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Posted

2HS RC dash 5K, 5S©, 2S, 2D That should set you up correctly for a GB crossup. Might not work on characters like Faust however, due to his long hitbox (first GB might otg).

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Posted

@Akira & Titanium Beast: When you BHB lvl3 on block to someone and run in to grab, is it just me or does it not work (66->fd->6HS[Grab])? It seems to only work if they stoped blocking to try and do something (which apparently has been almost 100% of my block string grabs).. BTW, 6P is ST00PID in the corner, lots of dmg.

Posted

copy/paste from the Gen Discussion thread:

something you have to understand is that there is THROW PROTECTION ON HIT AND BLOCK. This means that when you hit someone with something or force them to block something, there is a short period once they return to neutral where you can't throw them...but they can throw you. This is 5 frames for a blocked move and 6 for a hit.

So yeah, looking at level 3 BHB, which is +37 on block, you have to wait over half a second from the point when you recover from the move in order to attempt a successful throw.

Posted

@Akira & Titanium Beast: When you BHB lvl3 on block to someone and run in to grab, is it just me or does it not work (66->fd->6HS[Grab])? It seems to only work if they stoped blocking to try and do something (which apparently has been almost 100% of my block string grabs).. BTW, 6P is ST00PID in the corner, lots of dmg.

yes it's the same for every gg char dude

u can't grab anyone if he's still in blockstun

and thanks to it: imagine potemkin could hs and potbuster in the blockstun: that would be horrible

but that setup bhb lv3 works pretty well cause opponent is not waiting a throw and even if so don't really know when the blockstun ends

anyways like usually if u do that every time u'll be predictable and might be punished.Personally prefer mix high/low the dust or the 2 hs can lead to a good damage, more than a throw

Posted

See thats the thing, im kinda bad at high to low, so I just do 2D->BRP, I havent figured out how to put the 2HS or D into something good. D just takes too long and if I do get it out I never learned, a dust combo yet. $p Only time I press that vile button is to charge, faf or in the air. Mater of fact the only time my 5D ever lands is if I accidently land from a dust loop and end up doing a j.HS->5D and boot the mess outa them in the air. People just look at me lie.... your a dick.. >.>

Posted

hehe i'm bad at dust combo too but well h,h,s,k,s,(k,s),jc,s,h,d,brp is an easy setup and yeah hos dust requires to be close to ur ennemy and is risky but during a bhb3 the risk is 0 even if it didn't tuch u can do something else after due to the time of the fireball.mix something like 2k,2k,d,2k or 2k,d or d,2k,2hs yada yada.... the chances to tuch are really high. yeah the 2hs i don't use it enough i'm stupid cause as meaty u can do it, then combo or gatling again.....something like combo,2d,then gun blaze,2hs. brp is a good overhead too but think to use it not always after a 2d or u'll get predictable. change always what u're doing,it's hard but if u don't u're not dangerous enough i use a lot of cc but never a the same point if i would i'd be punished for that

Posted

Yah good point. I have 5 Oki's: 2HS, 2D, 5D, 2D->BRP, and GB. I very rarely jump beacuse of the DP's.. I'll try to CC everything, but CC'ing 5S' is so fast, takes some geting used to. Do you CC your AA 5HS and IAD->j.k->j.s->SV all the time? You could get a whole level or push damage, AC'ing after the SV some times isn't so safe.

Posted

Yah I know about thoes, haven't goten around to tryin them yet. Do you know exactly when HOS is able to FRC or RC? I can't get BRP to FRC for nothing. A friend told me to just hit the button when he yells "Bandit!", that don't work for me just yet $p. The only one I can get half the time is the AC FRC, and after that, do you 66 as soon as you hit the FRC button or do you wait a length of time..?

Posted

You can FRC BRP, GB and AC.

Just go into training, turn on input display at the bottom of the screen and do these moves. The bar will flash blue in the FRC window, helping you learn the timing.

If you watch part 2 of the vids, you'll see the timing:

http://www.youtube.com/watch?v=w3tKUUpIua8

Posted

To get the most out of your frcs you want to buffer your dash into the frc, like 236p d 6 frc 6 so you're dashing right out of it. Same concept as the double dp but with a dash. Just input half the dash right before you frc and hit forward and you'll get it. Very helpful with bhb.

Posted

wait wait so.. You BHB->CC->6(not holding)->FRC->6(hold)? So you hit forward while hes getin in the stance befor the flashy business? Is it the same for dashing Fafnir? 6->faf->6(hold)?

