WUT Posted January 17, 2008 Posted January 17, 2008 I don't really go for CH 2S, 6HS combos anymore. CH 2S feeds into Lvl2 RI and Lvl3 BRP, both of which offer better or same returns for less tension. Also, due to that crazy combo vid on Youtube (link in the Media Thread), I've amended a few preconceived notions regarding HOS combos: 1.) For the standing IAD combo, you can sub j.K for j.S during the IAD portion and end up dealing more damage, as j.S force prorates. The only person(s) this doesn't work on very well is Sol/HOS. 2.) You can actually get a deep running 5S©, 5HS after the while landing j.HS, which adds damage to the combo and lets you keep the same amount of reps you can do before reaching the corner and getting pushed back too far. Both of these little "fixes" adds about 5-6 damage total. Almost negligible increase, but it's still possible. Not like doing the standing IAD combo is very practical anyhow; just something to add to your combo book. Example combos: 5S©, 2S, 5HS jc IAD j.P, j.K, slightly delayed j.HS, land and dash in deep 5S©, 5HS jc IAD j.P, j.K, j.HS, land 2D. 190+ on the likes of Anji, Johnny, and Testament. 5S©, 2S, 5HS jc IAD j.P, j.K, slightly delayed j.HS, land Fafnir, dashing 5S© jc j.HS, j.D jc j.HS, j.D xx Lvl# BRP. Works from starting positions and closer to corner. Around 220-230 on everyone it hits. Also also, since I've been a Dust Loop whore recently, I've been reworking my corner throw combos so I can always take either the Lvl2 BRP knockdown or the potential tech trap. Reiterating, Corner throw -> Dust Loop works on everyone except Dizzy, Robo-Ky, Johnny, Eddie, and Venom. -I've only managed to get a dash in 5S© jc j.HS, j.D jc j.HS, j.D on Dizzy, but even that does 155 with no guard bar. -On Robo-Ky, you can do dashing j.HS, j.D jc j.HS, j.D land and slight dash in 5S© jc j.HS, j.D jc j.HS j.D for 132 or so. You can do the same combo on Potemkin for like 3 more damage. -On Johnny, you get dashing j.K, j.HS, j.D land 5HS jc j.HS, j.D jc j.HS, j.D. 145. -On Eddie and Venom you get dashing j.K, j.HS, j.D land then j.HS, j.D, j.HS, j.D. 143.
Kamui Moon Posted January 27, 2008 Posted January 27, 2008 I've been working quite a bit lately with something used very rarely and I'd like to get rid of some old assumptions. Level 2 Gunblaze can be flat out awesome. lv2 GB 5S JI 5H HJC j.S, j.K, j.S JC (j.S) j.H, SV Works on AB, AN, BA, BR, CH, DI, ED, FA*, IN, JO, KY, MI, OS, PO, RK, SL, TE, VE, ZA In order to hit this on most of the characters, you need to take a step or two back once the GB finishes. That step or two puts them right into 5H's range. You don't really have to move with any of the heavies except for ABA, so it's quite practical to use it on the likes of Johnny and Pot. The damage is nearly identical to the level 1 GB midscreen JI. *Unlike all of the others, Faust needs you to walk forwards and have him pass over your head. So the corner JI variant is also possible on him. For the other characters, you can get the jump install combo in on counter hit. I've been working on it with Sol and May. lv2 GB CH 5S(f) JI 5H HJC j.S, j.K, j.S JC (j.S) j.H, SV 5S© never seems to work correctly in this situation yet 5S(f) works perfectly.
TITANIUM BEAST!!! Posted January 28, 2008 Posted January 28, 2008 I was working on some lvl2GB combos myself, the front page requires a serious update because there's a lot of juicy stuff out there that isn't mentioned. The hottest thing I've gotten off of lvl2GB AC is 5S© into a SJI combo. This does big damage (into the 170s on average) and if you end the aircombo with a Charge Keep lvl1 special and AC, you'll be at level 3. Very nice. For simple yet high damage, you can do lvl2GB, lvl2GB, lvl1GB, dash hj.HS-D -> lvl1SV. This goes into the 190s for damage but you have to adjust the combo against certain characters to get it all to hit properly.
Kyle Posted January 28, 2008 Posted January 28, 2008 I am currently editing a video of Ryan-Bills HOS, the combo's are AMAZING. This shit will blow a hole in Dustloop. Everything is recorded, riped, converted, cropped, named and Music is selected. All that I have left is "Editing". You guys will see this girl pretty damn soon.
