Doomscyther Posted December 21, 2007 Posted December 21, 2007 You can use 5k,(JI),5s for consistent jump install combos. Though its been said he doesnt need to do JI to win. Not prettier then doing combo with shadow effect^^.
LM_Akira Posted December 21, 2007 Author Posted December 21, 2007 You can use 5k,(JI),5s for consistent jump install combos. Yes you can, but 5S© JI 5HS is far more reliable thanks to the hit stun and hitbox on 5HS. After a few mins of practice I'm starting to get a feel for timing HJI off 5S© in Lv1 GB combos, definitely not as bad as I used to think it was.
reaVer Posted December 21, 2007 Posted December 21, 2007 from a GB you're better off H(ji)sj.S-H-D,dj.P-H,SV :P
MacArthur Blunts Posted December 24, 2007 Posted December 24, 2007 From a GB you're better off doing what Ryan-Bill does because it's hotter than anything you will ever do in your life.
TITANIUM BEAST!!! Posted December 24, 2007 Posted December 24, 2007 I don't think I've ever seen Ryan-Bill's GB combo, is it some HJI combo? I've been trying to get midscreen 50% plus combos from normal hit GBs lately.
MacArthur Blunts Posted December 24, 2007 Posted December 24, 2007 He does something like GB 6H Dustloop to BRP
TITANIUM BEAST!!! Posted December 24, 2007 Posted December 24, 2007 6HS? What, he RCs it or some shit? Fucking funny.
LM_Akira Posted December 24, 2007 Author Posted December 24, 2007 From a GB you're better off doing what Ryan-Bill does because it's hotter than anything you will ever do in your life. ??? Only time I've seen a GB combo from WUT was against a Dizzy where he used 5S© HJI, which is pretty much exactly what reaver said anyway... (was some Ser v.2 vid on YT I think) Anyway, Lv1 GB, 5S©/5HS HJI hj.S, j.HS, j.D, dj.P, j.HS, Lv1 SV is actually a fairly solid and consistent combo, and, for example, breaks the 200 mark on Millia. Doing HJI from a corner GB prob isn't worth it as the corner re-juggle still does better damage.
LM_Akira Posted January 9, 2008 Author Posted January 9, 2008 *bump* Part 5 is now up: http://www.youtube.com/watch?v=M-Iy79NkXWU
reaVer Posted January 9, 2008 Posted January 9, 2008 You made 2 major errors in there: You explained the j.P as a CH baiter, it doesn't really work that way, well, it could, perhaps one time(against decent opponent) but after that they would generally just guard, but in general: no. The j.P makes the timing on the j.H stricter, so that when the thing hits or whiffs OS is immediately on the ground, this makes it excellent against moves like judge gauntlet and other invincible crap. Being able to do this outside okizime situations is too my knowledge unique to OS, I can't pinpoint the reason why that is, but probably because OS jumps so low and so fast. You explained the installed sj as something that can occur when a normal jump isn't doublejumped. But you can force the installed superjump by using 829, 929 or 729, this I've defended in great detail in the slash era where some ass told me over and over the thing was useless. The vid itself was pretty good, though I suggest you stick with the proper combos rather then showing 16 different possibilities because it might confuse beginners, if they want different things their own creativity should be put at work. And if there really is such a demand, I'd be happy to make a vid like that:P
LM_Akira Posted January 9, 2008 Author Posted January 9, 2008 You explained the installed sj as something that can occur when a normal jump isn't doublejumped. But you can force the installed superjump by using 829, 929 or 729, this I've defended in great detail in the slash era where some ass told me over and over the thing was useless.
reaVer Posted January 10, 2008 Posted January 10, 2008 6:22 I know why you're doing it, but I'm telling you it can confuse people. And with many of these combos easier alternatives are easy to find.
LM_Akira Posted January 10, 2008 Author Posted January 10, 2008 Yeah I think you need to read what I said again. I didn't say anything about "normal jumping" and "not double jumping". I said "almost any time you high jump after a single JCable move is a chance to do a HJI combo". That is correct. It's basically saying, anytime you'd normally do 5S© HJC into a HJ combo, you can in fact do a HJI combo off the 5S© alone instead, you don't need to JI by the standard method of 5S© JI 5HS for example. HJI had already been explained, thus it should become apparent that combos using 5S© HJC can in fact also utilise 5S© HJI instead.
Hatred Edge Posted January 10, 2008 Posted January 10, 2008 6:22 I know why you're doing it, but I'm telling you it can confuse people. And with many of these combos easier alternatives are easy to find. :8/: Isn't LM Akira just saying that if you(the player) HJC from a 5S, you can do a HJI combo? That's what I got from it. Hell, I fully understand how to do it. Also note that LM Akira shows multiple combos ALWAYS. He never says you HAVE to use this HERE. I pretty much almost never use j.HS>j.D,jc.HS>j.D outside of a corner throw combo. Yet there are other instances where I could use it but I(the player) chooses not to. He shows OPTIONS. If anyone wants to use an easier combo go ahead. No one has a gun to their head here. You know what confused me? The fact the Order-Sol can actually do that. That caught me off guard.
