reaVer Posted December 31, 2008 Posted December 31, 2008 No, I did a l1SV AC, and I wanted to do dustloop. I also had other fuckups in that match XD The IAD loop doesn't work in corner because like I said earlier, the knockback is greater than in midfield and you will whiff your j.P. The damage of 5K-S2S-D is something like 80, the damage of 5S-H IAD.P-S-H 5S2D is something like 140 or 150. If you add loops to that combo that damage gets higher and might even reach 200+.
HolyOrderChipp Posted December 31, 2008 Posted December 31, 2008 Will the IAD loop work on Dizzy or Baiken? My friend plays both of those, and if it won't work on them, I won't bother. (I KNOW Buri's too short. I won't even try on him.)
Sophisticat Posted January 16, 2009 Posted January 16, 2009 I'm new here. Been playing GGAC for a while, but I've only recently decided to become serious about it. I've played other fighters before this one, though only in a button-mashing fashion without regard for structured play. GG changed that. I like Jam, I-no, Testament and ABA. However, HOS was and remains my main. That said, I've finally got the hang of doing combos and its mad fun being able to do so. It's only the simple stuff for now, so no HJ[attack], FRC to SV or whatever for me yet. Currently, I'm practicing HOS's Dustloop and I can manage 2 reps consistently before I drop it and only achieved full Dustloop once before. Any tips on getting it right? I watched the video provided in the first post and it's very helpful, but it doesn't get me doing a full 4 reps.
Kamui Moon Posted January 16, 2009 Posted January 16, 2009 delays. Try messing around with them. Pretty much every character has a different one. You might have to delay between the j.H and j.D on character x, you might have to delay your jump on character y, you might have to use neutral jumps on character z, etc. I don't know about everyone else, but I just picked up on little tricks myself as I practiced it more. Work on the easier characters first off of lv1 Gunblaze - such as Pot, Testament, or Zappa. then work your way to other characters and landing it off of anything you can think of. also high jump combos are pretty easy. They're much easier than dust loops. Maybe try working on it in parts? like hitting a jumping opponent with a c.S and try and hj.S, j.H, j.D. Then maybe try and hit it off of actual launchers? then work your fingers up to jump installs, high jump installs, etc. shrug
Hintalove Posted January 18, 2009 Posted January 18, 2009 I accidentally discovered you can do GB after ch2d. I doubt you can univerally get a full dloop off it, but on long leg/easy to dloop chars you can. Sorry if this has been pointed out before(don't think it has). Gonna play with it some more.
reaVer Posted January 18, 2009 Posted January 18, 2009 Its in a combo video I think, and I do it lots vs CPU baiken, she floats to high for dustloop though.
WUT Posted January 18, 2009 Posted January 18, 2009 Depends on how close you are when you land the CH 2D as well, although range is less of an impact if you decide to spend Charge on a Lvl2/3 GB in that situation instead. That being said, hit confirming CH 2D xx GB is a pain, as any delay you put in cancelling to GB means you have a harder time making GB not otg instead. I tend to always either CC or special cancel 2D, so if I get a CH it's just an easy 5S© pickup. More consistent.
HolyOrderChipp Posted January 19, 2009 Posted January 19, 2009 Lol reaVer you're such a scrub. "I play against CPU Baiken." At first I didn't feel good about the reaVer-bashing, but I seem to have jumped on the bandwagon. Oh well. (His response: "It was tournament pressure! KZO did it! I only use SV anyways, so it doesn't matter!")
Nakkiel Posted January 20, 2009 Posted January 20, 2009 Uhh....that wasn't really something to bash him for.
Sophisticat Posted January 20, 2009 Posted January 20, 2009 delays. Try messing around with them. Pretty much every character has a different one. You might have to delay between the j.H and j.D on character x, you might have to delay your jump on character y, you might have to use neutral jumps on character z, etc. I don't know about everyone else, but I just picked up on little tricks myself as I practiced it more. Work on the easier characters first off of lv1 Gunblaze - such as Pot, Testament, or Zappa. then work your way to other characters and landing it off of anything you can think of. also high jump combos are pretty easy. They're much easier than dust loops. Maybe try working on it in parts? like hitting a jumping opponent with a c.S and try and hj.S, j.H, j.D. Then maybe try and hit it off of actual launchers? then work your fingers up to jump installs, high jump installs, etc. shrug Thanks a lot. I gave it a shot using these tips and it went a bit better. I'm up to 3 reps consistently now and I can even do Dustloop from mid-screen sometimes!
HolyOrderChipp Posted January 21, 2009 Posted January 21, 2009 Uhh....that wasn't really something to bash him for. Yeah, well... Folks here are always telling me that playing against the CPU makes you worse. I think that's true. 'Sides, you need more comp if you have no one but the CPU to play against.
Hintalove Posted January 21, 2009 Posted January 21, 2009 Alright gents, I've asked before, and I'm asking again. I think I've been perplexed as to the best approach to comboing Johnny for like a year now. or late I;ve taken to doing stuff like running jh d land 5s(made could do a 5h too) into another jh d djh d into various enders. Usually off something like a gb or fafnir ch. Clueless on the throw combo as well, so I kind of make something up new every time. Lets make a list of johnny combos!(I know how to iadloop him so we can leave that out).
