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Posted

Corner throw I always forgo the damage and do 6HS for knockdown. This gives you a perfect setup for fuzzy guard (meaty j.S land 2K/dj.HS delay dj.D). Go for the kill if it's within reach though.

To this end, you can pull off a 66 -> j.p -> j.HS -> j.D -> wait -> dj.D to land a knock down every time after the first Dustloop of a corner throw to gain a knock down; due to j.d's long untech range. MFRC goes for Knock down + Oki game, I go for meter/tech trap options. Play HOS the way that suits you best.

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Posted

While that does give you more damage, it's pretty difficult to land, especially on lighter chars. 6HS is 100% knockdown so I almost always go for that.

Posted

Whoa, more info than I bargained for. I'll have to get to practicing. :P

A clarification for combos, though. It seems they're a lot shorter than I thought. I pretty much just do j.s-HS-D -> SV instead of j.k-s -> dj.k-s -> SV? ... doesn't seem much different than before. :P I think the idea is rather to combo them into the corner and then get off your real damage with a mixup into dustloop?

Well, keep in mind I might as well be new to GG. Everything is appreciated!

Posted
You can get off a AC with out FRCing and keep the level and still have enough time for oki. lol

No time for meaty j.S though! :(

Posted
I pretty much just do j.s-HS-D -> SV instead of j.k-s -> dj.k-s -> SV? ...

In what situation?

No time for meaty j.S though! :(

...

You stay on the ground! >.>

Posted

^ Err... you tell me. As I said, I might as well be new to GG.

Yeah, I know all the basics and stuff, but combos in this game have different purposes than in BB. In BB for ex., you generally only have 2-3 combos max for any normal/special you'd hit with. But in GG, char. weight, height, hitbox, etc. have much more importance, sometimes above getting damage (I think I saw some guys discussing adding jabs to a combo just to bring up the other's hitbox to the right height. Coming from BB, this is incredibly weird. My first thought was "doesn't that prorate like a bitch? :psyduck:").

Just to be more specific, though, I'm rather looking for universal stuff I can use right now before I get into the, well, specifics. I always start off with learning one combo per starter to get me going, and that's what I'm looking for here. As I said, the combos on the first page seem so numerous, I just don't know where to start.

Posted

the first post is really outdated anyways. sessh should just spam for a few hundred posts so i can make a new thread.

anyways, in most situations, it's possible to do (5K) c.S (5H) sj.S, j.H, j.D, SV/BRP. you'll use that combo in the beginning and you'll use it even after you learn all of the better options because it's just a solid option. jump installing/super jump installs will come into play later on once you're comfortable with it.

second combo you have to learn: 2S, 5H, sjIAD.P/K, j.S/j.H, SV. super super super important combo. this is how you squeeze out extra damage in situations where you really can't get anything (long range fafnir, long range lv2 RI, a bunch of counter hits, etc). this combo is slightly character specific though. johnny an robo-ky typically won't get hit by it if you super jump, so you have to hit them with a regular IAD punch. and j.H is situational and really depends on hitboxes. some characters will always get hit by it (like pot, baiken and may), other characters just won't. safest bet is to always use j.S.

third combo: dust loop. no, you don't have to learn the full loop at this point, but j.H, j.D, dj.H, j.D is as staple as it gets for hos. works off of everything, though you may have to throw in a c.S.

Posted

Comparing GG to BB is a huge mistake; I digress...

I don't think you will find any "one combo per start" business here. You get in, you stay in, you kill. To help you get in, keep block strings short, AA with Gunblaze or 5HS or bla bla.., look for openings in their block-strings or advances and punish accordingly. To stay in, keep your block strings short, charge cancel often. To kill: use your meter wisely, mix things up (fuzzy guards, grabs, 2HS, GB cross up, j.S cross up, ect...) and try not to do unsafe pressure (BRP close with out the FRC).

sessh should just spam for a few hundred posts so i can make a new thread.