LM_Akira Posted January 28, 2008 Author Posted January 28, 2008 I was working on some lvl2GB combos myself, the front page requires a serious update because there's a lot of juicy stuff out there that isn't mentioned. Yes, I haven't cleaned this up in a while so I will try and get it sorted soon. Only problem is I'm almost hitting the max limit of words in that first post, so new stuff may possibly have to be moved into Hatred Edge's post (the 2nd post) by you. I'm going to edit out some combos and waffle but I don't want to make a major overhaul to the text just to squeeze some new stuff in tho.
Kyle Posted January 29, 2008 Posted January 29, 2008 All Combo by Ryan-Bill (WUT) Hello again, :grin: Ryan-Bill goodness inside. mmmmm HOS. If you have the opportunity, you should download it though, as the quality is MUCH better. Music Selection- "Rage against the Machine" Calm like a bomb Chosen because the time fit honestly. Ryan-Bill REALLY wanted take on me By: Aha.. it was too short. Please say what you think about it, Love/Hate whatev. There is a thread for this in Guity Pleasures too, but it's HOS so it belongs here. Having an honest opinion with constructive inputs leads to a very educated and informative critique. TenKaiGear Link http://tenkaigear.com/videos/Bob-omb.avi YouTube Link http://www.youtube.com/watch?v=u8kSWKjipxg <3 My friends <3 The Guilty Gear Community Kyle~
PimpUigi Posted January 30, 2008 Posted January 30, 2008 Sweetness. Not sweet Ness though, Ness sucks : (
WUT Posted February 1, 2008 Posted February 1, 2008 Why bother with Lvl2 GB? I mean really guys. I'll even go so far as to say that Lvl2 GB is HOS' most useless special move. Of course, this is because Lvl1 GB is just so fricken' good. Lvl1 GB covers everything Lvl2 GB does, and the only benefit Lvl2 brings is an additional +2 frame advantage on guard. The Lvl1 follow-up also ends up dealing more damage in more situations via Dust Loop, whereas the primo follow-up to a Lvl2 GB is a JI combo. The only instance I see Lvl2 GB being useful is when you manage to nail only the first pillar of flame; the extra untechable frames and downward trajectory lead to a knockdown and free AC if you hit it. Of course, the only instances where you CAN finish a combo with Lvl2 GB involve using Lvl3 specials, so it's pretty redundant. I'm all about knowing combos for any hit I manage to nail, but when push comes to shove I'd rather just stick to Charge Keep Lvl1 GBs for more damage, more consistancy, and Lvl3 if I finish with a special and AC.
Kamui Moon Posted February 1, 2008 Posted February 1, 2008 The Lvl1 follow-up also ends up dealing more damage in more situations via Dust Loop, whereas the primo follow-up to a Lvl2 GB is a JI combo. Tested on Faust lv1 GB w/ two DL reps plus lv1 BRP: 213 lv2 GB with corner JI variant plus lv1 BRP: 207 Is that a gigantic gap in damage difference as you're making it out to be? 'Cuz it's definitely not looking that way to me. In the first place, hardly anyone goes for the second DL rep because it's terribly inconsistent. Mine is not. The lv2 GB does more damage in a practical sense in this situation; which really is just in/near the corner. And how about midscreen? It's just about the same as well. It might just be better to charge keep for some situations, but it's not making too much of a difference in the end in my eyes. And it definitely doesn't hurt to know what to do with a lv2 GB.
WUT Posted February 1, 2008 Posted February 1, 2008 I said Lvl1 GB combos deal more damage; there was no specifics. Secondly, does that Lvl2 GB JI combo give you a knockdown, or even the potential for a knockdown? No it doesn't. Not without giving up even more damage, or requiring the corner. Whereas you can just do Charge Keep Lvl1 GBs, Dust Loop and Lvl2 BRP for knockdown. I also said I agree with learning combos for any hit you manage to land. That's fine and dandy. My point is that you have no reason TO use Lvl2 GB. Just man it up and do Lvl1 GB combos for more damage and knockdown if you utilize Charge Keep. Not knockin' ya down personally man. I have beef with Lvl2 GB, not with knowing combos for certain situations/launchers.
TITANIUM BEAST!!! Posted February 1, 2008 Posted February 1, 2008 lvl2 GB is great. It moves faster than lvl1 version, making the crossup harder to get away from/deal with and it is far superior on block, not only because of greater frame advantage but because the opponent is dragged towards you, giving you more options to mix them up. lvl1 is "more damage" and yes, with CK you can get knockdowns. That's great, but sometimes you have to hit fuckers. The general combos for both versions do roughly the same damage, lvl1 combos will do more from the more advanced setups. This does not make lvl2 GB useless. Leaving it out of your arsenal is just silly.
