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Posted

question: if your opp is cornered, its worth to do, gatling into Lv3 BHB, dash, Throw, "wallstick combo"?} I saw it on Midnight Flame CM, but i dont know if theres better damage options in the corner.

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Posted

I think this is just the case of Anji having a vunerable hitbox on the lower part of his body. I've seen Anji do this super and land on top of May's 3K and get CH!! lol

In fact here it is:

http://www.youtube.com/watch?v=hi4BVyyw5w8

The vid I made for a joke but the Anji thing is right at the very end.

So either he has a miniscule hitbox on his lower body OR he has a vunerable hitbox there.

No, Anji lands before he gets hit by Ri and Ri doesn't hit low profile.

Posted

Diveman: Lv3 BHB AC FRC dash into throw can be funny to throw out (they're still on fire when you grab them) but the damage scaling from doing this makes the combo not worth going for. Better to use the Lv3 for something else. Hatred Edge: Whilst not complete, the first post in this thread gives you all you need in order to start learning AC Order-Sol's combos imho. It's been compiled from various sources (mook, people's discussion here, match vids etc) and if you can pull off all that stuff then there isn't much more to him in terms of combos. At least that's what it seems right now. There aren't many OD combos but the thing is, if you look at all the combos you'll see that there isn't really much variations other than the initial few hits of whatever the combo is...e.g. Lv1 GB (CH) combos are pretty much the same as 2HS (CH) combos or Fafnir (CH) combos. You dash up and can do a midscreen/corner JI combo or a generic aircombo or aircombo into the corner into a corner combo (which itself is a standard combo from Slash usually). Combos starting with j.HS (CH), Fafnir and gatlings into Lv2 TR can be done with stuff like dash 2S, 5HS hj.IAD j.P, j.K, SV. Lv2/Lv3 RI and Lv3 BRP combos lead (at some point) into standard aircombos, as does Lv1 GB (in a slightly different way). So the setups and beginnings are different but the main substance of his combos is generally quite repetitive. reaver: I never said RI hit low profile and you didn't explain yourself clearly when you were talking about how RI can stop Anji's super. If you're saying RI hits Anji after he's landed then what I said above could still be true, Anji could have a larger vunerable hitbox around his lower body (which is what RI is hitting) or a small attacking hitbox on his feet which is what RI is beating. Or RI could be even be beating the hitbox of the "wind" that the super makes (if it has a hitbox) I don't know.

Posted

Well it's a cold hard fact RI has no invincibility and/or super armour anything like that, must be a weird hitbox thing.

Posted

Ok, stop this. If Rock It had invincibility of any sort, there would be no reason for it to get beat by random pokes at any level. The move has no invincibility, stop debating this.

Posted

Hit. Boxes. Ok? How the FUCK can he hit Anji out of a super and yet Ky can fucking hit him out of Rock It CLEANLY with a 5P? Every move that has invincibility of ANY kind has the invincibility listed in the frame data, including what part of the body and what the duration is. There is NOTHING mentioned about level 1 Rock It or ANY version of Rock It having any invincibility of any kind. Just because you managed to line up a couple of hitboxes so that one move beats a move that you think it shouldn't DOES NOT MEAN THE MOVE HAS INVINCIBILITY.

Posted

How the FUCK can he hit Anji out of a super and yet Ky can fucking hit him out of Rock It CLEANLY with a 5P?

My point exactly, perhaps Ky's hitting him out of his start up or Ky's upper body invincibility prevents Ri from hitting him allowing Ky to hit OS's back foot. Even if there's no mention in the framedata, usually all flame covered regions are invincible, which makes upper body after start up. Otherwise explain me how hitbox alignment prevents OS from getting hit in the head whil still hitting Ri while his fist is definitely lower.

Posted

Ky's 5P HAS no invincibility, genius, you're thinking of his 6P. And the flame covered regions certainly are NOT invincible because that's what you're fucking hitting with Ky's 5P.

