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Posted

Take these combos and try them out, may have to change some normals around due to weight issues for the air combos or to max out damage. They assume you were manly enough to work that 2H face up. The CC and some other combos will not work if you hit the 2H too far away.

I love my knockdown combos and frankly any proper setup combo should always try to knockdown as cheaply as possible, IF possible, or else its just plain scrubby/lazy.

Midscreen 2H RC Knockdown Combos (unless indicated)

lvl1

2H RC dash 5K 5H c.c. c.S 2D knockdown when you have nothing

1/3 from corner, have 75% tension and lvl1 + n% gauge

2H RC dash c.S 2D delay BHB lvl1, charge FRC, j.P, j.S, dj.D bandit revolver lvl2

works on Sol, Millia

lvl2

basic knockdown combo with crouching property, 5H bandit revolver lvl 2 combo

2H RC dash 5K 5H c.c. 5K 5H bandit revolver lvl 2 Works on Sol. May try to replace the 5Ks with c.S and 2S respectively for Potemkin

2H RC dash c.S 2s 5H bandit revolver lvl2 on characters like Millia, May.

corner launcher with knockdown

to corner, 75% tension and lvl2 gauge80% (estimate)

2H RC dash c.S 2s Rock It lvl2, charge FRC buffer c.S->

light characters: j.H j.D, dj.D bandit revolver lvl2

normal characters: j.H j.D, dj.H j.D bandit revolver lvl2

100% tension combos, if you ever have a full bar, aren't smart. Save the tension for your next mixup/combo, for example like j.H land FB, or a sweep BHB charge FRC combo.

lvl 3 charge combos are self explanatory. But I'd rather save the charge for gimmicky mixups or a lvl 3 BRP after a super jump air combo.

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Posted

Coo, ty for the info.

lvl 3 charge combos are self explanatory. But I'd rather save the charge for gimmicky mixups or a lvl 3 BRP after a super jump air combo.

eh.. Can never get thoes to work properly.. Somethin funny wit the spacing..

Posted

Coo, ty for the info.

eh.. Can never get thoes to work properly.. Somethin funny wit the spacing..

That's for a corner superjump combo actually. for midscreen if i'm feeling good i'll use lvl 3 SV after ending with a j.H. They don't actually get knocked down still but they can only tech pretty close to the ground. Midscreen air combos are sucky with no running momentum :\

Posted

2H RC dash 5K 5H c.c. c.S 2D knockdown when you have nothing

2H RC dash 5K 5H c.c. 5K 5H bandit revolver lvl 2 Works on Sol.

Errrm 5K doesn't combo to 5HS in AC (it used to in Slash). Unless you're taking about crouching hit? I've not tested that myself tbh.

If you want simple knockdown from 2HS RC, no need at all to go all fancy with CCs and what-not. I just do

2HS RC dash 5K, 5S©, 2S, 2D

Easy, gives knockdown and GB crossup setup and is pretty hard to mess up.

Posted

What do you guys do after 2HS->RC? I theorize that id only use it on oki if I have over 50% tension.

hmmm

sometimes if you time it meaty and they get hit by it crouching it will gattling into 5K -> knockdown

but its kinda obvious

on hit i usually do gattling into kd for more oki

usually depends on my lv atm

i like to chain combos into lv 2 BR if they were blocking low and it registers

if they block it

i opt for either fafnir if i have the tension or dust for the 50/50 mixup

Posted

Ok cool. But you won't always be landing 2HS RC combos on a crouching opponent necessarily, obviously if they wakeup crouched then you will but other instances you could land the 2HS when they're stood up but not blocking high or in the middle of performing a motion or something.

Posted

For 75% you basically have an unblockable launcher for lots of damage 2H RC >fafnir>stuff

Posted

I've started to add in some timing notes in each section of the first post which relate to the vids. When you look at a secton it'll say what time to look for in what vid. Not every single variant of combo is written down but those that aren't may be covered in the vids already. Sections without any references to vids are obviously things I'll get around to making a vid for at some point.

Posted

What exactly is difficult to use about 2h? Just find the distance that it hits in and do strings into it... I reccomend watching Tit Beasts recent vids because he uses it in like 50% of his block strings, maybe more, and you should be able to get a good feel for where it will hit. What I am more curious about is how punishable is blockstring ending in 5h > gb frc > throw?

Posted

What exactly is difficult to use about 2h? Just find the distance that it hits in and do strings into it...

Problem is it's a 23F startup move which is more than his 5D. I use it and I've seen TB and various others use it but still 23F is a lot. It can be effective still despite that. And it's safe on block. It's not hard to use at all.

What I am more curious about is how punishable is blockstring ending in 5h > gb frc > throw?

That's a bad idea. 5HS has big pushback and even if you cancel into GB as early as you can(CC or not) thanks to the pushback you be punished before you even reach the FRC point. The FRC point is really late like Ky's Stun Edge.

It's too easy to see coming. If they don't want to risk eating a Gunblaze by doing some slow attack they can just throw or in Sol/Potemkin's case command throw you.

