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Posted

Do anyone could do the 2H follow up? Done in Eddie, Charge Gauge near lvl 2 dash 2H, 5K, BHB lvl 1 AC FRC, dash 5K, c.S, BHB lvl 1, Rock It lvl 3 JC, SV lvl 2 AC FRC

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Posted

I thought the only way to combo after 2H on NH was to RC like I've seen in Kaqn's matches. Here's the vid: http://youtube.com/watch?v=RzTFD985dB8

The combo starts at 32 secs. I take it this is where you got the combo from?

More importantly how can HOS even connect 5K after 2HS when the player didn't even RC the 2HS? I just tried it on Eddie and Venom and I got a no go. I can't land 5K after 2HS. I tried it with the CPU set on standing and crouching.

Posted

well , i tried so hard pulling this 2 hits ID off , but it doesn't seem to work , the oponnent always recovers on the way down.. well her's the technique i tried , on horming jump i do jH,jc jD , but it's so sloow , i tried using fd , but all in vain , maybe you can help me out guys ^^ :keke:

Posted

2 hit ID is easy, the key is to doublejump after the first attack and quickly throw the second attack before you fall too far. Here's how I do it: Dust, hold 8, j.H, tap 8,9H, land, combo. Try that. And please avoid making redundant new threads in the future.

Posted

Working on Rock It combos,

5K, 5S©, 2S, Lv2 RI, 5S©, 5HS into hj.IAD combo

does good Tensionless damage in both midscreen and the corner against everyone. Against some of the heavier characters you can use 2S, 5HS hj.IAD but get a few points less damage. From a jump-in. you may end up getting 5S(f), 5HS after the RI due to pushback but I think a hj.IAD j.P will still connect.

EDIT:

In fact it's better to do 5K, 5S© into Lv2 RI, I'm having issues trying to get hj.IAD stuff if you add in the 2S and I've a feeling it's not possible from a jump-in. Something like,

5K, 5S©, Lv2 RI, 5S©, 5HS hj.IAD, j.P, j.HS, Lv1 SV

will get you 144 on Eddie for example and about 122 on Potemkin.

The only decent time I can see that you'd want to RC a Lv2 RI is if you're heading into the corner and can catch them with j.HS, j.D, dj.HS, j.D into corner re-juggle or tech trap. Otherwise it's just a waste of bar.

Posted

Thanks. I was tired of blowing 50% tension just for a couple more hits. But damn, I'll have wait to get home to try it out..... which will be about after 10pm! Damn evening college courses!:gonk:

Posted

Fafnir, 2D>5HS hj.IAD into whatever isn't working to well for me if I set the opponent to do an away slip recovery. They can recover in the opposite direction of HOS it seems that the 5HS will whiff and they will escape the combo. Am I just doing it wrong? Edit: I took off recovery and it seems that it's just a timing issue, if I hit them late they won't pop up after the hit which will let them escape, but now I notcies that If I hit the fafnir far the time it takes to dash usually makes it so I can't pop them up. Any advice?

Posted

Well, what you could do is a dashing fafnir which would bring you in range but if that's not available you're stuck with trying to run after fafnir. You don't really need a run though, you only want the forward momentum, as when 2S hits 5H usually will hit too. So what you do is 663S5H then sIAD.P-H into SV. That should work against most opponents. Oh, and you don't want to be hitting people with the tip of your fafnir, no matter what you try, you'll be out of range for sure.

Posted

BL Pancho: I would suggest doing what reaver posted a few pages back, i.e. just practice the combo j.HS (CH) 2S (or 5S©) 5HS, hj.IAD j.P, j.HS, LV1 SV over and over. You will get a feeling for the combo and the timing of hj.IAD. What I did was turned off teching and just did this combo over and over. At first I was getting Black Beats, but as you get more used to the timing and speed things up, you'll start landing the proper combo. By switching teching off you can see the difference in timing requirements from this being a Black Beat combo to it being a true combo. Against some characters, the gap that this combo alternates between Black Beat and true is very small (i.e. you could be off with j.P by a milisecond or so and the combo goes Black Beat). After you get the feeling for the motion (296 or whatever) you can start doing it after other stuff like 2D (CH) CC, Lv2 RI, Lv2 TR, Fafnir etc... Remember what Titanium Beast posted, put a dash in before the 2S, 5HS part after Fafnir. You'll need to work out the range it works from, as reaver said, hitting with the tip of Fafnir will give you no other followup accept another Fafnir (possibly an OD).

