Sesshyru Posted October 28, 2012 Posted October 28, 2012 Wouldn't an AC after standing hit RI lvl 1 leave you at a disadvantage? Unless you FRC it, I wouldn't go for that. Well.. yah.. I didn't think I needed to say that. Man, that Inoue guy's hit confirms... just gdlk. I'm amazed by his play every time I see him. I also believe he's the best HOS out there these days, yes? I really haven't noticed anyone else that good. Best around? I don't know. Best on footage? Yah. There were a few others like Quan, Sanma, and Zero, but they have all gone away as time progressed... Zero was my fav to watch, he just does things and they work.
Nhur Posted January 25, 2013 Posted January 25, 2013 Hello, can anyone help me with some combos?. Right now I have some problems in land good combos for heavy characters por example agaist ky. In midscreen with level 2 I usually do ...2D,RI lv2, superjump j.p ... for tensioneless combo but maybe S,HS, RIlv2, 2s, HS, airdash? i Have too many problems in land combo later of the airdash. In corner I got problems in got launchers agaist this weight, for example 2D, 236P Lv2, CC, frc, j.HS.... if I not very close I cant land it. Another question... for example close to corner .... Grab.. j.hs, j,D, wait j.hs, j.D..... I got many problems in got a relaunch here, I saw that kaqn used in some combos but I dont get the timming for a jump P. or S, HS superjump combos Thanks in advance
reaVer Posted January 25, 2013 Posted January 25, 2013 Ok, lets start off... Stop doing 2D l2Ri, if you do 2D, just follow up with l2BRP AC FRC and work from there. Otherwise, you're generally better off just taking the knockdown. l2Ri is more suited for following up attacks like 2S and 5H, from where it does have good followups. As for the 2D into l2BRP AC FRC into jH can be kind of difficult. You will have to practice quite a bit. The minimum required input is 2D 236P~D 66 FRC 9H-D... Dustloops off of throws are practically not possible(and generally a waste of your time if you decide to practice them). Instead, I highly recommend stuff like throw (5S) jH-D, jH-D, 5S jS-D, djD. I would also like to note, that players are not robots, they won't tech out because you missed a few frames on your combo, focus on doing the combo itself and with practice your execution will get good enough to net you proper combos.
Nhur Posted January 27, 2013 Posted January 27, 2013 Thanks, I will try tomorrow!! I never think on make 2D 236~D 66FRC.... I have some experience in play I-no and make 6FRC6... I want try it in order too or try to make 66FRC... I never tought in make 2D, BRP Lv2 AC(frc) can be countinued in combo.... I want try it ASAP. How is the best folloup of S,HS,l2Ri...? I really need know it, I tried some of them but it dont find the better result, because I usually miss the combos in combat. In the combo that you said "throw (5S) jH-D, jH-D, 5S jS-D, djD." the first (5s) means that I should use 5S when he is sticked in the wall? or that can be used in corned combos using 5s as a launcher... I will need some advices with something...... sometimes I make some reset and get 5K,5S,5HS with the oponnent in airbone situation and try to make the follow up for the combo with superjump...j.5/j.k/j.S,..... j.HS, j.D... but my enemy is to far and I cant get the combo because I miss any of this options j.5/j.k/j.S , wich would be a nice follow up for this situation? When I got a common midscreen combo like CHFafnir, 66, S, ji, HS, sjK, jS, djK, jS, JHS, SRK or its better just super jump jS, jHS, jD and try to catch the Brp or a second repetition of order dustloop (in corner)?? I dont know wich its the better option. Yai, Sorry for the trouble!!!!! Thanks in advance, I really like to play with order and this help would help me a lot for maximize my damage in combos. Thank you very much again reaVer!!!