Kamui Moon Posted January 21, 2009 Posted January 21, 2009 I gave my throw combos awhile ago and they got edited into the first post. All of them are hard as shit. -lol knockdown: do nothing. -easy knockdown: (dash) j.H, j.D -moderate: 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D -hard: 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D --need to dash a bit longer than the previous one. -hard: j.S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D I found that the key to getting the right height on those is to hit him before he starts to fall. otherwise the followup is just really inconsistent. dust loops off of anything else also are similar. Gunblaze: j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, (j.H) j.D lv2 RI: 2S, 5H scoops him up really easily. He's also one of the easiest to tag with a fafnir afterwards. dash 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D for the corner. Can anyone actually get the fafnir followup with any sort of consistency? I can't hit it on him at all. You really have to hit him at 5S's max height to be able to hit with an hji combo. But since he's so heavy anything that normally would launch high gives that perfect height (lv1 SF, mainly). Doesn't really come up that often though. Johnny's so heavy so you can almost always get away with 5S, 5H, jump install combos, though the corner double jump will whiff. The key I've found to getting Johnny combos down is to watch his height. if you hit him too high after a GB, land into a simple high jump combo. hit him low enough, get the full dust loop. I can't do that kind of recognition in matches, so I drop combos against him all the time.
Hintalove Posted January 21, 2009 Posted January 21, 2009 Yeah, I know what you mean. I knew all that but when it actually comes time to do a combo and I've hit him it always feels like I'm winging it, and always on the side of caution(dropped combos usually are worse than gimp combos). For daing the fafnir follow up on him, you have two options. Do 5ssh sjiadp(if close enough) or what I tend to do, which is 2s 5h iad jp. He's one of the characters that the normal combo puts you outside of his hit box when the jp goes active so you have to mix it up. Wither by regular iading to be lower, or juggling him higher with more hits.
Hintalove Posted January 26, 2009 Posted January 26, 2009 Oh, I forgot to mention. This week I saw 0 some how go from a hji combo down into a lv2 tyrant rave. Any one ever heard of that before??!?!
Sesshyru Posted January 26, 2009 Posted January 26, 2009 For Johnny - I do: Throw -> 66->j.K->j.H->j.D->land->j.H->j.D->dj.H->j.D->BRP Even I get that off consistantly. I do it on slayer and Fause too.. I'm pretty sure you can screw the BRP and go for a nother combo wit punches and kicks but I dunno.
reaVer Posted January 26, 2009 Posted January 26, 2009 Oh, I forgot to mention. This week I saw 0 some how go from a hji combo down into a lv2 tyrant rave. Any one ever heard of that before??!?! Straight answer: No.
HolyOrderChipp Posted January 27, 2009 Posted January 27, 2009 Vids or it didn't happen. Seems a little implausible, but given that j.D sometimes has the untechability to knock down, I wouldn't rule it out. Getting off a Savage Fang instead seems more possible, but unless it's Level 3, it's probably not worth it, and even then, the combo you get afterward will probably deal crappy damage. Still, I'm all for more combos into Tyrant Rave.
Sesshyru Posted January 27, 2009 Posted January 27, 2009 Hum.. I think there are so many more good uses for tension instead of a severely prorated super >.< IDK - my preference I suppose. I hardly ever do supers now that I think about it..
Kamui Moon Posted January 27, 2009 Posted January 27, 2009 Oh, I forgot to mention. This week I saw 0 some how go from a hji combo down into a lv2 tyrant rave. Any one ever heard of that before??!?! Into TR? That's something I didn't think was possible, but I have made some relaunch combos off of hji's. Was 0 using something like j.S, j.D, j.S, jc j.H, j.D? I've actually hit c.S relaunches off of that, and they look pretty damn sweet. But I don't think there's enough time to hit with a TR. What did he hit it off anyways? With lv3 RI or 5H, you can combo straight into j.D, and I'm sure there are probably some characters other than Pot that can get hit by j.D, j.H, j.D, jc j.H, j.D. That shit should be low enough for a TR. @Sesshyru: Slayer and Faust are both pretty easy to dust loop off of throws, and you don't have to dash on either. Better damage than anything starting with a j.K. Just a bit hard to start it on Slayer. Still easier than trying to hit Dizzy with a dust loop though.
Sesshyru Posted January 27, 2009 Posted January 27, 2009 So Sesshyru kickin is bad? Man I suck at this game LOL. But I have been praticin on my 1080P tv with no comp cables.. Q.Q
Sophisticat Posted February 7, 2009 Posted February 7, 2009 After quite a bit of practice... I can now do a full dustloop for every 6-7 attempts. Whew! Which got me experimenting with it. Doing full dustloop to lv3 BRP after a Fafnir strikes me as one of, if not the, strongest combo HOS possesses. Confirmation? Anyway, I tried doing 2x Fafnir into D.loop to lv3 BRP and that easily hits an enemy for 300 damage. I'm assuming 4x Fafnir into D.loop to lv3 BRP is an instant kill? Of course, I can't get that combo to work without RC'ing the Fafnir. 5S and 5HS don't seem to come out fast enough. Any way to correct that? It's too easy to whiff dustloop, so more often than not, it'd end up as a waste of tension. I also tried doing Fafnir after lv3 GB, but the timing on that seems very specific if it's even possible to make a character bounce as he/she lands from the third GB hit. If so, it should be stronger than 2x Fafnir to full D.loop. Haven't been able to do this, however.
reaVer Posted February 8, 2009 Posted February 8, 2009 I found a good ID option select vs Eddie: 5D j.H j.H-D -> - if ID succeeds j.D will whiff and you catch him on the ground and continue from there. - if ID fails j.D will hit and you can then try to get another j.H-D rep or finish the combo immediately. I've used this on my sparring partner playing Eddie, works like a charm.
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