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Posted

ah, i thought you were referring to using 5s instead of just jump hs,d dj hs,D relaunch. Yea sometimes it's just best to go for a knockdown instead of a 3rd relaunch.

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Posted

No, the corner re-launch combo I was talking about was: Lv1 214S dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 236K You can HJI the 5S© to add an extra hit or 2 at the end if you like that sort of thing. The basic Lv1 GB combo does around 165 or so on average I'd say, the one above is the one that'll do around 200. Check the first post in this thread for more details.

Posted

Yea I use that one every once in a while if it's against a character I don't play against enough to do my combo reliably. with my combo I listed with no follow ups on axl 221 with ending it with storm viper or brp ending with brp level 3 you can follow up with 5s and jump hs, dj dust or the SJI combo on axl = 242 , probably 250ish or more with SJI combo. When I'm less incapacitated later I'll end the combo with SJI and see how much more dmg it is.

Posted

and seriously, for 100 ish more dmg it's well worth it, being why I use it all the time. The combo doesn't change very much char to char. It's only minor changes in timing and the combo itself isn't difficult to begin with.

Posted

Sorry, what is 100 more damage than what?

The combo I'm talking about landing above is on normal hit, not CH for a start. CH Lv1 GB makes all follow ups a hell of a lot easier as it's untechable. I'm not sure what it does on Axl off the top of my head but I think it's around 205 (at least it is on standard damage chars I think).

As far as I can tell, your combo is relying on a CH at a specific distance from the corner in order for the whole thing to work. Plus you've got to get the timing right for the re-launch, is that all worth around 15pts extra?

j.HS is not JCable so I'm not sure what you're trying to say there.

Also having a Lv3 to end combos with will always increase damage somewhat, that's obvious. But are you trying to say landing a Lv1 GB on CH whilst at Lv3 and at a specific distance away from the corner happens regularly for you?

Posted

I didn't say CH specifically I said if their standing and get it or on CH It's doesnt work if you hit them while they are in the air because they can tech early So basically if you do a gunblaze cross up and they dont jump you can do the whole combo I listed earlier doing 250 ish dmg

Posted

OK, I tested both combos on Axl from around the middle of the training mode (pretty much where you get reset to each time).

Lv1 214S dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 236K

This combo did 214.

Lv1 214S dash j.HS, j.D, dj.HS, j.D land j.HS, j.D, dj.HS, j.D, Lv1 236K

This combo did 221.

Is the extra 7 pts that worth going for? I personally found the 5S© re-juggle a lot easier. Also I found your combo to work better from a dashing GB because you have more momentum after you've turned around and go to hit them with the 1st j.HS because you travel extra distance. I found it harder to land after a GB crossup.

Also saying your combo does 250 is misleading...your combo does 242 with Level 3 stored up like you said, which is a given because Lv3 automatically boosts damage in combos, even if you're only getting in 20pts more or so at the end of a combo (by this stage, damage scaling in your combo is barely giving you anything for what you're putting in). By the same token I can say my combo does 237 vs Axl if you do Lv3 BRP, 5S© into a short crappy air combo. But that's besides the point because it's obvious any combo ending with Lv3 BRP will boost up damage a bit.

Posted

It just depends on if you really want to push your dmg to the limits in whatever current situation your in. If I do a gb crossup I want the "maximum" damage I can get out of it or I mine as well not do it at all. Running gunblaze generally isn't used unless your trying to catch a jumping opponent. In that case standing 5s into SJI is really your only option. 15-20 may not make much of a difference but if you push the dmg on all of your combos those 15-20s add up. Just because he does big damage off of a lot things doesn't mean you shouldn't maximize your damage. It's like if i'm playing regular sol and I do command grab, d.HS j.s. sidewinder ch and then only followed it up with one more loop and a finisher. Potentially ( being that you worked on the combo with most characters) you could get 4 or 5 clean hits then a finisher. Even though the damage gets quite prorated after a while IMO it's still worth maximizing damage. This pretty much applies to every character in the game. It's like a slayer player not using d.s relaunches because it's harder to do than the typical air combo into a dust for a knockdown. However, If you don't want to spend the time training to maximize all your damage your options listed earlier are the way to go and are also a lot easier than having to judge height/distance on different characters.

Posted

I'm not sure where the "15-20pts of extra damage" comes from as I just showed above the difference between those two combos is 7...and for 7 pts of extra damage I personally don't see it being worth the effort to absolutely-positively max out damage from every single situation against every single character. This is of course not even taking things into account like guts rating, guard gauge, whether your opponent blocks GB crossup every time etc... But yeah it's entirely down to the player, each to his own.

