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Posted

Try a 2+K, c.S, 2+D, 236236+S (RC), dash 2+K, c.S, j.SD, IAD SPSD

That´s the best combo you´re gonna get on lights.

actually i did an overdrive becuase i thought it will kill him but it needed some more hits

so i just rc and hit a lilte bit more

normally the best combo would be after tghe 2d to use tatami-> combo

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Posted

i have problem with executing dust-> j hs -> tatami after j hs i dont get out of dust and fall down seems like i do sth wrong (i dont hold up or forward )

Posted

If you're talking about the impossible dust combo, you have to air jump immediately after jumping from your dust and then j.HS, to cancel the homing jump into a normal jump. Input would be 5D 9 (homing jump from your dust) 59 (jump cancel after getting right off the ground) j.HS (make sure not to hit up again)

Posted

yea thats what i mean and it works thanks a lot :) i found this btw on a site D→JSHS→空ダJHS→足払い→※ ※JSPSD JO AB RO PO ※JSD その他 ※JD JA BA MA BR the first jap word means airdash i think but seems a litle strange as a combo

  • 3 weeks later...
Posted

No. It just gives you some extra damage, but I don´t recomend it on matches. If you want more than 1 rep. of the D-loop, check the fastfall combos on the beginners guide or the j.HS > j.236+K combos. In regullar matches, I normally don´t waste tension on corner loops, since a regullar [2+K, c.S, 2+D, 236+K, j.PSD, IAD j.SPSD] does good damage + okizeme. I spend most of my tension on mindgames when I´ve already cornered the rival, midscreen combos, and zoning.

Posted

i agree dont waste tension for such low extra dmg except if it is in the begining of the combo and u need it like this: low jump near the oponent j.k > j.d > frc> iad tatami> j.p > j.s > j.d >ad >j.s >J.p >j.s >j.d such kind of frc's is a good option i mostly spend my tension on guard cancels especially after the change in sakura although i have a bad habit on using a lot the baku counter

  • 2 weeks later...
Posted

Alright, so I've been working on my Baiken and after all that, I sort of have this combo (and a couple of variations) down to where I can execute it on command: S, HS, qcf+k ---->FRC, j. HS, D ---->air dash, j. S, D. The damage seems to be good. My next question is how do I get that 3rd lone air D in there? A lot of the time it seems like after the second Dust Im way too low to try anything else. And yes, I reviewed the fast fall section in the Baiken Guide....so yes. Pointers~??

Posted

j. hS, D? You mean j.SD ad j.SD with a third j.D before you land? That's not fastfall, a delayed j.D is pretty hard to get and doesn't work on everyone. Against normal weights with bigger hitboxes it works best (like testament). You want to launch them higher than normal (like off a midscreen j.D ad j.tatami). Land and sj j.SD, then delay the j.D after the air dash j.S a little bit. Make sure your air dash is as high as possible. That's all there really is to it, it's pretty tough to get down 100%, and is fairly situational. Doing fastfall combos with air dash j.PD do about the same damage and work at my more heights and for different weights.

Posted

i saw in komorebi combo video that he conects after j.hs a tatami seems pretty hard to i couldnt land once i tried the following one: iad js jp jk land> j hs >tatami >frc >jd but no luck i just cant connect the tatami edit: it is vs millia and the start is iad jp jp jk..

