LM_Akira Posted June 3, 2007 Author Posted June 3, 2007 The definition of JI was never in dispute. I was just saying the JI combo you gave was a really old one, better ones existed in Slash. Speaking of which, what I listed above still works off 6P in the corner. You can also JI from just 5S© as listed in the Accent Core combo above (and discussed by reaVer). After a quick mess around I found that... Lv1 214S dash j.HS, j.D, dj.HS, j.D, Lv1 236K does around 162 on Sol (works vs Sol, Ky, Johnny, Testament of the chars I've used it against so far), few points more than the standard Lv1 214S dash 5S© hj.S, j.HS, j.D, Lv1 623HS.
reaVer Posted June 3, 2007 Posted June 3, 2007 After a quick mess around I found that... Lv1 214S dash j.HS, j.D, dj.HS, j.D, Lv1 236K does around 162 on Sol (works vs Sol, Ky, Johnny, Testament of the chars I've used it against so far), few points more than the standard Lv1 214S dash 5S© hj.S, j.HS, j.D, Lv1 623HS. Hence I posted it up in the first place:P If done right you could get into the corner and follow up with S,sj.S-H-D,dj.H-D, BRP And no, the definition wasn't in question, I just pointed out the logic behind the ji as to explain why it works on a single normal too.
TITANIUM BEAST!!! Posted June 4, 2007 Posted June 4, 2007 Dash j.HS after level 1 Gun Blaze is inconsistent, timing is extremely tight but the reward is potentially huge. The closer your back is to the corner when you do the Gun Blaze, the easier and more rewarding this option is. Otherwise, I'd just stick to the bread and butter. The most super-awesome Fafnir combo is Fafnir into dash 2S-5HS -> hj.IAD P-(K or S or HS) -> level 1 Storm Viper. The reason this is so awesome is because it works from much further out than most other Fafnir combos and it works on normal hit. Any Fafnir combo is good, damage is always huge.
LM_Akira Posted June 4, 2007 Author Posted June 4, 2007 lol Apologies ReaVer I'd read your post a couple of days ago and forgot you'd mentioned it. Also my comments about JI weren't aimed at you they were aimed at Icege. TB: I've literally had the game for a day or so now and I was messing up the new staple Lv1 Gun Blaze combo so I started tinkering with a straight dash j.HS instead. For some reason I find the old BnB Slash combo (i.e. dash hj.S, j.HS, j.D, Lv 1 SV) is easier to land after a Gun Blaze crossup than just normal Gun Blaze hit. It might just be my inexperience with the game but doing his Slash BnB (not using the run up 5S©) seems stricter now (is it because of the lower float?). lol I got around 197 from a normal Fafnir hit on I-No using JI and heading into the corner from almost midscreen. It's about time he got something to give him silly (easy) damage, pretty much everyone else has. Also, comboing into DI:Sakkai is too much fun
TITANIUM BEAST!!! Posted June 4, 2007 Posted June 4, 2007 The old Slash combo usually does not work since the float on Gun Blaze is lower. The upside is that all Gun Blaze combos do more damage now.
reaVer Posted June 4, 2007 Posted June 4, 2007 The timing on that j.H is not that hard really, you just have to do it late. You don't have to worry about timing at all if you did the GB from a dash.
TITANIUM BEAST!!! Posted June 4, 2007 Posted June 4, 2007 It depends, if you want to try and take them across the screen into the corner for a re-juggle then you have to time it late and it becomes iffy. Otherwise it's relatively easy and does a little more damage than the BnB combo, downside is that you cannot bait Burst as effectively with it as you could the BnB.
Icege Posted June 5, 2007 Posted June 5, 2007 lol Apologies ReaVer I'd read your post a couple of days ago and forgot you'd mentioned it. Also my comments about JI weren't aimed at you they were aimed at Icege. I had misread your previous post. I saw the part about JI, and then saw that there were none in the combos you put up. Re-reading it, I see that you were saying you can do those instead of. My mistake
reaVer Posted June 5, 2007 Posted June 5, 2007 This thread should get stickied:P Anyways: 5KS2S5H l3BRP run 5S©-H sj.H-D,dj.H-D,BRP works vs baiken and does more damage then it's l3Ri version.
Pervert_Q Posted June 8, 2007 Posted June 8, 2007 Didn't see if this was posted yet but my current favorites k,s,hs, 236 p<lvl2>, d(frc), dash, k,s,hs, 236 S<lvl2> RC, j.hs, j.d, j.hs. j.d, brp1 stupid combo in corner, ID j.hs, j.d, j.hs, j.d, brp level 3, land 632146, hs level 2. then... whatever Ive noticed it possible to get a level 3 on that super after land but you don't have many frames to get it off.
