Zakuta Asura Posted June 8, 2007 Author Posted June 8, 2007 Tatami > j.P-S-D > AD > j.S-D works...the standard shit. Though Johnny does seem hard to combo...try anything else and he's already hit the floor :<
Diveman Posted June 8, 2007 Posted June 8, 2007 question: Any idea how to to a J.D after a Jump cancelable poke? because i cant do it, no matter how hard i try, help please =/
Zakuta Asura Posted June 8, 2007 Author Posted June 8, 2007 question: Any idea how to to a J.D after a Jump cancelable poke? because i cant do it, no matter how hard i try, help please =/ The only poke you don't do j.D from is 5P - it's pretty much worthless there. JC j.D is simple though, just tap 9 for the jump and wait for the time you leave the ground and press D. Don't wait too long though.
Hellmonkey Posted June 8, 2007 Posted June 8, 2007 make sure it's on a character who is tall enough and standing. Some people you can use superjump j.D, others you can't, the shorter characters are impossible either way.
Zakuta Asura Posted June 9, 2007 Author Posted June 9, 2007 Light characters you just do 2D > j.D anyway.
youcanwonder Posted June 9, 2007 Posted June 9, 2007 i found a difficult combo to do but it works but timing has to be great lol. 6hs, 2d, tatami frc, jp, s, d frc, ad. hs (have to be close to the ground when it hits) j.p, j.s, d, ad. s, d. it works on ky thats who ive done it on. like i said its hard to do but takes almost half bar. someone try it lol
youcanwonder Posted June 9, 2007 Posted June 9, 2007 actually you dont even have to frc the tatami, but you have to be runnin
youcanwonder Posted June 9, 2007 Posted June 9, 2007 you can also do 6hs, 2d, tatami frc, jc backwards, j.d frc, iad hs, j.p, s d, iad s, d.....like i said this is on ky not to sure who else it will work on
Hellmonkey Posted June 9, 2007 Posted June 9, 2007 Light characters you just do 2D > j.D anyway. this only works on may, potemkin, and faust to my knowledge. 2D > j.P works on eddie, johnny, testament (testament you can't follow it up with anything besides youzansen, j.S also works on testament, again only into youzansen) maybe others
Hellmonkey Posted June 9, 2007 Posted June 9, 2007 2D > j.P works on Millia, but it has to be deep and only 2D
Hellmonkey Posted June 9, 2007 Posted June 9, 2007 Ooh I found something useful against Jam. 2D -> j.P is better than tatami in some situations..
Zakuta Asura Posted June 10, 2007 Author Posted June 10, 2007 I don't think there's really any point doing 2D > JC > j.P stuff unless you're carrying dash momentum or simply doing a sweep...or have bar even (but in that instance, you may as well do 2D > Tatami FRC instead). I've always done 2D > JC > j.P-S-P-K > JC > j.-S-P-K-YZS on Johnny and May though. I'll just have to do j.P-S-P-D instead if that connects. Combo works on Chipp too, but it's a tad tougher.
Hellmonkey Posted June 10, 2007 Posted June 10, 2007 On chipp it's not worth it at all because you can do more damage and take a knockdown from a tatami. However, on johnny and jam, when you're far from the corner and/or don't have tension, it's better to j.P j.S j.P j.S j.D and take a knockdown. (you will not get a knockdown no matter what you do from a ground tatami against jam, even if you just j.P j.D after a deep ground tatami)
Hellmonkey Posted June 10, 2007 Posted June 10, 2007 Also, I've been playing around against Jam a lot, and I found the way to do the most damage in the corner with 25% off any non-launching hit. You need to FRC tatami iad j.D, kind of similar to slash combos except way less forgiving with timing and the followup is different. This is also the best way to get damage with 50%, except you need to j.D after the iad j.D, then FRC and continue.. that's even tougher.
rtl42 Posted June 11, 2007 Posted June 11, 2007 Ooh I found something useful against Jam. 2D -> j.P is better than tatami in some situations.. not to sound like a jerk, but it was in a Slash combo vid. edit to below: oh ok, my misinterpretation.