Posted

this combo is a pain. first off, it only works if you're within half a screen from the corner. However, depending on far away you are from the corner, it's harder or easier. for example, let's say you're in training mode and you start at the default character positions. Then: 1) jump forward -> ad.j.P-P-K |> j.H xx tatami FRC |> sj.D -> ad.sj.S-D is easier than: 2) jump up -> ad.j.P-P-K |> j.H xx tatami FRC |> sj.D -> ad.sj.S-D (So, the only difference between 1 and 2 is that you jumped forward in 1, but in 2, you jumped straight up.) 1) is easier because when you air tatami Millia, she will be closer to the wall than in 2), so she will bounce back sooner, and so connecting sj.D will be easier. Not only that, but it's impossible to do if you airdash into Millia too high. You have to airdash and hit her with j.P at her chest-height; any higher, and the j.H will whiff, no matter what. Don't get wrong, both 1) and 2) work -- it's just that 2) has much stricter timing on the sj.D part. Now, even if you have your screen positioning and airdash height correct, the j.K |> j.H link is fairly tight -- you have to jump and hit H as soon as you go airborne, otherwise Millia will tech out. Finally, connecting air tatami FRC to sj.D is pretty tight, in general, as well as for the situational reason I mentioned above. =================================== In the general, though, the j.H xx tatami combo is not too bad, you probably just aren't hitting H soon enough after jumping. Maybe try on bigger characters like Pot, Testament, or Eddie, just to get the hang of it.

Posted

hmn another question 412p (ch) > 1.run 6hs ,2d,jp, js, jd, frc, ad tatami (depends if corner on not) 2. run 6hs ,jd frc , iad tatami (depends again) 3. run jump js.jp.jk,jcancel,js,jp,js (if too high use jk instead) ,jd or YZ 4. run 6hs,2d , jp,jk,jcancel ,js,jp,js (if too high use jk instead) ,jd or YZ what do u suggest for dmg+knockdown? or u know a better follow up combo? usually 25% tension or tensioless

Posted

Why don´t you just go for the simple and damaging ones? 214+P (CH), dash 6+HS, j.SPSD, IAD j.SPSD Far from the corner 214+P (CH), dash 6+HS, j.SPSD (frc), IAD 236+K, j.PSD, IAD j.SPSD

Posted

From midscreen: It depends completely on how much tension you have, whether they have a burst, how much life they have, etc. In general, you want to use 6HS -> j.SD or j.D and while doing this decide if you want to blow tension for the airdash tatami. As for ending in j.SPK jc j.S whatever, the ONLY case you would ever do that is if you had no tension and they had no life, otherwise you always want to take the knockdown or relaunch combo (which leads to knockdown). Generally, if I only have 25%, I'll blow the tension for relaunch or low corner j.SD, and then mixup from there without tension. If I have 50%, I'll take the knockdown, low iad mat and use broken corner 50% mixup. At 75%, i'll relaunch for the extra damage, and then go into 50% mixup, same with 100%. I don't think it's ever worth blowing more than 25% after youshijin ever unless it'll kill them, since the proration is so bad. Closer to the corner, I just go into 1 rep of her dustloop with no tension. Note that if they have burst, if you do the 6HS early enough you can avoid it due to the high invincibility. The best way to bait it though is just wait for them to come down while watching for it, then use c.5S or 5P, into j.D FRC or j.P. Most better players know not to bother bursting after a youshijin because of it's proration, if they're wasting it there it's probably better for Baiken.

Posted

i've been digging around these forums and found alot of stuff but i can't seem to find how to do dust combos. I know eveyrone just lists it out and i try to do it but it seems like i can't get it to connect. So my question is how are people landing a D at the peak of the dust combo and not get shot backwards from the recoil. They seem to be able to keep falling in the same direction as a normal jump and would connect more s,d into dash s,d after they fall, any help plz? and can someone just quicky restate what a basic universial dust combo would be for most characters. and a quick question about tension counters. i know what each one does but along with the sealing away dash or not being able to block and counter hit , if i'm reading right does it say i can seal away a button of the other player as well? do i get to choose which button? or is it the tension counter you follow up with after.

Posted

ok, so the (almost) universal dust combo is 5D -> homing jump -> j.S-H -> [8] j.S-D -> S-D -> S-D edit: sorry what i said before wasn't quite true, no sense in keeping it in my post :x

Posted

This one seems to work better on almost all the cast: 5D -> Homing jump -> j.HS, jc.S, jc.SD, j.SD, AD j.SD, j.D

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