Posted

the 15-20 ish was a rough generalization, I wasn't being exact. Well said though. I like this character because you don't have to play him cookie cutter. In fact, I don't alaways use the most logical combos for maximum damage, because sometimes I'd rather mix up. Then again this is for ground combos not air related combos. I tend to do the bnb k,s,HS into bhb level 2 (frc) either into another combo ( if they don't slip recover) or mix up if they do. For maximum damage its generally sugested to do a lvl3 brp for maximum ground damage or comboing into fafnir from a meaty jump HS. It's definately an each to his own type of character :)

Posted

There's no real reason to "mix up" your combos, you should go for the most practical and most damaging combo every time if possible. This changes depending on the situation, but typically if you have a choice between doing a small combo into a mixup or a big high damage combo, you would go for the high damage. For example, in the BnB you listed (K-S-HS -> lvl2BHB AC FRC) the opponent does not have time to slip recover, so you can run up and do any combo you like. There's no reason to do a mixup there, you're just sacrificing damage. Then there's the fact that you can link a dashing Fafnir from lvl2BHB easily, so if your opponent doesn't have Burst, there is no reason to do the AC FRC at all, just dash Fafnir after the lvl2BHB hits and do a juggle for huge damage. As far as your Gun Blaze juggles, one thing I want everyone to keep in mind is that it is rare to see any HOS player ending their juggles with a special like lvl1BRP because simply ending it with j.D gives you a better tech trap; j.D is untechable for longer and you recover faster from it than you do lvl1BRP, so you can put yourself in position to trap them more easily. Now then, if you've already done over 200pts of damage on someone and you are willing to use a lvl3BRP to tack on an extra 20 or 30 pts of damage, you are wasting your charge. Yes, you may be "maxing" your damage on that one combo, but you could have easily saved that level 3 for your next combo to do another long 200pt plus combo and end the match. So you're actually reducing your overall damage dealing capability in the match. This is not what maximizing your damage is about. The Sol command grab combo you listed is misleading because it doesn't cost any extra resources for him to do that combo and the damage difference between the two is actually pretty big due to clean hit properties on Sidewinder.

Posted

Are you sure that its impossible to slip recover from bhb lvl 1 or 2? Because in that i'll never go for mix up again. The only reason I say tacking 20 or 30 or maybe a little more dmg is mainly because "unless your standing back and charging" by the time you do pokes and mix up into charge cancel to gain charge meter, by that time hopefully you've done a good chunk of damage to your opponent. That's the main reason why I say maximize the damage.

Posted

and besides if or if not bhb is not slip recoverable I sometimes like to mix up and not combo intentionally to try to force someone to react so I can land a free counterhit depending on what they do. CH's lead into insane dmg so I think its well worth it.

Posted

l1BRP is still use at the end of combos, mainly for getting GB to hit neutral techers and such. If you'd do GB after the last j.D in a lot of cases the flame will be too far outside the corner to hit the opponent if they decide to stay into the corner, making your usually buffered action charge - which normally is safe in that situation - CH punishable and then there's plenty of cases you'll eat the damage you just did. Pevert_Q: I have a lot of trouble interpreting your two posts, but are you under the impression you always have to charge to lvl3? If so, you don't, lvl1 and lvl2 are fine in plenty of cases and they are easier to reach then lvl3. If you however made your opponent aware that you actually love getting counter hits and you do turn those into damage each time, they will block more(or they'll die) and you can start mixing in longer charges sneaking your way into lvl3 without letting up pressure at all.

Posted

no not at all. If I get to 3 , I get there. I never let up pressure just to charge to 3. Generally I'll get there 1-3 times a match if im doing my usual right. I try to make people eat counterhits every couple of rounds, I don't want to get too predictable. About the only time I'll stand and charge to 3 is if I throw someone to the corner and they wall-stick but it's too far to really do anything. If its just barely out of range and enough for a rock-it to connect I'll do that and then try to air throw them out of a tech and then set up for a relauncher.

Posted

l1BRP is still use at the end of combos, mainly for getting GB to hit neutral techers and such. If you'd do GB after the last j.D in a lot of cases the flame will be too far outside the corner to hit the opponent if they decide to stay into the corner, making your usually buffered action charge - which normally is safe in that situation - CH punishable and then there's plenty of cases you'll eat the damage you just did.

I find this untrue. Unless the opponent is very high in the air, neutral tech -> throw will beat the tech trap Gun Blaze after level 1 BRP pretty much every time. That's my experience with it. Most players will just tech out of the corner anyway if they think you will Gun Blaze. With the longer untechable time of the j.D compared to a level 1 BRP, you can still tech trap them if they tech forward, whereas this is not really feasible if you use BRP.

Posted

Thanks, I'm glad you found them useful. Is anyone experimenting with using Fafnir after BHBs in combos? For example, 5K, 5S©, 2S, Lv1 BHB, Fafnir ... or 6K (CH) Lv2 BHB, Fafnir ... I find that trying to use these combos leaves you too far back after the Fafnir hits to get anything afterwards, especially trying to get a dash 2S, 5HS. Is my timing just off or can you do normal Fafnir combos from these kind of situations? The best I seem to get is just another Fafnir.

Posted

Off of level 2 BHB, you have enough time to do a dash-buffered Fafnir, so all normal followups should be possible. 2S-5HS -> IAD combo should be feasible from almost any range; the problem with your first string is that you do too many hits before the BHB. I recommend no more than 2 hits tops, and 1 hit is ideal (ie 5K -> BHB, which is a good pressure string anyway).

Posted

Ok cool, thanks, I'll work more on shorter gatlings into BHB (I usually end up doing dash buffered BHB to start pressure instead of 5K, BHB) and dash buffered Fafnirs after Lv2 BHB.

Posted

LM_Akira is there somewhere i can get a combo list for the things you were doing in your videos and what freaking costume is that that you're using for most of part 3, I'd hate to have to waste quaters to find out lol.

Posted

For the that vid I was using HOS's normal D colour (Blue/Black with White hair). Every combo I did in Part 3 (baring maybe 1 or 2) can be found in the 1st post of this thread, amongst a load of other things.

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