Hellmonkey Posted June 11, 2007 Posted June 11, 2007 I'm not saying 2D -> j.P is new... On almost every character it's more useful to go into a tatami if you're close enough to 2P anyways.. on Jam, Johnny, and I think Chipp that's not always the case.
Hellmonkey Posted June 12, 2007 Posted June 12, 2007 To translate a post on a japanese baiken forum.. (I've found a couple more iterations of this myself as well, mainly against lights) >> The return of fastfall dust corner combos Midweights: 2K>S>HS>tatami FRC>iad D>tatami>sj.PSD>j.SPSD (testament . 172) lightweights: 2K>S>HS>tatami FRC>iad D>dash 2D>j.SD>j.SPSD (baiken . 204) Robo: 2K>S>HS>tatami FRC>iad D>tatami>trip>j.SD>j.SD (153) >The method of doing this is not to iad j.D immediately, but instead to wait a little before j.D to create the fastest j.D -> standing Slightly changed, all against Testament- 2K>S>HS>tatami FRC>iad j.D>tatami>sj.KSD>j.SPSD (176) 2K>S>j.D frc>ad tatami>j.HS j.tatami>sj.SD>j.SPSD (174) 2D>tatami>j.KD>j.SD FRC j.tatami>j.SD>j.SPSD (172) >> with j.P instead of first j.K (164) 2K>S>HS>tatami FRC>j.SD>fastfall j.PD>6HS>j.PSD (168) << comparing these combos, we see that fastfall j.D combos are easiest for most damage output. <<The weakness is because they start with 2K, you can start with deep j.hits as well. In conclusion, times that iad j.D combos are best clearly exist.
youcanwonder Posted June 12, 2007 Posted June 12, 2007 the combos i posted work on everyone and take 200 or more just thought id throw that in =)
Shinjin Posted June 12, 2007 Posted June 12, 2007 Corner, jHS throwbait on dizzy -> jump, jHS Tatami, 6HS, superjump, jP(or,jS) jD dash jP(or,jS) jD, 5S jD frc dash tatami, jP jS jD dash jP jD CMV-style jump jHS tatami 6HS, superjump jS jD, dash jP(or,jS) jD frc tatami, kabari, tetsuzansen frc, jP(or,jS) jD dash jP jD -------- I played around with this setup while in Lund, and I dont have a TV that allows 60hz so thats why some of the stuff is iffy. But it is highdmg, especially if you eliminate jP's... And in reality, everything after the 5S jD is kinda overdoing it. But you guys can play around with it, its a dizzy-specific setup though.
RageBot Posted June 12, 2007 Posted June 12, 2007 can someone explain to me please what are the merits of fastfall combos? since, I think that damage-wise normal dustloops are simply better example dustloop : 2K-S-HS-236K FRC j.S-D AD j.S-D FRC 236K land j.S-D AD j.S-D
Hellmonkey Posted June 12, 2007 Posted June 12, 2007 Did you try eliminating the j.S or j.P before the first j.D? I usually end up with more damage when I do that against lights. Rage, I just posted up the damage comparisons... fastfall j.D does more. Also Shinjin, I found that almost 100% of the time I get more damage when I take out 6HS from my combos. It eats up so much guard balance now it's not worth it. j.HS, 5HS, j.D, and especially tatami are much better.
Shinjin Posted June 12, 2007 Posted June 12, 2007 Cool. As I´ve been saying the whole time, I havent had to much time for GG right now. And the fact that im trying hard with going stick is also a factor why I aint to active in the researching. But i´m on my way now anyways. I´ll try it out when I have the time (prolly tomorrow).
RageBot Posted June 13, 2007 Posted June 13, 2007 Thankes! I think i'm going to practice those combos sometime soon.
Darksoul173 Posted June 13, 2007 Posted June 13, 2007 any good ID combo? the only one i got is D jHS land jS jD land jS jD and its only like 137 pts on sol
rtl42 Posted June 13, 2007 Posted June 13, 2007 i think the standard dust combo now knocks down and does more damage than that, but i could be wrong =\
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