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Posted

I'm pretty sure it's not been posted in this thread yet but the basic fuzzy guard corner mixup from the old Slash Wargasm dvd still works ok (especially when you have at least 25% Tension): j.S (blocked) dj.HS, j.D (land) 5K, 5S© JC j.S, j.D > Lv1/2 BRP or possible extra hits j.S (blocked) Fafnir > usual Fafnir combo or corner "dust loop" When you perform fuzzy guard correctly, your opponent can not crouch under the dj.HS...their hitbox is suck in a standing state even tho they are holding 1 or 3 to block low. That means, if they try to block low after the initial blocked j.S, they will get hit by dj.HS. Delaying the j.D slightly will produce better results for a higher float. Against some characters it is possible to go into dust loop after the j.S, j.D hit. The combo above does around 140 on average. To make them fear this setup, you need to use Fafnir or another low (2K or 2D) after a blocked j.S, so that they won't know whether to block the follow up high or low. Fafnir obviously gives the best return in the low case with the usual Fafnir combo doing around 180 on average, corner dust loop will do just under 200 or so on average. 2K or 2D will generally just lead into a knockdown, so you can pressure with oki. Fuzzy guard works well against characters like Venom and Johnny (without stocked Overdrive) as they have no dp style moves to use on wakeup.

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Posted

This seems like a stupid question, and I think the answer is no, but can I combo off the hit from the second Gunblaze from the Gunblaze crossups mentioned in LM_Kira's guide and tutorial? (214S whiff, 214S)

Posted

Ok, thanks. I'm trying to figure out some of this stuff more in-depth. Does the second Gunblaze hit count as an OTG or is it assuming opponent fails to block on wakeup?

Posted

Ok, thanks. I'm trying to figure out some of this stuff more in-depth.

Does the second Gunblaze hit count as an OTG or is it assuming opponent fails to block on wakeup?

are you talking about GB cross-up

usually in GB cross-up the first GB whiffs after your knockdown then you follow-up with a 2nd GB or a different oki strat to catch them off guard to resume your pressure

the 2nd GB (if the mix-up prevails) will hit them (not OTG)

if you don't make enough space though your first GB might hit them

Posted

are you talking about GB cross-up

usually in GB cross-up the first GB whiffs after your knockdown then you follow-up with a 2nd GB or a different oki strat to catch them off guard to resume your pressure

the 2nd GB (if the mix-up prevails) will hit them (not OTG)

if you don't make enough space though your first GB might hit them

Oooooh, thanks. I wasn't sure if it was an automatic hit or if the opponent had to predict to block it.

Posted

i think the GB cross up is automatic hit for the 2nd GB, to guarantee the 1st GB wouldn't be an otg poke i think the combo count should reach 4 when you do knock down and follow up with GB oki

Posted

i think the GB cross up is automatic hit for the 2nd GB, to guarantee the 1st GB wouldn't be an otg poke i think the combo count should reach 4 when you do knock down and follow up with GB oki

No, the "spacing gatling" if you want to call it that will vary depending on character, momentum and spacing.

6K, 2D, Lv1 GB, Lv1 GB

Will always work with no/little forward momentum from the 6K hit for example.

j.HS, 2K, 2D, Lv1 GB, Lv1 GB

Will work from deep jump ins.

2P, 2K, 5S©, 2S, 2D, Lv1 GB, Lv1 GB

Will generally work vs everyone with some forward momentum behind the initial 2P HOWEVER on some characters (e.g. Faust, Potemkin, possibly Johnny) this will not work properly and the first GB will normally otg.

The whole point is that the 2nd GB is made to hit as a crossup. When done early enough (meaty enough) there is basically no option for the opponent other than to block the flame correctly.

I covered the basis of GB crossup in part 3 of the vid guide.