Iruel Posted February 16, 2008 Posted February 16, 2008 Is it worth-while to pursue: [whatever air combo that will allow for land->relaunch] land > S© > TK SV lvl2(for to land then be able to rerelaunch) > combo~ [corner, of course] I can get it to work sometimes, but have yet to compare its damage to regular loop/relaunch combos. Might just be for show. lol
WUT Posted February 18, 2008 Posted February 18, 2008 Depends on the launch really, but in general Lvl2 SV relaunches lead to anywhere from less to almost the same damage, or even more, compared to just taking them to the corner with Dust Loop. Just depends on your positioning and what you can follow up with after the relaunch. Example: (Whatever launch) dashing j.HS, j.D jc j.HS, j.D, land 5S© TK Lvl2 SV, 5S© SJC j.S, j.HS, j.D. About the same damage as just doing reps of j.HS, j.D, but you spend your Charge on the launch instead of a corner knockdown. Of course, it is easier than Dust Loop, so it's personal preference. Another example: (Launch) dashing j.HS, j.D jc j.HS, j.D, land 5S© TK Lvl2 SV, 5s© JC j.HS, j.D xx Lvl2 BRP. Less damage than Dust Loop or SV relaunch with SJC combo, but you still get a knockdown. Easier than either combo mentioned, however, and corner knockdown is nice.
TITANIUM BEAST!!! Posted February 18, 2008 Posted February 18, 2008 I like lvl2SV for the knockdown and oki you can get from it, relaunches not so much. It's good for combos midscreen where you couldn't launch them otherwise.
Darcius Posted March 2, 2008 Posted March 2, 2008 I usually use 214S Dash 5S 5HS JC j.S 623HS for 153 damage off of midscreen Gunblaze hits. Sorry for not reading all the pages- How much inferior damage-wise is this to my other midscreen GB options?
Iruel Posted March 3, 2008 Posted March 3, 2008 How inferior damage-wise is this to my other midscreen GB options? About 50 points less(depending on the opponent)... Look on the first page under Gun Blaze combos.
reaVer Posted March 3, 2008 Posted March 3, 2008 If you can do that one Darcius, perhaps you want to try this one: GB AC FRC S-H sj.S-H, l2SV. My favorite is GB 5H (ji) sj.S-H-D,dj.P-H, SV
Darcius Posted March 5, 2008 Posted March 5, 2008 About 50 points less(depending on the opponent)... Look on the first page under Gun Blaze combos. Just got a chance to look- and thats on Chipp. I reckon that means I'm missing out on 6 or 7 damage per connected GB with 0 resources. Which annoys me, because now I'm going to sit in training mode until I maximize it, only for 6 or 7 damage. I'm a tard like that. My favorite is GB 5H (ji) sj.S-H-D,dj.P-H, SV Your suggestion works fine, but SJI's timing is beyond me. Using Pad instead of Stick doesn't help me at all, either.
LM_Akira Posted March 6, 2008 Author Posted March 6, 2008 Ok, I've gone thru nearly the entire thread and picked out stuff that isn't menetioned in the first post, mainly things like dust loop, 2S (CH) 6HS RC combos, a few Dust/ID combos, some hj.IAD stuff and Lv2 GB JI combos. I will do a bit of testing shortly and write up/tidy up the first post to include the things which are missing.
fragile Posted March 6, 2008 Posted March 6, 2008 This may sound abit silly. But for some reason i can see an FRC point for hos' 236P (when i'm in training watching the input) :S and can anyone explain to me please when when i buffer SJ forward (2369 for example) from 5HS i don't get a SJ with lots of momentum forward?
faultydefense Posted March 6, 2008 Posted March 6, 2008 As for the 236P, if you do an action charge after the move (D while 236P) then that will show up on the input and give you an FRC opportunity. As for the momentum on the superjump, it just has to do with OS's jump, it doesnt really have that much momentum, if you're moving forward then you did it right, but he's not gonna be able to traverse the screen like anji. The best you can do is jump/superjump while running, but if you do a move beforehand then it causes OS to stop and he's not gonna be able to maintain that running speed mid-combo. One of the only exceptions that I've found though is if you RC rocket and jump after someone then you'll have a ton of momentum, but coming straight out of 5HS you wont be moving too far horizontally
Darcius Posted March 7, 2008 Posted March 7, 2008 If what Faulty said isn't clear yet, the reason why its "AC FRC" is because you are ACing after the BHB, and then FRCing the charge, as opposed to simply FRCing BHB alone.
LM_Akira Posted March 7, 2008 Author Posted March 7, 2008 In Slash Order-Sol had an FRC point on BHB. It was taken out in Accent Core. If you're seeing an FRC point "flash" in training mode it's because you're hitting D to AC the BHB. All ACs can be FRC'd.
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