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Posted

You can't do it in a match because the chances of zooming out are too large, this trick I've found in slash:P Never threw it up here because its pointless.

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Posted

I'm telling you guys, go into training mode, do some gimpy gattling into l3 sf and then do a dloop. That is the pinnacle of hos damage, especially at lv3.

Also, if you have poor timing on the cc 214d to cc the lv3 RI and you just want a kd you can do late iad j.d and knock most people down. gives you a kd right on top of them which is kinda nice but I dunno how much less damage it does compared with some gimpy combo into lv2 brp.

Ok, so, I was trying this, and my damage versus normal defense peaked at 258. Here's my combo versus Testament: dashing c.S, 5H, l3SF, dahs, 5H, j.H, j.D, dj.H, dj.D, l1BRP. Seems solid enough, as it's 30 points more than c.S, 5H, l3TR. But how would I get much more damage?

How big is the window for a second l3BRP after l3BRP? I can't seem to get it...

One more thing: What's the trick to landing and rejumping during a dust loop? I can never seem to generate enough untechable time to do this... How much does inseting a c.S before the rejump or a j.S after the rejump hurt the damage?

Posted

For level 3SF you can get a full dustloop off of it, the damage can go much higher than 258. For a full d-loop, I usually use j.S instead of j.HS on the second rep, it's slightly more loose timing and only does a couple points less of damage.

Posted

How big is the window for a second l3BRP after l3BRP? I can't seem to get it...

You're thinking about it incorrectly to begin with.

To get a second Lv3 move after Lv3 BRP you need to buffer the input for the next Lv3 special before the Lv3 BRP has finished recovering (after the 2nd hit).

One more thing: What's the trick to landing and rejumping during a dust loop? I can never seem to generate enough untechable time to do this...

It's a timing/spacing issue. You just need to watch vids and get an idea about how low the opponents are to the ground when you're going for the re-jump j.HS.

You also need to bear in mind that j.D has 5 frames of landing recovery which will screw with your timing to begin with. Just holding 8/9 when you land right after j.HS, j.D, dj.HS, j.D should get you the fastest re-jump time, then you just need to hit with the j.HS.

Posted

Oh, of course I'm buffering the 236. But are you telling me I can press the button before the BRP fully recovers? What I'm asking is, what is the window of time to push the button and have an l3BRP come out?

Posted

Oh, of course I'm buffering the 236. But are you telling me I can press the button before the BRP fully recovers?

Yes.

You should finish the second Lv3 BRP motion just as HOS's feet touch the ground again after the first.

And yeah, with regards to the input window I don't have a clue as to frame numbers or anything but it's like excellence said, just look at your Gauge as it drains to get an idea.

Posted

I've got it down. Somewhat. Anyway, thanks. Now I have Lvl3 combos for midscreen, corner and when I'm in ther corner. Has anyone noticed that a dashing 5H CH can sometimes combo into l1GB? I was just messing with this, and while it's probably pretty useless, it's kinda cool. Comboing into higher levels of GB is easier, but of course requires charge.

Posted

Dashing 5H is werid anyway. Dashing 5H in the corner is burst safe, Dashing 5H doesn't get hit by sweep or DP some times, Dashing 5h just plane old goes threw supers some times. I even dashin 5H'd my self outa greed server once. That move is werid..

  • 3 weeks later...
Posted

So, one of my longstanding frustrations with Order-Sol was that I couldn't get a knockdown off of c.S, 5H without charge. But no more! Against taller characters (Or at least those who're tall during standing hit stun,) I can do: dashing c.S, 5H, j.H, j.D! It gives me 134 + knockdown, and due to j.D's blowback, It will very often put the opponent in the corner.

Posted

Dashing 5H is werid anyway. Dashing 5H in the corner is burst safe, Dashing 5H doesn't get hit by sweep or DP some times, Dashing 5h just plane old goes threw supers some times. I even dashin 5H'd my self outa greed server once. That move is werid..

Makes you wish you could dash 5h in life....

Posted

So, 5H j.H vs. ground cannot be landed on Baiken, Zappa, Faust and May thus far. I got it to work on Buri, which surprised me. Anyway, it's pretty cool. Obviously, doesn't work on crouchers. Well, maybe Potekmin crouching. It deals nice damage + knockdown for its low cost of no resources, but the fact is, you have to dash into it. I don't know how practical it is against seasoned players, but I like it. One can cancel the j.D into l3SV and then combo further, but an RI or BRP combo would deal more. Still, it's pretty flashy.

Posted

If only the world was one that run up 5h was an acceptable way to start combos. That said, if you want cool combos that have jumping out of 5h in them on standing opponents, just do 5k5s2s5h iad jp js jh xN or into fafnir(possibly into dloop if in the corner). Drop the 2h if you start the combo from too far away. I'd say thats a fair bit cooler than 5h jh jd.

Posted

Yeah, but that takes good timing. :vbang: Also, I've been meaning to ask, but is the IAD loop a true infinite? If so, is it not used because, at a certain point, the opponent would be gaining too much burst meter for the damage to be worth it? Also, how do I go into Fafnir from a non-CH 5H? Is it just tight timing? I can get Fafnir off CH 5H fairly easily... Oh, and I should be delaying my j.Hes after j.Ds in Dloops, to let myself and the opponent fall more, right? Because it seems the only way to get a rejump j.H... Currently, I'm at the stage where I want to Dloop off of everything, and I just do j.H, j.D, dj.H, dj.D, l1BRP. Edit: If the IAD loop isn't an actual infinite, what stops it from being one?

Posted

I have a question. I practice CC. But why is it so hard to make it work!? ex. 2d, CC 5K, 5S ex. 5S, CC 5S, 5H first example is the hardest. Is it just plain easier to do CC on CH or what? Talk to me.

Posted

2D CC 5K is pretty tight without a CH. Especially on characters like Ky, Potemkin, Robo-Ky etc. If you get a counter-hit 2D, you can convert into dustloop with CC 5S -> dustloop What you can do to help you CC as quickly as possible is to negative edge your charge cancel when doing 2D. Just do 2(D)214 release.

Posted

also depends how deep your in if your not too close when your doing it and you don't get a CH good luck

Posted

2D CC 5K is pretty tight without a CH. Especially on characters like Ky, Potemkin, Robo-Ky etc.

If you get a counter-hit 2D, you can convert into dustloop with CC 5S -> dustloop

What you can do to help you CC as quickly as possible is to negative edge your charge cancel when doing 2D. Just do 2(D)214 release.

Cool

Posted

I'll ask again, because I didn't get an answer the first time: Is the IAD loop actually an infinite? If not, why not? (I'm just curious as to why it works/doesn't.)

Yes, it is. There's a video with the IAD loop going past 200 hits. Obviously it's burstable and pretty hard to keep going for any lengthy amount of time.

Posted

Yes, it is. There's a video with the IAD loop going past 200 hits. Obviously it's burstable and pretty hard to keep going for any lengthy amount of time.

You'd need to use a BHB to iad to the other side of someone to keep them from getting in the corner. People can shake out of the stagger on that shit.

Posted

You'd need to use a BHB to iad to the other side of someone to keep them from getting in the corner. People can shake out of the stagger on that shit.

Forgot about that.

Posted

When I see reaVer get a CH 2H, he whiffs l3SV... (Sorry, I had to.) So, why doesn't the IAD loop work in the corner? Also, how much better is an IAD loop than just c.S, 2S 2D, like I usually do? If it will improve the damage of my chargeless ground gatlings by a ton, then I'll have to learn the timing...

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