LM_Akira Posted January 10, 2008 Author Posted January 10, 2008 Hatred Edge, the JI is not automatic from the High Jump, what I was saying is that any time you do a combo and would usually hit 5S© HJC into a HJ combo you have an additional option of doing HJI INSTEAD of just a normal HJ combo. It's one or the other, the JI is not automatic. So, any time you'd normally use 5S© > HJ combo is really also a chance to do a 5S© > HJI combo, if you want to go for it.
HolyOrderChipp Posted January 10, 2008 Posted January 10, 2008 On the day I first got Accent Core, I started playing Order-Sol. When playing against my friend and brother (Two separate people), I developed an easy level 3 combo. c. , f. , , lvl 3 , jump, j. , lvl 2 . Now I know this isn't nearly the best combo off of c. . But cut me some slack, I came up with this playing a character I'd never used before, and I did this while playing matches. So, I've improved it, notably by charge keeping the . Now let's work backwards. Let's go to the point at which I jump. what air combo should I do? I'm thinking something involving Jump cancelling my first air move, for example, JCing the j. and doing j. would probably work. But, please something with no SJCs. I'm horrible at those, and JIing. Let's skip back a bit. If I've just connected with , I know that a lvl 3 combo, adjusting for character and wallbounce if I'm in the corner, does a little bit more damage. But my combo is non-specific, and is very easy to perform. Let's skip two moves back. I have hit with c. . What now? If I skip directly to , it's slightly less distance specific, but may or may not deal more damage. When I was messing around with comboing into lvl 3 , I noticed that leaving out the f. actually made the combo deal a few points more damage. So, knowing this, how should I combo off of c. with lvl 3? BONUS: Scrubby combos to make you look flashy: , . 248 damage, knockdown. , , jump, j. , JC, j. , . 242 damage, techable, but you get to action charge at the end. (For the air combo, rather than come up with something really damaging, I just spliced on the air combo from the first Gunblaze combo listed in the first post. It was just laziness.)
Incendia Posted January 11, 2008 Posted January 11, 2008 On the day I first got Accent Core, I started playing Order-Sol. When playing against my friend and brother (Two separate people), I developed an easy level 3 combo. c. , f. , , lvl 3 , jump, j. , lvl 2 . Now I know this isn't nearly the best combo off of c. . But cut me some slack, I came up with this playing a character I'd never used before, and I did this while playing matches. So, I've improved it, notably by charge keeping the . Now let's work backwards. Let's go to the point at which I jump. what air combo should I do? I'm thinking something involving Jump cancelling my first air move, for example, JCing the j. and doing j. would probably work. But, please something with no SJCs. I'm horrible at those, and JIing. Let's skip back a bit. If I've just connected with , I know that a lvl 3 combo, adjusting for character and wallbounce if I'm in the corner, does a little bit more damage. But my combo is non-specific, and is very easy to perform. Let's skip two moves back. I have hit with c. . What now? If I skip directly to , it's slightly less distance specific, but may or may not deal more damage. When I was messing around with comboing into lvl 3 , I noticed that leaving out the f. actually made the combo deal a few points more damage. So, knowing this, how should I combo off of c. with lvl 3? BONUS: Scrubby combos to make you look flashy: , . 248 damage, knockdown. , , jump, j. , JC, j. , . 242 damage, techable, but you get to action charge at the end. (For the air combo, rather than come up with something really damaging, I just spliced on the air combo from the first Gunblaze combo listed in the first post. It was just laziness.) I feel that OS is one of those characters whereby at some point in learning his gameplay, you'll need to learn SJC since it's integral to his combos. Just like Anji, and to a lesser extent, Sol. If you're willing to give SJC a shot, then j.S j.HS j.D BRP is a good standard that always works.