FU xD

Did you remember to record that turny?

Posted

Sounds good to me if the new info is more user-friendly and I won't have to bug anyone for stuff. :P

But really, I appreciate the info. Just this much is already making HOS "click" with me in ways he hasn't in the last year+ of training/watching vids. Hopefully I get to make the local GG meets a regularity, and we get HD someday to revive the scene.

Posted
shrug just go ahead if you want and I'll close this one.

Please make a new topic. When I read the first post it tells me stuff like "(vs...)" and doesn't list which characters : (

Trying to relearn character specific combos is too rough in this way.

Posted

man, that first post is so cluttered with info it's almost scientific. how many practical combos does he have anyway? i can think of

launch into 2s 5hs iad p s SV

launch 5s 5hs sj s hs d (jump install hs d)

launch in the corner, dust loop

special move specific combos (lvl3 rockit or bandit revolver)

and for burst safe combos mash s and p and end with hs SV

no use for walls of text. they'll only make the new player go "lol i'm gonna learn that? yeah right." not everyones going to engage something like that head on.

more advanced combo video combo's will be learned if the player wants to learn them. they'll find out somehow someway.

Posted

oh lol. you really don't want me to write this up then. i'm making the hos bible. as long as the old testament and more relevant than the new testament.

Posted
oh lol. you really don't want me to write this up then. i'm making the hos bible. as long as the old testament and more relevant than the new testament.

Yeah, IMHO most of the first post is not irrelevant and the info should be kept in the rewrite.

There is at least quite a bit of info IMHO missing from the first post though, so I hope you do a beast job of updating it.

Personally I'd like to see the character specific options for following up the tech trap after his throw.

You know, throw [wall stick] j. hp, j. d, land, jump, air grab tech trap, land, ???

I've had minor success with 5K, 5S, j. S, ??? after the air grab, but it usually falls off because I don't know what to do, and I can't seem to land the damage consistently.

Vs. Ky, I find after the air throw, I actually have time to get a 5S, J. HS, J.D, dj.HS, J.D, BRP

Also, I don't see one of my favorite combos vs. taller characters

Dash, J. HS, J. D, LVL2 SV, land in the corner, 5S, J. HS, J.D, dj.HS, J.D, BRP

And though I know it's not popular, I also do

LVL 1 GB, 5S, JI, 5HS, HJC, j.S, dj.S, J.HS, SV

It gets more damage than the standard HJ. S, j. HS, j. D, BRP...and is more consistent than the j. S, J. K, J. S, (dj. S,) j. HS, SV

Seems to be a bit character picky, though I know it works on Sol (BG) and Testament.

Posted

Well.. I posted the corner throw combos alrdy that I use. Slayer and Ky fit in the same heavy category.

I think you can only SV Potemkin after your gunblaze combo. You can SV everybody if you omit the heavy slash though; or another rep of j.HS -> j.D if you are a gangster and can HJI off of 5s like I can't. It's easy to land and beefy damage but the tech option is way too high to continue any standard pressure. I usually only do it if something happened and I cannot get the normal loop off or I got a CH but facing away from the corner; I will run under them and HJI combo them back into the corner. But the main issue is the fact that you lose nearly all momentum and pressure (and I would not call HJing up to them with j.k stuck out pressure).

Posted

a.) take your knockdown. (my suggestion)

b.) savage fang

c.) (off of really really low airthrow) 2S, 5H, sjIAD combo (or dash 5K, 5S, 5H, sjIAD)

d.) (off of really really low airthrow) 5S, dust loop

c and d are kinda hard off of most air throws, character specific, and generally not worth giving up your knockdown for. air throws are not only prorated, but the second part of it knocks off a lot of guardbar, so it does quite a bit less than a regular throw combo. aside from savage fang or a sjIAD combo to kill, i can't really remember going for much more. well, alright i guess i have gone for air throw into dust loop on fat characters like slayer and pot.

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