reaVer Posted January 27, 2013 Posted January 27, 2013 I never said BRP, I said BHB... After l2Ri you got a few followups depending on where you are: Midscreen: 5S-H sIAD.P-H SV 5K-S jS djS 5K-S-H Charge(to level 3) Corner: 5S jH-D, djH-D and then you can attempt a land rjP-S-D, djD The 5S is in between parenthesis because it is character dependend. On characters that stick higher on the wall, you shouldn't use it. While characters that stick lower on the wall, such as Slayer, Venom, Dizzy etc you need it to lift em up into proper range. After using 3 attacks finishing with 5H, you NEED to follow up with sIAD.P-H SV if you wish to continue the combo. If you're looking for a reset, I recommend fishing with 5H CC to get you a counterhit that will allow you to combo into dustloop. It depends on where you are with the fafnir, if you CH him while you're in the corner, you're not going to make the other corner. If you're in a match and you're not good at dustlooping the character your opponent is using, using the sj combo maybe more rewarding for you. However, if none of those factor in, doing CH fafnir into rjH-D, djH-D, jH-D, djH-D will net you the most damage and a decent tech trap.
PimpUigi Posted January 30, 2013 Posted January 30, 2013 (edited) 21 hit combo vs. Pot for that one mission...(no need for the RC if you wind up doing the Lvl3 BHB close enough to the corner) Dash S,S,HS IAD j.P,j.S,j.HS,K,S,HSxxLvl3 BRP,Lvl3 BHB, dash, j.HS,j.D, dj.HS,j.DxxSV RC, j.HSxxSV I'm also really liking this corner / near the corner combo... I think it's a lot better than the Lvl3 Rock It combos posted. 200 damage: S,HSxxLvl3 Rock It, jump cancel, j.HSxxLvl2 SV, S,HS hj.S,j.HS,j.DxxLvl1 BRP (vs Potemkin) 227 damage: S,HSxxLvl3 Rock It, late jump cancel, j.HSxxLvl2 SV, S, j.HS,j.DxxLvl1 BRP (can get a dj.HS,j.D against some characters for 230 damage) 226 damage: S,HSxxLvl3 Rock It, late jump cancel, j.HSxxLvl2 SV, K,S, hj.S,j.HS,j.DxxLvl1 BRP (height dependant alternative) 208 damage: Lvl3 Rock It, late jump cancel, j.HSxxLvl2 SV, S, j.HS,j.D,dj.HS,j.DxxLvl1 BRP (their untechable after the SV is longer so it's easier to do here) Also, midscreen...it looks really cool... 198 S,S,HSxxLvl3 Rock It, IAD crossover j.HSxxLvl2 SV (one point of damage less than the standard midscreen Lvl3 Rock It, but high style points) I wonder how much damage these are going to do in +R, testing with Lvl3 Fixed so I can do stuff like Lvl 3 Rock It, j.HS,j.DxxLvl3 BRP Right now I'm hoping for this to be possible... 230/231 damage: S,HSxxLvl3 Rock It, jump cancel, j.HS,j.DxxLvl3 BRP, S,HS, hj.S,j.HS,j.DxxLvl1 BRP (which may or may not hit) Edited January 31, 2013 by PimpUigi
Sesshyru Posted August 18, 2013 Posted August 18, 2013 Ehhh... Does anybody know how the Lvl 2 BR combo work? I can't figure out the proper spacing to get the next combo. I could do it once and ended up getting 2 BR's.
iora Posted August 19, 2013 Posted August 19, 2013 in corner, 25 meter, at least half of level 2 filled 6p, fafnir, 5s 5h, level 2 brp, dash 5k 5s level 2 bhb.... then im lost here.... dustloop? i guess? its well over 200 on most people. 6p fafnir with level 2 is gonna be nasty damage.
TITANIUM BEAST!!! Posted August 19, 2013 Posted August 19, 2013 Watching kazunoko/Inoue playing online, he would do 2D -> lvl2 BHB AC after hitting someone airborne with lvl2 BRP, then end with 6HS to slam them back down. Pretty cool.
iora Posted August 19, 2013 Posted August 19, 2013 i can barely get dash 5k or 5s, i didnt try 2d. i wonder if that gives you more time, or if his level 2 b4rp was higher up than mine were
AMB Bakery Posted August 19, 2013 Posted August 19, 2013 in corner, 25 meter, at least half of level 2 filled 6p, fafnir, 5s 5h, level 2 brp, dash 5k 5s level 2 bhb.... then im lost here.... dustloop? i guess? its well over 200 on most people. 6p fafnir with level 2 is gonna be nasty damage. What is your stagger recovery level set to on this?