Posted

haven't dl the videos (;^_^)a anyway i got another question about JI on BRP lv3 combos position mid screen(press select on practice) target Ky BRP(lv3),66 c.s(ji),f.s,5hs,sj j.hs,j.d,djc... <- at this point i can't connect anything other than another BRP because of the push back, is there something wrong on my combos? and GB dustloop gb,669 j.hs,jd,djc,j.hs,j.d ... <- i just can't chase them fast enough for another jump :psyduck:

Posted

BRP(lv3),66 c.s(ji),f.s,5hs,sj j.hs,j.d,djc... <- at this point i can't connect anything other than another BRP because of the push back, is there something wrong on my combos?

Skip the f.S. That's what's wrong. Some characters might float too low to be hit with the regular dustloop, too. So opt for j.S, j.H... if that's the case. JI options off of lv3 BRP's do tend to have quite a bit of pushback, so the double jump section isn't always guaranteed.

and GB dustloop

gb,669 j.hs,jd,djc,j.hs,j.d ... <- i just can't chase them fast enough for another jump :psyduck:

Try dashing longer. Watch how they fall after the GB. Most can tech just after starting to fall, so aim to start your air combo right before they do. Also try it on some of the easier characters. Anji, Zappa, Pote - they all work easily enough.

Posted

When you guys do midscreen dustloops of gb do you aim for the legs? I find thats the only way I can get jh jd djh djd ender to hit any one, and landing for the full dustloop midscreen just seems like more trouble than it's worth.

Posted

When you guys do midscreen dustloops of gb do you aim for the legs? I find thats the only way I can get jh jd djh djd ender to hit any one, and landing for the full dustloop midscreen just seems like more trouble than it's worth.

honestly on some of the more annoying characters

i just go for j.h,j.d,JC,j.s,j.k SV

sometimes the extra damage isn't worth whiffing a combo

though the extra damage is nice

im more for the charge

but if you can land those combos more power to you

Posted

for the BRP combo, if i skip the f.s, the first j.hs on sj won't connect because they float to low :v:... ach well my friend advice me to skip the ji as well :psyduck: for the GB combo i'm pretty certain i'm doing the lowest possible 669 j.hs ... i'll try to put more practice this combo :v:

Posted

for the BRP combo, if i skip the f.s, the first j.hs on sj won't connect because they float to low :v:...

j.S. It'll catch those low floaters! :eng101:

for the GB combo i'm pretty certain i'm doing the lowest possible 669 j.hs ...

I think you misunderstood me. You need to start your air combo when your opponent is at its lowest point. It's not really a 669, either. That's too fast of an input for this. Try it off of a dashing GB to get an idea for how much time you have to dash in. That gives great spacing for this combo.

Posted

about j.s have u try it on Ky? =| i mean the lowest possible j.hs to connect <- that'll connect if the target was on their lowest point before they can tech out and yeah it's more like 6[6]...[9]

Posted

The only problem with practicing them off running gbs is that the majority of midscreen gbs I hit are not running gbs, and the timing is much much stricter on those. Besides being able to get a knock down, what other benefits do dust loops give vs traditional 5h hji air combos, because I can get the hji way more than the proper loop.

Posted

Ky's at least easier than Robo.:vbang: It's possible to do it on both, but I do drop it on Robo more than I'd like to admit. Good luck, practice with it!

i mean the lowest possible j.hs to connect <- that'll connect if the target was on their lowest point before they can tech out and yeah it's more like 6[6]...[9]

Okay, I read it that you were doing j.H at the lowest possible point of your jump, which definitely doesn't relate to anything. >_< I guess you did know what you were talking about. :p

The only problem with practicing them off running gbs is that the majority of midscreen gbs I hit are not running gbs

I wasn't really advocating practicing only that and didn't mean to actually come off that way. It's just a stepping stone for learning it.

Besides being able to get a knock down, what other benefits do dust loops give vs traditional 5h hji air combos

There's nothing besides from a possible knockdown midscreen (hj.S, j.H, j.D, dj.P, j.H, SV actually does more damage). Knockdowns do carry a lot of importance, but it's really a decision on your part. If you have level 2, go for the dustloop+knockdown, if not, go for damage. But if the dustloop can take you into the corner, you're looking at a much better situation. You can add in a second rep or a 5S, high jump combo. You're looking at 50%+ for the dustloop and ~40% for the 5H HJI.