Posted

5HS is 18F of blockstun, GB is FRCable on frames 27-28. So assuming fastest cancel times, you still have a 9F gap where you are totally open to whatever your opponent wants to do. GB is slow, so it's not like the opponent doesn't have time to react and punish you. It would only work purely on surprise factor, but a top opponent would probably still go "oh, he did GB in a blockstring, punish".

Posted

how punishable is blockstring ending in 5h > gb frc > throw?

Well, if its Sol, GV does the trick, deals you 230 damage just for trying it. If he got 50% tension he could also go for sweep BR for something near 230 damage too. And if he doesn't feel like doing either of that he can still do 2K-H GV, though in contrast to the other two this one is Ri stuffable. Another option if he has 50% tension is to VV RC combo for 230 damage(and he can do that one anywhere).
Posted

Got a question about the dust combos. After you hit 5D, you press and hold 8/9 or do you tap it once? After you’re in the air do you have to keep mashing 8+j.HS to do the move 2 times quickly? I tried just holding it down and masking HS and he does it very slowly, but if I mash 8+HS he does it quickly but I mess up the rest of the combo cause I’m in n00b fury mode... :gonk:

Posted

I cannot 2D Zappa or Sol's DP on Oki. Even if you time the 2D perfictly, will their reversal beat it out cause of invun frames? :?:

Posted

No, their reversal beat it because they actually hit low. Same applies to Chipp iirc, all other uppercuts don't hit low profilers. Against Zappa and Sol you should GB if you want a reversal safe ground oki, be careful for the dp that can come after that GB guard.

  • 2 weeks later...
Posted

I was messin around wit combos yesterday and I came out with this stuff: First off I don't like to do: GB -> (Half dust loop) -> BRP because it doesn’t KD(?) unless you have a charge lvl 2 and gives about 150-155 dmg on slayer and its kinda strange timing cause they can tech out so high >.o So I was doin GB -> 5s(JI)->5HS-> HJ -> (Quarter dust loop), which does lie 162-165 dmg or somethin lie that. So I was messin around a bit more and I found that GB -> 5s(JI)->5HS-> HJ -> j.S->j.K->j.S->dj.HS->[j.D]->SV does lie 180 or somethin around there. Forgot to write down the stuff :gonk: But its very hard to get the j.K and the j.D to connect, wondering if its even a combo? And I almost did 300 dmg on slayer from a Fafnir combo + charge lvl 3 combo :keke:

Posted

Hmm what followups can you get out of a jH CH but instead after landing you're at the other side so the opponent slides towards OS. Hopefully the best one does a noticeably higher amount than the usual jH CH followup.

Posted

I was just workin on this yesterday :eng101:

I do: 5S->JI->5HS->HJ.p->j.h->j.D

Dunno why I JI that, just habbit, but if its in the corner you can double jump for a nother rep. :keke:

I think you can link a slash inbetween the j.p and j.h but its really not necessary..

Posted

Hmm what followups can you get out of a jH CH but instead after landing you're at the other side so the opponent slides towards OS. Hopefully the best one does a noticeably higher amount than the usual jH CH followup.

lol

Considering you can get a full dust loop for crazy damage after a successful CH j.HS I doubt the weird crossup CH j.HS hit is ever going to do better damage (and even if you don't go for dust loop after CH j.HS, using 2S, 5HS hj.IAD j.P, j.HS, Lv1 SV (or other hj.IAD variations e.g. hj.IAD j.P, Lv3 SV > whatever) does solid damage, or for something easier just a running 5K, 5S©, 5HS HJC hj.S, j.HS, j.D is good enough).

If you get a the crossup CH j.HS, I just tend to do 5K, 5S©, 5HS HJC hj.S, j.HS, j.D.

Nice and simple.

p.s. check out the start of round 3 ;)

http://www.youtube.com/watch?v=zb5w1Ibm8kY

Posted

I'd say that a Fafnir combo would be best from that crossup j.H. It's much harder to dustloop out of that kind of hit.

Oh, and speaking of that Sanma match, I really don't think that a 3 rep dustloop is impossible in a match anymore. As a matter of fact, a 2 1/2 rep is possible on most mid weights and heavies without even needing to dash after the first rep.

a 2 1/2 looks like...

(insert launcher) dash j.H, j.D, j.H, j.D | j.H, j.D, j.H, j.D | j.H, j.D, lvX BRP

and a 3 rep...

(insert launcher) dash j.H, j.D, j.H, j.D | dash j.H, j.D, j.H, j.D | j.H, j.D, j.H, j.D, lvX BRP

The combo Sanma uses makes finishing the second rep easier. It gets easy to tech that fourth j.D since you'll be trying to delay it, but if you're just going to dash in and 5Sc, j.S, j.H, j.D, you don't really have to worry about giving yourself the same amount of cushion you need to hit with another j.H.

This shit is as damaging as Slayer and is manly as fucking hell to boot. :psyduck:

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