Pervert_Q Posted June 8, 2007 Posted June 8, 2007 update from what i can gather you only have 1 or 2 frames to get those two level 3s in a row
Hatred Edge Posted June 8, 2007 Posted June 8, 2007 I case no one knew HOS can combo into lv3 BRP from CH 2S,CH 5S and 5S far on CH. Good follow ups?
WUT Posted June 8, 2007 Posted June 8, 2007 - You can always combo into a Lvl3 BRP from a 5HS on standing or crouch. - You can link an IAD j.P after a 5HS on most of the male characters if they're standing, excluding Ky, Robo-Ky, Chipp, Zappa, and Faust. - Lvl2 BRP will combo after 5HS on crouch for an okay knockdown. I case no one knew HOS can combo into lv3 BRP from CH 2S,CH 5S and 5S far on CH. Good follow ups? Sounds decent, but they aren't easily hit confirmable: (Anything into Lvl3 BRP), run up 5HS jc j.HS, j.D, djc dj.D xx Lvl2 BRP (Knockdown on everyone except certain floaties. Works with an almost full Lvl3 meter). (Anything into Lvl3 BRP), run up 5S© {JI], 5HS, sjc j.S, j.HS, jD, djc dj.HS, dj.D xx Lvl1 BRP/SV (More damage, generic air combo ender).
reaVer Posted June 9, 2007 Posted June 9, 2007 Didn't you guys read my previous post? Not only does the combo get copied into another post... But also the fact that 5H combos into l3BRP is spoken of as an self found discovery:/ Anyways: on millia: CH 2S6H,RC,6H,RC,5H,l3BRP,5H,j.H-D,j.H-D,BRP for 338 damage.
Pervert_Q Posted June 9, 2007 Posted June 9, 2007 anyone have any other stupid level 3 specials to level 3 super combos ?
WUT Posted June 9, 2007 Posted June 9, 2007 Didn't you guys read my previous post? Not only does the combo get copied into another post... But also the fact that 5H combos into l3BRP is spoken of as an self found discovery:/ Awww, I'm sorry. Did I steal your shine? I merely stated that: Lvl3 BRP can always be combo'd into via 5HS, on both standing and crouching opponents. You saying it works on Baiken and does more damage than the Lvl3 RI combo doesn't really send the same message, now does it? It's a general fact, rather than something completely character-specific. More of a Protip, if you will. The same applies to the other two tidbits of info I posted, less so to the IAD j.P as it is a little more character-specific. Same with the combo you posted: it's merely a generic follow-up combo. HOS doesn't have too much variety in combo enders once he's made it to his launcher of choice. All I posted was a couple general combos for corner and midscreen situations that work on pretty much everyone. But I digress; talk like that doesn't belong in a combo thread . Here's a fun combo that should work on everyone as long as you shift your timing around: 5K, 5S©, 5HS xx Lvl3 BRP, dashing j.HS, j.D dj j.HS, j.D, land, 5S©, sjc j.S, j.HS, j.D xx Lvl1 BRP. It's rather abstract and character specific concerning when to actually do the first j.HS, aside from the obvious having more time to do it 1/3rd from the corner to midscreen and less when you're closer to the corner. You need to do the dashing j.HS sooner on normal/heavyweights/odd aerial hitboxes (*cough*Eddie*cough*), but you can delay the dashing j.HS and get in deeper on the characters with larger aerial hit boxes and floaties. You also need to keep in mind the slight delay(s) between j.HS, j.D, dj j.HS, j.D, as per usual when you go for "Dust Loop" relaunches.
reaVer Posted June 10, 2007 Posted June 10, 2007 k, so since when did you have some form of mathematical failure? I mean, if it didn't combo I wouldn't have posted the combo in the first place... So yes it obviously combos and that automatically implies it works on every character.
Nives Posted June 11, 2007 Posted June 11, 2007 how is that a "mathematical" failure? i also fail to see where WUT's post is derived from yours. stating that 5H combos into lvl3 BRP on every character is a good general statement to consider. reiterating what WUT said, specific character posts don't imply "it works on every character". like you posted, "works vs baiken (specifically, not everybody) and does more damage than lvl3RI." credibility is earned from respect, and not demanded.