It's up to you whether or not to use it, no one here should really dictate how to play your character. But I would suggest learning it since it's really one of OS's best bets for high damage. Plus making the right choice in certain situations=win count+++.

Posted

thx... i've try that j.s and i forgot if i drop the combos or the djc follow up won't connect after j.s,... i guess i need more practice/adjusting my gattling

Posted

I'm going to start part 6 soon (which will feature some RI combos, fuzzy guard and dust loop).

sweet

can't wait to see it :cool:

Posted

On the topic of Gunblaze, I just want to clear up (probably) common misconceptions about when it will crossup.

If you knock someone down, then run at them and do a Gunblaze as they're waking up, this will NOT hit as a crossup.

Similarly, if you knock someone down, then run at them and tick with 5K, 5P or 2K into Gunblaze this will also NOT crossup.

In both these situations, the opponent can block the Gunblaze flame either way. You can test this for yourselves with the record function in Training. The only reason you will hit your opponent in these situations is if they were not blocking at all OR they tried to do something (other than a throw) and they messed it up.

The only true way of making Gunblaze crossup AFAIK is the standard "gatling into a sweep, whiff Lv1 GB, crossup Lv1 GB".

If people start blocking the crossup every time, that's when you can use your 2HS, 6K, 5D options after the initial whiffed GB.

You can also get away with whiffing 5K or 5P and then doing the second (crossup) Gunblaze, to bait your opponent into doing something and then crossing them up OR simply delaying your second Gunblaze to catch them off guard. However, these strategies are weak against throws and also wakeup reversal attacks if your opponent clocks on to what you're doing.

So you should mixup between fast and slow GB crossup, whiffed moves into GB crossup, 2HS, 5D, 6K etc... when you're in the position to cross someone up.

Posted

actually I found out something cool, something like wierd crossup. Hit 2HS like you would on meaty wake or whatnot. then if for some reason they don't block (and assuming that you didn't 1F link) you hit him with 2K 2S 2D. then gunblaze. notice, you don't go behind, but you still stay IN FRONT of him. then gunblaze again just like last time and you got a mind fuck gunblaze. If you decide to spend 50% tension you can 2HS RC then, here's the mixup part, do an IMMEDIATE 5S 2S 2D. this will put you in normal gunblaze position (behind him). but it you DELAY the 5S 2S 2D, you'll be put in front of him like the mindfuck gunblaze would do. then gunblaze away and the opponent will look like this :wtf: this is a damn near 50-50 but you gotta spend some tension. EDIT : This works on Axl, Bridget, Dizzy, I-no, Potemkin, and Zappa. this may not be alot, but a really cool gimmick if you play against these characters alot. If this strat turns pro call it the greek mix up:eng101:

Posted

Even though I was a total scrub and screwed it up a bajillion times during FRXI, for the SJ IAD combo you can substitute j.K for j.P and deal 5 more damage on your combos. It works at pretty much the same range j.P would hit, meaning not max-range Fafnir. EX: Fafnir, 2S, 5HS SJ IAD j.K, j.HS xx Lvl2 SV AC FRC Lvl2 SV. The AC FRC Lvl2 SV is just for cool points. The combo deals 50%+ easy, though.

  • 2 weeks later...
Posted

Hyuu.. Part 6 at last $) Questian: What do you do when you 2D -> CC? I try to 66 -> 5k or 2S and fail every time. I just end the 2D with a BHB and start charging, which is a spite charge cause im angry and can't do anything else $p. Also, isn't Order Sol supost to connect a 5S after l3 DP? Had some guys tech out on me befor I got over to slash them and was irritated. Last one, when I do my j.HS, j.D, j.HS, j.D, BRP off of a corner throw, I just jump into it with no hits on the ground befor the jump. The timeing has to be very percise cause if I hit them while their on the wall, they get hit up too high to connect the full combo. Any tips?

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