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Posted

i know it, anyways IT WILL WORK due to my lack of exp and it's the same with a waaaay of move 2d of venom for others reasons, 2hs of joh, shoryu of sol(not the one of ky though cause i tend to put some 2d when i see a ky shoryu masher), yada,yada

When you have an opponent you regularly play who spams a certain move, learn how to punish and beat the crap out of him REAL hard when he does it. That will make him reconsider next time, he won't spam it. Then you'll be able to use the strats you mentioned.

In your case, you can small jump JO's 2H and VE's 2D then punish (CH j.HS I think but you are the OS players, not me so I might be wrong) or feinting so that they whiff then CH Fafnir for huge combo !

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Posted

yosh mitsu! happy to see u here looooooooool mmm it's not u're wrong but really i mess of experience that's really a probleme it's close to be a miracle that i got the level i actually got with my exp....... i agree when u say "learn how to punish" but i mess of time time to really learn how to punish a move cause i don't know how i can punish/prevent that move with the moves of my own char, i mean due to the lack of exp of the ennemy moves opposed to mine it's kinda hard mmm yeah for 2hs of joh yep jump hs is good but not for 2d of venom i think same for 2k of dizzy cause the recovery of the move is overabusive...... mmmm fafnir got low invincible so it miiiiiight work for those moves....... same for u're fuckin' hs and coin with joh i don't see the solution to pass them and attack properly........ anyways our respective levels are pretty different(so i won't complain about the match up as some others would do) anyways at the end of that year i miiiiiight change of location so it'might be better then and even before i got a little time see ya in stutgart dude!

Posted

Just hold up while doing them. That's really it. You do have to hit it pretty fast, though.

5D, [8] j.H, j.H, ]8[ j.S, j.K...

Not everyone in America is bad. I just know I have some terrible habits that I can't break.

Couldn't get holding down the jump to work as fast as on Akiras vid. What I find that works but is a lot harder is 5D->8->8+j.D->8+j.D That does it pretty rapidly.. I'm still learning the timeing so im kinda spaming but I'm getin their.

Whos the best in America and Japan anyway? I guess one advantage of having half the U.S. population in a country a bit smaller than California is gamers around the corner :keke: Thats pretty cool..

Posted

Do 5D, [9] press H twice, then SKSHD 9HD BRP that's really simple and it looks asif you only did 2 jumps on the input:P For ID: 5D [9] press H once, wait for the automatic jump cancel, then 39H, land, do your thing. EDIT: seems I can't type

Posted

Does any one actually do jd djh as their ID starter? The timing is pretty strict using 2x jh that I don't see why you'd want to bother for like 3 extra damage.

Posted

I don't, and the timing is pretty easy actually. The first j.H needs to be as early as possible, the second needs to be late. Doing that you should get a knockdown against 80% of the cast.

Posted

Yeah I always use j.HS x2 as well, using j.D to start an ID would feel too weird for me (I never use it to start normal dust combos either, I always use j.HS x2).

Posted

Ok so, I figured out how to link 2 lvl 3 combos into a werid D loop: lvl 3 RI -> lvl 3 SV -> Half D. Loop -> relaunch with 5S->JI->5HS->HJ.S-> j.D-> dj.D-> BRP... Does half life on Slayer and I can pull it out 80% of the time. Is it really viable?.. And what do you do after 2D? I used to spam RI -> 5s->5HS-> Failed attempt at IAD.

Posted

After 2D you have quite a few options for continuing a combo: 1: 2D CC link 5K, 5S©, 5HS SJ j.S, j.HS, j.D for 150~ midscreen. You can also go for a Dust Loop closer to the corner with just a 5K, 5S© jc. 2: 2D xx Lvl1 RI, link 5K still works on some characters. It's still just as hard as it was in Slash. 3: 2D xx Lvl1 BHB, link 5K/5S©. From a corner 2D, you can start a Dust Loop. 5S© link is hard, but manly (190~ damage for Dust Loop follow-up, no tension). You could just stick with linking 5K jc j.S to start a modified D-Loop, if you want to be a pansy. 4: 2D xx Lvl2 BHB, dashing 5S©. Same concept as Lvl1 BHB, but easier to link the 5S© and it deals less damage (Lvl2 BHB drains guard bar more). If you want to spend tension after a 2D, using Lvl1/2 BHB and AC FRC gives you a great launch for Dust Loop. With Lvl1 BHB you can link a dash-buffered 5S© or dashing j.P, and with Lvl2 you get a dash-buffered j.HS. The damage caps at around 190 or so with the full D-Loop with Lvl2 (Lvl1 is around 150~), but you're pretty much going to get a knockdown with Lvl2 BRP (or end it early and score a Lvl2 SV knockdown for 160~ or so).