iora Posted August 19, 2013 Posted August 19, 2013 oooo didnt think about that. just got 6p fafnir in a match once, then went to into training to see what do. i lack +r, my data isnt through yet D:
TITANIUM BEAST!!! Posted August 19, 2013 Posted August 19, 2013 I'm gonna mess around more with combo options off of air hit lvl2 BRP, if you're doing it midscreen where dashing is necessary to pick up with moves, you're probably better off trying to tag someone with Fafnir instead and then either try to pick up some oki or possibly add on a lvl2 RI for the extra damage and AC + useful knockdown.
iora Posted August 19, 2013 Posted August 19, 2013 i wonder if you can get air hit brp2, dash 2s 5s 5h iad combo? any practical setups to use the RI3 removing otg at the end? maybe tyrant rave3 into RI3? guh i just wanna have 1 full day to go in on this shit -_-
TITANIUM BEAST!!! Posted August 19, 2013 Posted August 19, 2013 2S does not gatling into 5S, but you can probably do 2S-5HS into IAD combo.
Sesshyru Posted August 20, 2013 Posted August 20, 2013 Yo, WTF happened to level 3 Savage Fang? http://www.nicovideo.jp/watch/sm21577738 Bout to just start throwing it out there and OTG my way to victory.
iora Posted August 20, 2013 Posted August 20, 2013 it got awesome. real awesome. same with level 3 rock it. this character got super awesome. super real awesome.
Sesshyru Posted August 22, 2013 Posted August 22, 2013 They fixed the Potemkin bug CH state on Charge Burst seems shorter. I wish they would make CH GB un-techable instead of additional float. Even Inoue is forced to do some whack combo cause he ran in too close.
AMB Bakery Posted August 22, 2013 Posted August 22, 2013 (edited) Just got +R from a friend, just want to post a general combo guide based off what I've found (based on Ky, by the way, though this should apply to most everybody because lol >HOS combos >adjusting to character, not to mention wall stick is pretty universal) Level 1 You pretty much get nothing here unless it's off a big hit like Fafnir/CH Fafnir or CH j.H or Lvl1 GB So yeah basically your gameplan here is to land whatever possible hit you get and convert into sweep so you can safely charge or mix-up city or some combination of the two. If air to air, just do however many hits you can get into Lvl 1 SV. AA c.S/5H is pretty much the same thing, just jump cancel. You get a nice dustloop off CH AA 5H though. The "big combos" at level 1 didn't really change at all going from AC to +R but this is to show basically anybody who wants to learn the character (hence notations in combos will be actual inputs) Combos off big hits are: 214S > dash j.H j.D dj.H j.D 236K/623H or 214S > dash c.S sj.S j.H j.D j.236K/j.623H if you're not feeling confident on dustlooping whatever character (or if you land CH and fuck up your timing).41236D/CH j.H > dash 2S 5H > IAD j.P j.S j.623HCH 41236D > dash (optional c.S/5H) j.H j.D dj.H j.D j.236K/j.623H(AA) CH 5H 214D > dash j.H j.D dj.H j.D j.236K/j.623HCH 2H > dash (optional c.s/5H) j.H j.D dj.H j.D j.236K/j.623H These all work both midscreen and corner. Level 2 Holy hell can you feel the effect of charge meter draining slower. So much hard knockdown is possible. If you happen to have no tension, comboing into Lvl 2 RI > Action Charge is fine though you don't get the mix-up options you would get off sweep. You get to keep a lot of your charge meter though which is great. For the Fafnir/CH j.H combos, I'd recommend switching out the IAD for just Lvl 2 BRP as it gives you knockdown and is a lot easier for people who have difficulty with the IAD (myself included).[starter/string of normals] > 236P~D (FRC) > dash 5H 236K (a little bit closer to the corner than round start) Extend with 2D 236P~D > 6H if you have enough charge meter (around halfway) at the start of the combo.