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  • 3 weeks later...
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Posted

Ok, so here's my idea (since I've been practicing again for SB:R). We can use the last few posts of this thread to compile combos that will go in the first post of the new combo thread. The idea is to create a solid base for new-ish players to build off of, then use the thread to discuss other ideas. Once we've got a good base, I'll close this thread and open the new one.

As far as number of practical combos, it will vary depending upon what you feel is practical, since that's a matter of opinion. When it comes to serious play, I like the idea of "simple is best". There are a lot of combos you could argue would be practical from a theoretical perspective, but once you're actually playing, your style will dictate what you think is practical or not. I'm a fan of simple stuff that's flexible. That way you have something easy to fall back on while still leaving room for creativity if you wish.

Posted

i was almost done with a new topic though. i was even working on what combos work on who and such. but you're taking it in a completely different direction. i don't really like the idea of "simple is best", but i guess i can accept that direction it since the topic is supposed to be for newbies rather than me.

Posted

I think Kamui should finish his topic but have a begginer's section for combos, then the advanced stuff in a seperate portion/post.

Posted
i was almost done with a new topic though. i was even working on what combos work on who and such. but you're taking it in a completely different direction. i don't really like the idea of "simple is best", but i guess i can accept that direction it since the topic is supposed to be for newbies rather than me.

That was more responding to the idea of which of his combos is practical, not necessarily what should be done with the combo thread. Do whatever you want, really.

Posted

Since "simple is best" is pretty much a watered down version of a more complicated walk though; why not ask K. Moon to water down his guide and have two posts?

*pokes sG*

STOP STEALIN THAT GUYS AVATAR!

Posted

lol for starters the 1st post hasn't even been updated for 2 years. Back then, new combos were just discussed or brought up in the thread or posted from vid clips. All the regular HOS players who posted pretty much knew what they should be doing in any given situation anyway. A lot of the early stuff in the 1st post is introductory stuff, and given there is a char limit as to how much you can type in 1 post it's not possible to add to it anymore without stripping out tons of stuff. Not only that but the HOS vids I did cover plenty of combo ideas as it is, so you can either read the post and see stuff in action (which was my idea with them) or just check the vids and get the basic ideas.

Some of the later stuff in the 1st post IS badly outdated and some probably shouldn't be included (2S CH 6HS RC combos???) but given the HOS forum has seen so little traffic in a very long time, I've never really seen the need for a total overhaul of the post. Regarding char specific combos, lol, if someone wants to go thru all 23 chars testing every single combo in corner/midscreen/whatever then be my guest. I tested the vast majority of his important combos (at the time) inside out, so all the important combos have full char specific details. If a combo doesn't have a char listing then it either wasn't important enough to test to death or it was a trivial combo and not something you'd be using 24-7.

Bear in mind the 1st post is not really supposed to be an ultimate definitive article, it's an introduction, with more of a focus on basic and intermediate (useful/reliable) combos going on later to his bnb stuff. Some of the details may go over the top sometimes but it was compiled over a good length of time (early AC lifetime) and some of the more meaty stuff was discussed in the thread amongst the players. It just ended up the way it is now from lots of edits.

If Kamui has been working on a HOS combo bible then that should probably be made into it's own thread full stop and this thread could either be locked or the 1st post re-written to clarify it's a basic/intermediate introduction or something.

Posted
My name is LM_Akira and I lie to eat Ninja Bread. u.u

Those HOS vids may be 2 or 3 years old but they are still relevant and gangster. Nuff said, yo.

Traffic is low though.. Only Kmaiku Moon and I post in here, I dunno who the hell this sG faker is, T beast is chillin... Man...

Posted

Actually I made a new vid about GB crossup a few months back, don't think I ever posted it here.

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

There were a few guys in the UK expressing interest in GG and I remember one guy a long while back asking exactly when GB will/won't crossup so I made a quick vid. It's probably boring as hell for an intermediate player to watch but it covers all the essentials in detail (and it's explained more clearly than when I did the old vid).

Posted

Because I didn't see it here and thus didn't know about it:

run that oki. game -> 2HS RC -> fafnir -> 66 -> 5.s -> j.s -> j.d -> j.hs -> j.d -> dj.HS -> j.d -> baller dmg -> knock down

75% Tension for 250+ dmg + knock down. *shrug*

Posted

I'm confused as to how that combo would go.

For 75% tension, I'd like to hit with a random fafnir, lvl 3 savage fang, dash, S. JI, HS., bnb HJ combo (or bnb jump combo depending on weight, and height relation to the ground)

Posted

2HS is a throw invincible overhead. You can't combo off of it without timing it extremely meaty so it links in to 5K, or RCing it. It's also specified at the beginning of the post that it's OKI.

Also why in the world would anyone waste level 3 and 50% on SF AFTER hitting with Fafnir? :8/:

Posted

sG, it adds serious damage, these are both 75% tension combos, and mine does way more, and ALSO fits into OKI.

And of course I know all about 2HS.

Problem is this...

"j.s -> j.d -> j.hs -> j.d -> dj.HS -> j.d -> baller dmg -> knock down"

How are we getting S, D, HS, D in one jump, without landing, without double jumping???

And what is baller damage? storm viper, and bandit revolver don't score knockdown...so yeah?

Posted

Random fafnir is oki? lol

2HS RC Fafnir is somewhat legit since it's one of the only ways to score big damage off of a 2HS without CH. You should have just assumed he meant dj.HS dj.D, it's clearly intended to be a dustloop.

He listed the damage in his post.

Spending any meter or level (barring for knockdown) after hitting with fafnir is a complete and total waste imo. You're already likely to break 200 damage. Using that level 3 and 50% to convert a simple 5/2K into big damage or hitconfirming that sudden 2D with a 1 frame super into 200+ is far more useful.

Posted

what sessh meant to say was 2H RC fafnir, dash 5S, j.H, j.D, dj.H, j.D land 5S, sj combo/dust loop. you're looking at around 260+ depending on guard bar.

it also opens up options for double overheads and fuzzy situations. 2H RC immediate j.P works as a fuzzy on anyone taller than bacon, and you can even do j.P, j.H, j.D into dust loop on pot.

fafnir doesn't work as oki, but it does work in mixup situations. j.S land fafnir, j.S whiff fafnir, post gb crossup into fafnir/brp, etc.

Posted

Right, I just think it's cool that fafnir into level 3 SV breaks 300 damage on certain characters.

I also don't see how fafnir is bad for OKI, since it hits low, and if you've been throwing out Dust and cr.HS then obviously they might not crouch block.

Posted
what sessh meant to say was 2H RC fafnir, dash 5S, j.H, j.D, dj.H, j.D land 5S, sj combo/dust loop. you're looking at around 260+ depending on guard bar.

That's why I just ended it as "baller damage" because different weights need different combos.

  • 5 months later...
Posted (edited)
what are some easy O-sol combos?

One of the simplest air combos HOS has is something like j.[K, S], dj.[K, S], SV. Another option is j., dj.[s, HS], SV. His easiest combos usually rely on high/super jumps after hitting an airborne opponent with 5S© or 5HS. In which case you do hj.[s, HS, D], SV. This works after Lv1 GunBlaze (with a dash), CH Fafnir, CH 2HS, 6P in the corner, Lv2 RockIt RC, Lv3 BRP etc... After using Lv3 RI in a ground combo you can go straight into the usual high/super jump combo without extra ground hits.

After a corner throw, it's pretty easy to do his main air combo j.[HS, D], dj.[HS, D], BRP against most of the cast (some require a dash 5S© beforehand tho or even a dash jump).

Edited by LM_Akira

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