Posted

in fact it's not about landing 6k, 6k is your throwproof option for oki, against throw-happy opponent on wakeup, the big deal is about to hit with 2D to land the rock it lv2 combo without the damage reduce of a combo starting by 2K (70%) than the 2D (90%), mix it with some 6k BRP lv2 in the match, to makes your opponent crazy about low-high mixups with the knockdown for example.

Posted

There's no need for the 2D in that combo, Lv2 and Lv3 RI combo after 6K on normal hit, the sweep will just give you the odd floor bounce. I'm pretty sure something like 6K, Lv2 RI, 5S©, 5HS hj.IAD j.P, j.K, Lv1 SV will get you better damage from 6K when using Lv2 RI. 2D (CC) is little odd on normal hit...on CH the follow up is easy but on normal hit sometimes a dash before hand will help and sometimes you won't need the dash at all. Make sure the CC it as fast as possible, then press 5K (if you're going for 5K, 5S©) or 5S© (if you're going for 5S©, 5HS on CH) as soon as you recover from the CC. The easiest combo to practice is probably 2D (CC) 5K, 5S© JC j.K, j.S, dj.K, j.S, Lv1 SV then the next easiest to do is something like 2D (CC) 5K, 5S© JC j.S, dj.S, j.HS, Lv1 SV then you can start adding hj.IAD stuff in on CH.

Posted

There's no need for the 2D in that combo, Lv2 and Lv3 RI combo after 6K on normal hit, the sweep will just give you the odd floor bounce.

I'm pretty sure something like 6K, Lv2 RI, 5S©, 5HS hj.IAD j.P, j.K, Lv1 SV will get you better damage from 6K when using Lv2 RI.

2D (CC) is little odd on normal hit...on CH the follow up is easy but on normal hit sometimes a dash before hand will help and sometimes you won't need the dash at all. Make sure the CC it as fast as possible, then press 5K (if you're going for 5K, 5S©) or 5S© (if you're going for 5S©, 5HS on CH) as soon as you recover from the CC.

The easiest combo to practice is probably

2D (CC) 5K, 5S© JC j.K, j.S, dj.K, j.S, Lv1 SV

then the next easiest to do is something like

2D (CC) 5K, 5S© JC j.S, dj.S, j.HS, Lv1 SV

then you can start adding hj.IAD stuff in on CH.

yea i've been doing the first two. mainly the j.k,j.s,dj.k,dj.s cause it's easier to land on everyone. I do find the 2d easier off of CH and also on the female cast and buri (dunno if thats true but it feels like it).

also speaking of the hj, i'm not hitting hj combos as often as I'd like. For example GB,dash,5S, HS, HJ the opponent always seems to get hit in an awkward direction which I can't follow up with. I've tried delaying the S,HS until they fell further but then they can tech out =/

Posted

There's no need for the 2D in that combo, Lv2 and Lv3 RI combo after 6K on normal hit, the sweep will just give you the odd floor bounce.

Except giving just the odd floor bounce ,the 2d is a LOW attack.

RockIt can be block high and low.

So if your opponent didn't eat your 6k, your opponent have 100% chance to block your RockIt lv2 and you just wasted your level 2.

Everyone has his own style about mix up, I mix a lot (high /low) after 6k to still have a combo opportunity in case of 6k don t hit. :toot:

Sure it s not a flashy combo worth to be in a combo movie, but in versus, it s quite useful and simple to land, no need to have thousand hours of training to get the timing, that s what I call easy.

I will try your version with HJ iad, it seems to be interresting.

Posted

blackstar14: I'd recommend just sticking with the standard Lv1 GB combo, don't bother too much with using 5S©, 5HS, stick to the main combo as it's stable, i.e. it works on everyone. Using 5S©, 5HS on some chars requires exact distance and timing requirements. HolBadSanta: I don't understand what you're saying. You just described 6K, 2D, Lv2 RI...etc as a combo, implying that 6K hits and starts the combo, then you do 2D, Lv2 RI etc... Now you're trying to say it's a hit confirm? So it's more like 6K (blocked) 2D (hits) into Lv2 RI ... ??? You can easily hit confirm 6K into Lv2/3 RI. You seem to be assuming that you'll do 6K, Lv2 RI regardless of whether it hits or not which isn't the case, it's hit confirmable. Anyone who plays against a HOS will probably know 6K gatlings to 2D so you're assuming NO ONE will ever block the 2D straight after they blocked 6K and then you can do your combo? I could say my opponent has 100% chance (whatever that means) to block the 2D as well, in fact it happens to me all the time. Then you can just CC or whatever. Or you can just CC 6K on block, or cancel to BHB AC FRC whatever. 6K use has been discussed in the general discussion thread.

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