Posted

mmmm in fact i often enter a command when i frc first do not always dash after a ac frc so yeah if i want to dash i do 6+frc,6 but y can also 236p,ac,63214+frc to enter the gunblazer if u're at lv2 that's a good setup(fireball masks the gunblaze) u can also 9+ frc to jump immediatly at lv 1 i sometimes 4+frc,4 to dash back then fafnir cause a lot of peaople i know try t hit after bhb1 yada yada those are just examples..... mmm wheras cc after a hs to airdash is not a good idea as hs is jcancellable u can iad so u don't lose time...heh but i never get iad after hs to be low mmmm yeah u have to learn the frc's on ac, they're easy and really important for os game mmm frc on gunblaze,brp,and the charges,i guess taht's all wheras rc everyting not spécial is rc and the bhb too(beginning of the move, close)but not useful for fafnir nope if in counter just wait a bit after the move and dash tos,hs,sj combo it's not really hard and is important

Posted

So, lets say I throw Sol into the corner from point blank. Currently, my combo of choice would be dash jh d dj h d land 5s sjs h d (236k depending on the character/if it would kill). I know that right off the bat it's not optimal because it lacks a hji, but hji included is there a higher damage varient bnb? When going for full dloops do you running jump after landing(I don't think that would really be possible...) so you can get the land 5s sj part? Also, on characters that dash jh is unreliable on(DI, JO, SL, ED.. ect..) if you want to relaunch what is the proper course? you're never going to get a relanch from dash 5s > dloop right? Is dash 5s > dloop > 236k the best damage you can hope for on those chars if you're in the corner point blank? I know that this info is already technically available at the start of the thread, but the manner in which it is represented and the way in which it was compiled leads it to be kind of hard to interpret. for the tl:dr croud: Could some one summarize advanced corner throw bnbs? My current combos for normal weight/tallish characters and non DI/MA females are pretty solid but when ever I start a combo with 5s it feels like I'm just opting for the easy way out(or baiting a burst, but thats another story). Thanks

Posted

Aside from Dizzy, you can get a variation of Dust Loop on everyone from a corner throw.

Dashing j.HS, j.D, jc dj.HS, j.D land, j.HS, j.D jc dj.HS, dj.D works on Jam, ABA, Bridget, Sol, Testament, Zappa, May, Axl, Anji, HOS, Baiken, I-No, Chipp, Millia, and Pot.

Immediate (no dash) Dust Loop works on Ky, Faust, Slayer, Eddie, and Venom.

On Pot and Robo-Ky, you can add a 5S© after landing during a Dust Loop. It adds like 2 more damage, and it's easier than going for a regular Dust Loop on Robo-Ky.

On Eddie and Venom, you can do dashing j.K, j.HS, slightly delayed j.D, land, j.HS, j.D jc dj.HS, dj.D. Less damage than immediate Dust Loop, but the timing is more forgiving.

On Johnny, you can do dashing j.K, j.HS, slightly delayed j.D, land 5HS jc j.HS, j.D jc dj.HS, dj.D. Easiest variation of Dust Loop on Johnny (IMO), and does good damage.

On Dizzy, I do a simple slight dash 5HS jc j.HS, j.D jc dj.HS, dj.D. I like taking knockdowns with Lvl2 BRP, and this alone does 150+ on her.

These combos have been mentioned a few times. They're more reliable (once you're comfortable with Dust Loop delays) than their HJI counterparts, and they still net you Lvl2 BRP knockdown. 140+ on everyone that isn't Pot/Robo-Ky/ABA is pretty nice.

Posted

Yes, there is lots to clean up in the first post. I will get on top of it as soon as I get the chance. Also, things like Lv2 GB combos Kamui Moon and Titanium Beast posted and examples of when and when not GB will cross up I will make a short video for, I will not write them up into the first post to save space.

Posted

Dmg ranges on combos would be nice too if its not too much trouble. And also attach HOS' current ranking in the tier list so we can see what where workin with befor we start learning stuff, nahmean? :grin:

Posted

Dmg ranges on combos would be nice too if its not too much trouble. And also attach HOS' current ranking in the tier list so we can see what where workin with befor we start learning stuff, nahmean? :grin:

Yes but damages on all combos would be a complete nightmare to do and take up valuable text space (besides which, characters have differing health as well as other things to consider like guard gauge and GUTs).

Tier lists have nothing to do with this thread and are entirely subjective anyway, they have no bearing on his combos.

Posted

examples: l1GB 5H sj.S-H-D,dj.P-H, SV 155 - 239 l1GB 5S-H sj.S-K-S,dj.S-H, SV 161 - 231 6P 5H j.H-D,dj.H-D {R:5S, C:|>} j.H-D,dj.H-D 191 - 272 here R:X means X executed on Robo-Ky and C:Y means Y executed on Chipp. fafnir 2S5H sIAD.P-H,SV 164 - 240

Posted

I dunno, the note where you have the 5S being executed on R-Ky and it being left out on Chipp, that only accounts for those two characters and not all the characters in between. The better idea would be to list the individual combo, then list the characters said combo works on afterwards. If you have to have a damage rating, use the damage for the character in the group that has closest-to-average defense. So if you had a combo that worked on Testament, Ky and Slayer, you would use the damage rating for Testament since he has 1.00 damage modifier, while Ky's is worse and Slayer's is better.

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