Pervert_Q Posted June 11, 2007 Posted June 11, 2007 Who cares about brp lvl3 from a 5HS, seriously ? If you have 3rd level you could do something way more practical like level 3 rockit into JI combo level 3 BhB into a ID combo or if you have some meter frc the ac and do another bnb combo into another bhb into a ID combo level 3 tyrant rave omega then combo off wall bounce
TITANIUM BEAST!!! Posted June 11, 2007 Posted June 11, 2007 Who cares about brp lvl3 from a 5HS, seriously ? If you have 3rd level you could do something way more practical like level 3 rockit into JI combo Combo from level 3 BRP is just as easy and does more damage. level 3 BhB into a ID combo or if you have some meter frc the ac and do another bnb combo into another bhb into a ID combo Total waste of meter, the damage doesn't compare. level 3 tyrant rave omega then combo off wall bounce Level 3 Tyrant Rave doesn't wall bounce, you're thinking about the level 2 version. Level 3 TR does good damage, but the scaling results in doing less damage than you would using a no-Tension combo. Level 3 BRP from 5HS is actually really cool. The wall bounce gives you a lot of interesting followups that are strong.
reaVer Posted June 11, 2007 Posted June 11, 2007 A very good reason to use l3Ri over l3BRP is the range which the 2 can be comboed, where l3Ri works from any normal's range(S(f), 2S), l3BRP works only from 5H range. The l3BHB is a total waste, l3TR is pretty ok but still sucks compared to l3brp combo. There is however the option to raise the damage on the l3BRP combo with a l2TR, but it's hard and definitely not worth it.
Pervert_Q Posted June 12, 2007 Posted June 12, 2007 good points, maybe ill throw it in and see how it works out. All the combos i generally do so far do good dmg anyway. It just seems that the lvl3 brp wall bounce is kind of odd. Does the timing change a lot from char to char on follow ups ? I wouldn't really say bhb frc combos are a waste of meter. I find that at most times I have more meter than I know what to do with.
Icege Posted June 12, 2007 Posted June 12, 2007 I got some questions, and bare with me. I haven't really played GG since XX, so I missed HOS Slash stuff >.> After a lv2 or lv3 236P, should I be following it up with a 6HS->RC, or should I be airdashing in with HS and a ground chain? For example: 2K-S©-HS->236P(lv3)->D... ...6HS->RC, iad j.HS, S©-S(f)-HS->lv2 236S ...iad j.HS, S©-HS->236P(lv2)->D->FRC, dash, throw Also, after any of the HS follow-ups, doing lv1 236K and FRCing it for a throw set-up is fun. My real question though is, is this what I should be doing? Or am I wasting meter/time/etc? Should I just say the heck with iad and just 6HS the fools as many times as humanly possible? Also, I'm using a lot of j.HS vs. ground, j.P vs. air, lots of 2S and S(f) to try and CH for 6HS. I'd like to work 6K in more since it chains into 6HS and is NCc. Aside from frame trapping, what should I be using 6P for? anti-air? anti-proj? I'm guessing most of this is acceptable from reading the Primer. Oh, and I <3 214D after anything :D
LM_Akira Posted June 12, 2007 Author Posted June 12, 2007 If you watch kaqn play, you'll see how he uses dash into Lv2 BHB AC FRC right in their face into mixups or frametraps afterwards, I'm not so sure if it's really best to use it in combos, probably better to end short gatlings with Lv1 BHB AC FRC into rushdown. Lv2 RI is maybe a better tool to use in combos over Lv2 BHB. I think it's already been noted but in the corner after Lv2/3 BHB AC FRC you can actually grab them when they're still on fire lol. Lv1 BRP FRC into throw is old school for HOS now, with added throw techs it's probably best to start mixing it up with lows and an overhead here and there more often now. The rest of your stuff should prob be discussed in the general strat thread. Is anyone else getting frustrated with his corner throw combos? I've been going through all the chars bit by bit and some require a dash 5S© in order to combo j.HS, j.D, dj.HS, j.D, ender ... afterwards and some don't tho the actual main part of the combo can vary in timing quite a bit . Timing is very strange vs some chars (e.g. Johnny) but really easy vs others. Getting an ender in like dash 5S© into other stuff I find really tight (especially against Testament even tho you see kaqn get it almost all the time) and some chars (like May) seem to have no basic follow up as the last j.D will whiff not matter what delay you put in. I'm having the same problems with Lv1 GB follow ups too. I've found myself starting to use the ancient wargasm combo Lv1 214S dash 5HS JC j.S, dj.HS, Lv1 623HS over the new BnB combo. I have issues with getting 2 hits with SV after the end of the BnB and also how deep you're supposed to hit with the dash 5S©. Vs May the j.D at the end of the HJ will seemingly always miss and vs some chars dash 5S© is either extremely tight or get in OR doesn't seem to work (e.g. vs Sol). Then again some cases (like Zappa) it seems really easy to get in. The new BnB works well vs heavies (Po, Robo-Ky, Johnny, ABA etc) but in that case I sometimes opt for the tighter j.HS, j.D, dj.HS, j.D, Lv1 BRP just for the little extra damage.
reaVer Posted June 12, 2007 Posted June 12, 2007 use SV instead of BRP in the j.H-D,dj.H-D combo, it will always connect and does more damage. For corner throw combos I've reverted back to slash combos, they work and they are quite consistent.
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