Posted

Oh Snap. Midscreen Lvl1 GunBlaze lets you nail a running 5S© [JI], 5HS into air combo on not only Potemkin, but: Testament Johnny Slayer Faust Zappa I-No For the first 4 (Potemkin included) you get a combo I stated from an earlier post in this thread: 5S© [JI], 5HS sjc j.S, j.K, j.S jc j.S, j.HS xx Lvl# Storm Viper. On the other 3 you need to remove the last j.S and just do a jc j.HS. Lvl1 GB with Lvl2 SV ender leads to 190+ damage on all of them except Potty. The height restraints are pretty tight (on par with doing a running 5HS SJI), but the damage is nice. Good times.

Posted

Odd combo here: In corner: 6P>Fafnir>j.HS,j.D,jc.HS,j.D, lvl 2 BRP. About 209 dmg. I tried to do lvl.3 BRP after the first j.D and it hits but I can't seem to do a follow up even if I run in after the enemy. The timing on it is weird. Tested on Baiken and Anji. Thoughts?:?:

Posted

You can extend that combo by setting up HOS's loop which adds another j.hs>j.d>jc>j.hs>j.d and follow with lvl2 brp. This would net you around 272 dmg to Baiken, and 241 dmg to Anji. If you end the combo with lvl3 brp, a quick combo like 5s>jc>j.k>j.s>j.k>jc>j.k>j.s>lvl1 sv will give you only about 10 pts more dmg. If I figure something else out I'll let you know.

Posted

Hold on a sec, 2D CH into lvl.3 BRP.... I go for the same followup after 5HS into lvl 3 BRP? Unimportant Guy: the loop you are takling about.... It is after the first j.D?

Posted

After the second. The corner combo will be like this: 6p>FFB>j.hs>j.d>jc>j.hs>j.d>land>j.hs>j.d>jc>j.hs>j.d>lvl2 BRP. I guess it's not really a loop per say but it makes HOS's combos become extremely powerful if you learn the corner situations to use it. It requires some timing of the second j.d to hit your opponent extremely low in the air then land and quickly jump up with j.hs into usual combo. I just refer to it as a loop because it looks like one when you see all those j.hs and j.d.

Posted

WUT:

I actually found that out over the weekend too! Whilst playing casuals before a tournament here, I saw another HOS player who was going for that followup everytime. I think he was going for it regardless of whether or not the GB hit or CH and it was missing a large part of the time but it got me thinking whether or not it would work on some chars on normal hit which it obviously does as I'd tested it when I got home.

I've recently come up with the 1st part of a guide I wanted to do for AC HOS, to help myself with things as much as others really. It starts off very basic but part 2 will be more combo-orientated.

I would appreciate it if some of the members here would have a look at it and give their opinions on things. If stuff should be taken out or put in or whatever. You can't add comments to the vid as it's just a preview atm but I will take feedback on board then put up the finalised vid. Here it is:

http://www.youtube.com/watch?v=KjMImDmAR84

Cheers.

Posted

Now i main JO/BA but I was really impressed with the way you did the guide. Think ima spend the day playing HOS some more. Cant wait for part 2.

Posted

Cheers.

It was good. One thing I want to point out is at around 5:48 when you did the 2hs rc then ran up to combo. You left yourself open momentarily before you threw out the 5k. I think that part should be done faster to show that HOS can combo after the 2hs rc without leaving himself momentarily open. If A.B.A had been used by an actual player, her quick 5p could have turned the momentum around and leave you at a disadvantage.

Posted

Actually yeah you're right, that was supposed to all combo but I think I capped it in a rush. I also forgot to put in 2D CC combos as well.

  • 3 weeks later...
Posted

After some experimenting, I've been able to land 5S©, 5HS on normal hit off a Lv1 GB vs quite a few chars, I will have an updated list shortly. Also I'm compiling a list of who this will work on in the corner: (deep) Throw (wall stick) dash j.HS, j.D, dj.HS, j.D (land) 5S© HJC hj.S, j.HS, j.D, Lv1 236K I find it easier doing this than trying to land a dash 5S©.

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