WUT Posted January 11, 2008 Posted January 11, 2008 He does something like GB 6H Dustloop to BRP Lmao. 6HS RC for GB combo. I've just been trying to "Dust Loop" more. You'd be amazed by just how many characters you actually can take to the corner from midscreen Lvl1 GB for it. Hell, you can even get it on lightweights midscreen, whereas you can't even get it on them in the corner without the right launch (Bridget, Millia, Baiken specifically). Just a simple Lvl1 GB, dashing j.HS, j.D jc j.HS, j.D land then jump j.HS, j.D jc j.HS, j.D xx Lvl# BRP breaks 200 on everyone it hits (excluding Potemkin and Robo-Ky, but including Slayer and HOS). I guess I should get a list going on who you can actually do that on: We'll call the above example a "Full Dust Loop": Midscreen Full Dust Loop (Relatively a running Lvl1 GB from Starting positions): Jam, Robo-Ky, Bridget, Ky, Testament, Zappa, Faust, Axl, Anji, HOS, Baiken, I-no, Potemkin, Slayer. Midscreen "Dust Loop" without the final jc j.HS, j.D: Millia, ABA, Sol, May, Chipp. No Midscreen "Dust Loop": Johnny, Eddie, Venom and Dizzy. However, all of them eat a running 5S©, [JI] 5HS SJ j.S, j.K, j.S jc j.S j.HS xx Lvl# SV pretty easily though, for 190+ damage. Okay alternate GB combo, but it just won't knock down without Lvl3 so it's a bit disappointing. From starting positions, but if you jump over them than do a GB, THIS SWEET SPOT (~2/3 to corner ) allows full Dustloop on EVERYONE! Edit: Bolded for emphasis.
TITANIUM BEAST!!! Posted January 11, 2008 Posted January 11, 2008 I've been working on combos like those for a pretty long time, I usually didn't commit to them because of reliability issues. For a little extra damage, after the initial j.HS-D, dj.HS-D, when you land in the corner, do a dashing j.P or j.K, then chain to j.S-j.D, land and do 5S© into a JIed hj combo. You can replace the j.S with a j.HS depending on the character, it's all hitboxes and positioning.
WUT Posted January 11, 2008 Posted January 11, 2008 I'm not so crazy about maxing damage nowadays. If I give up ~20 damage or so for a corner knockdown or easier tech trap (corner air throw -> potential comboz or knockdown) then that does it for me. Only difference is when I absolutely NEED that damage to kill, but that situation doesn't come up for me that often, honestly. Also, as far as reliability is concerned in regards to Lvl1 GB combos: 1.) Most characters start descending before they can tech after being hit by Lvl1 GB. Optimal time for starting a j.HS, j.D combo is during their descent. Just watch for the animation change. 2.) On lightweights and Faust, you can do the first j.D sooner, as you need them to fall further downward to get the dj.HS, j.D. 3.) On normalweights, the first j.D is delayed more and the ending dj.HS, j.D is hurried along, as a general rule. 4.) Personally, I dislike delaying the 2nd j.D (dj.D) longer, as it tends to be the hit that misses more than any other due to hitboxes (Sol and HOS in particular). I know it's still abstract as hell, but it's just like doing 1-hit Ensengas with Johnny; you get a feel for the delays after you do it enough. Those pro-tips were for everyone, not aimed specifically at you Blake. :razz:
TITANIUM BEAST!!! Posted January 11, 2008 Posted January 11, 2008 Nah you're right, in general you have to practice and feel it out by looking at what's going on during the combo to figure out where to delay what in order to get it all to work out. One thing is that if you have level 2 and you can hit the dash j.K after the initial j.HS-D loop from midscreen, you can potentially set up a low level 2 SV for knockdown and oki. Useful if you're having trouble getting the second j.HS-D loop in the corner. Level 2 BRP still gives good oki though, even with the AC. Another minor thing, in the case of not having level 2 at the end of the combo, I think doing dash j.K-HS-D -> dj.D does a little less damage but gives a better potential tech trap thanks to the forward momentum from the initial dash jump. Something to experiment with.
lars Posted January 15, 2008 Posted January 15, 2008 in ac i let my ky cause i jsut can't play him so now o-sol is now my main....for some reasons i did improve him alooooooot so now after learning the sj combos,i got a question what combo after 2s(ch) 6hs rc???? my slash combo disaperared in ac...... and any combo after the force break if it's not in ch?
LM_Akira Posted January 15, 2008 Author Posted January 15, 2008 and any combo after the force break if it's not in ch? http://www.youtube.com/watch?v=M-Iy79NkXWU After 2S (CH) 6HS RC you can do IAD j.HS, 5K, 5S©, 2D. Gives knockdown and oki setup, does around 165 or so on average. You have Lv or more Tension to spare you could probably use Lv2 /3 RI, Lv3 BRP, 6HS RC etc... tbh I rarely use this combo starter any more, maybe others can be of more help.
reaVer Posted January 16, 2008 Posted January 16, 2008 2S 6H RC 5S©2S5H, IAD.P-S-H, 5S-H/2D does 200 or so, works only against standing opponents that can be hit by IAD combos outside juggles. Once I find a better one I'll let you know.
lars Posted January 16, 2008 Posted January 16, 2008 thxs mmmm i did try the iad combos after hs last week and it's pretty hard for me but as it seems important i'll try harder pretty good vid too thxs guys!
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