Posted

2D l1Ri RC dusltoop reaches 200dmg easily and works from about midscreen. I think you can get some bs in and add 5S j.S,dj.H-D,BRP to it for some extra dmg. Another fun one if in corner, CH 2D CC 66S dustloop, real tight combo:P

Posted

This combo guide needs info on how much damage each combo does. And dunno if this is noobish but anyone else notice you can jump install after LVL3 RI?

Posted

This combo guide needs info on how much damage each combo does.

And dunno if this is noobish but anyone else notice you can jump install after LVL3 RI?

different chars have different Def & Hitbox.

Posted

different chars have different Def & Hitbox.

Most guides have dmg that's like, general of how much the combo deals. So you don't sit there trying to find out if this combo is stronger than that vice versa.

Posted

The most damaging combos are always going to be dustloops, or relaunches into hji finisher after dloop combos. lv2 bhb prorates like a bitch. Bsically, when ever possible, you want to be hitting them with some kind of hardslash or dust. Use that philosophy when looking at the combos and you can most likely figure out which ones do the most damage. Also note that the combos listed in this thread are not the potentially most damaging variations, rather what is viewed by the people posting in the hos forums as acceptably easy to execute. You can get 3 rep dloops on a lot of the medium weight characters, but that doesn't mean you see them done:psyduck:

Posted

About dustloops...how the hell do they work? I find it extremely difficult to go back down stand then jump and shit. They either tech out of it early or some shit. Is there any specific advice for this?

Posted

Find the correct delay time that works for whatever character you're trying to dustloop. Just basically try to delay your gatlings as long as possible. The first j.H, j.D needs to be delayed so that the enemy is at a low enough height for a relaunch and the dj.H, j.D should be delayed long enough for you to be already falling. Practice the easier characters first to get a "feel" for it (Po/Za/Te all have the same timing basically).

Posted

Find the correct delay time that works for whatever character you're trying to dustloop. Just basically try to delay your gatlings as long as possible. The first j.H, j.D needs to be delayed so that the enemy is at a low enough height for a relaunch and the dj.H, j.D should be delayed long enough for you to be already falling. Practice the easier characters first to get a "feel" for it (Po/Za/Te all have the same timing basically).

Thanks for the advice that'll make life much easier trying to dustloop.

Posted

Adding damages has already been discussed, it's somewhat irrelevant when you take into account GUTs rating and guard bars in matches. It would be a major pain in the ass and eat up major characters up to the max limit in the first post. Hence why the vids try to describe the nitty gritty of most things, plus you can visually see what kind of damages you're getting vs different characters. As Hintalove has mentioned, highest damage will generally come from HJI/JIs, hj.IADs and Dust Loops. For Dust Loops it's sometimes down to personal preference where you want to delay for more reps, sometimes I delay between j.HS, j.D and the next rep, sometimes I insert delay between j.HS and j.Ds. One thing you need to bear in mind for starting the 2nd rep of dust loops is that j.D has 5 frames of landing recovery so you can't rush the next j.HS, some prefer to hold up as soon as they land so that they should re-jump in time.

Posted

Jam is easy, her falling hitbox is huge. Are you doing it with a running jump or no? Starting in the corner? Doing a running gb(make sure you dont do this. I learned how to dl out of a running gb first and the timings on everything are totally different)? Dashing jh really really helps get you to the corner all the way so the second jump is close enough. Also, I find it helps on some characters to do the second jh sort of soon if I hit a gunblaze out near midscreen in order to be able to keep them in hit stun since you still have time to fall and jd them as you arrive in the corner. One other cheater trick, especially for light weights is you can use js instead of jh in parts if they're getting too high. Mainly for the harder lightweights things that help is aiming for their legs with the fist of your jh, and of course trying as hard as you can to start your dloop as low the ground as possible. Also note that(at least it feels like this to me) the untech time you get in throw dloops is wayyyy shorter than in a fafnir, gb, ch xh combo. Never be afraid to keep the combo alive with jp/jk! personal victory dance: I can finally iad loop corner to corner, woot. Now to get that in a match all 0 style:vbang:

Posted

It doesn't matter what it's off of, I never get the second rep off. I'll keep those tips in mind though and practice when I get the chance, gotta keep my secondary strong :psyduck:

Posted

Any one ever use lv1/2 bhb into fafnir? Never seen it really but it doesn't seem too bad and seems like a decent option/mindgame at lv1 :/ if you hit the iad combo after it even does half decent damage.

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