frc, ad tatami, sj... ,and someother ways but couldnt conect it) edit:thx rtl42 u had right... (hs on 2nd combo is 6hs)
RageBot Posted November 14, 2007 Posted November 14, 2007 After FRCing sakura counter, what is the best way to start a combo? I still use the regular 2k-c.S-2d-236k, but I think that because the low attacks prorate, there should be a better gatling to begin with.
Hellmonkey Posted November 14, 2007 Posted November 14, 2007 If you are near the corner, or want to use 50% from midscreen, you will get the best damage from 5HS tatami j.PSD (and then either finish the loop in the corner or FRC ad j.tatami and finish it). You may have to run in after the sakura to be close enough to get the j.P after the tatami, and if you are too far it is impossible. Her best option is usually just to 5D, because if the sakura connects then you get the dust combo into corner knockdown, and you get the overhead even if they do manage to block the sakura. If you're too far to 5D or 5HS tatami, you can 6HS iad j.P j.S or straight into j.S on the taller characters if they are standing, into j.K for the launch and either j.P or 2D jc and end in j.D for the knockdown. You can even run a little bit before the 6HS, making it the longest range option by far.
Zakuta Asura Posted November 17, 2007 Author Posted November 17, 2007 After a bit of practice, it seems that: Youzansen > RC > IAD Tatami Works on everyone besides Jam. I have no idea why it misses her - maybe she actually does have a wierd hitbox. Whatever. In any case, follow ups aren't too bad, if you're slick, you can get: ...IAD Tatami > Land > IAD J.S-P-S-D If not, then a simple J.S-P-D or J.S-D will do. All combos of this line work from any point in the screen, so no need to change anything. It's really about the best you can do from Youzansen without blowing an extra 25% tension to get better damage + knockdown. I'll put a video up if people haven't seen the combo being used - it's quite tricky and requires you to know how high your Youzansen is - you can't do it from a Youzansen close to the ground
Zakuta Asura Posted November 17, 2007 Author Posted November 17, 2007 Anyone else like the fact that 2D hits Slayer from an impossible height in the air? A close range Kabari > Tetsuzansen > 2D will hit him no problem and he's no way near your location. Looks worse off with him than any other character I believe...
rtl42 Posted November 17, 2007 Posted November 17, 2007 oh haha i noticed that with f.S instead of 2D. and is it just me or did they change the untechability time on kabari? Well anyways, there's a video at mattariwahuku where he shows that YZS combo. There are also some position-specific variations with some characters (of course, your options are always better near the corner), but for example with Eddie, if you're really good with your fingers, you can get YZS RC iad.tatami -> r.6H -> air combo. And sometimes, depending on how fast you are with your fingers again, you can land -> rj.S-P-S-D -> ad.j.S-D on some characters (by this time they have to be closer to the corner). *r = running, sorry if that's non-standard.
Zakuta Asura Posted November 19, 2007 Author Posted November 19, 2007 Yeah. There's a bit of difficulty in one type that I posted. I think it's worth it if you can get the IAD Tatami to come through all the time - probably better than the old combos from XX (tall characters), #r, and /.
Hellmonkey Posted November 19, 2007 Posted November 19, 2007 rtl: the Kabari itself? I know you can connect a 5S, 5P, 2D and j.P after it (making sure you wait long enough not to get a tetsuzansen with slash)
rtl42 Posted November 21, 2007 Posted November 21, 2007 ah whoops, i didn't really explain myself. i've noticed that if you score a kabari against an aerial opponent, CH or not, you seem to get a LOT more time in AC (than in Slash) to follow up with something like f.S or 2D. Two good examples are in the Komorebi combo vid, where Baiken does a combo against Johnny by launching him into the corner and then doing chain -> f.S, and also a combo against Robo-Ky along the same lines. I dunno, it could just be me, but I find it a bit surprising. I'm not sure if it necessarily gives more damaging combos, but still, it seems like it's something worth noting.
Hellmonkey Posted November 21, 2007 Posted November 21, 2007 indeed, it is almost always the best option to go into f.5S [j.S] j.D FRC ad tatami after landing kabari against someone in the air for the best damage. In terms of throwng it in the middle of combos.. not really worth it.
Cadenza Posted November 21, 2007 Posted November 21, 2007 there are a shit load of pages so sorry if this has already been addressed but should one try to combo off of Ou Ren? if so what are some good possibilities?
Darksoul173 Posted November 21, 2007 Posted November 21, 2007 If you get the ouren in CH than yeah you should combo after it I usuly do fS jS jD (or just jD depends on the distance) and if i want to extand it after the jD FRC AD jS jD or AD jTATAMI blah blah
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