[starter] > 236P~D (FRC) > dash c.S/5H j.H j.D dj.H j.D j.236K~D (close to the corner/in the corner)CH j.H > dash 2S 5H 236K > 2D 236P~D > 6H (can be done from round start position) Same combo as above can be done from regular hit 41236D if you're a little closer to the corner. Note: if you're close enough to link 5H or dash c.S after 236P~D, you don't need to FRCCH 41236D > dash (option c.S/5H) j.H j.D dj.H j.D j.236K~D(AA) CH 5H 214D > dash j.H j.D dj.H j.D j.236K~DCH 2H > dash (optional c.s/5H) j.H j.D dj.H j.D j.236K~D The above combos are also available in Lvl 1, they just result in knockdown now Level 3 Here is where you really notice the charge meter draining slower. Full dustloops off Lvl 3 moves can end in Lvl 2 BRP for knockdown. You can do 2 Lvl 2 moves (BRP and BHB) in a combo after using a Lvl 3 move. It's quite wonderful. The following combo can be done from these starters: [normals] > 5H 236K or [normals] > 236S/623H[starter] > dash c.S/5H j.H j.D dj.H j.D 236K~D For Lvl 3 RI, it's easier to follow up with dash c.S where as Lvl 3 BRP or SV are easier to follow up with dash 5H (imo) This combo nets slightly more damage than the following one, but is also more character dependent meaning you might have to adjust the dustloop or what normal/normals you pick up with. You can be about round start distance away from the corner for These combos to work, though, which is really nice. The same starters above can lead to this: [*][starter] > dash (optional 2S) 5H 236K > 2D 236P~D > 6H The 2S can be kind of hard to link and you only lose like 1 or 2 damage from not doing it, hence why it says optional. For this combo, you have to land in the corner after 236K otherwise you can't link 2D. This combo is nice though because it doesn't rely on floating and isn't character specific for the most part. Jam and Millia tend to stick a little high after 236P, so a slight dash is required to link 6H. Pretty much just a right-timed 66H. If you want to sacrifice knockdown for big damage, here's a combo you can do if you land Lvl 3 BRP: [*](starter > 5H) > 236K > 214S > 214S > 214S >214S > dash j.H j.D dj.H j.D j.236K/j.623H Note: the timing of the first Gunblaze differs depending on how close you are to the corner. If you're relatively close do it sooner, if not, delay it slightly then do the next one immediately. A few extra notes: [*]If you do happen to hit with Lvl 3 GB, the following combo is possible: (lvl 3) 214S > (lvl 2) 214S > 214S > (lvl 1) 214S > dash j.H j.D dj.H j.D j.236K/j.623H Another Lvl 2 214S is possible if you have enough charge at the start of the combo. This combo is finicky on Jam (if you hit with the first or second hit) but works perfectly on Bridget, Millia, and May, so it's really just dependent on the opponent's air hitbox. [*]The same type of combo is possible if you hit with raw Lvl 2 GB and is, again, finicky on Jam. [*]And regarding if you hit Fafnir while having Lvl3... I'd just do an empty dustloop or dustloop into Lvl 1 SV. You already get huge damage off Fafnir, doesn't make sense to waste your other huge source of damage. [*]A basic extension in the corner after landing a successful dustloop and if you and your opponent are low enough to the ground after the last j.D: (optional dash) c.S sj.S j.H j.D j.236K/j.623H This should be reserved for high damage starters like CH HS moves or CH Fafnir. [*]A more advanced extension is c.S JI (sj.S) sj.H j.D dj.H j.D j.236K/j.623H but if you don't feel comfortable jump-installing raw, don't worry about it. Go straight into j.H instead of j.S on lights. [*]Off corner throw stick, just do j.H j.D dj.H j.D j.236K Insert a j.S/j.K before the first j.H if the character is heavy. Don't bother extending, cos throw proration is awful. [*]If you are having trouble linking 2D after Lvl 2 BRP, you can swap out the 2D for c.S/2S and the combo still works. Hope this helped, coming from some scrub who claims to play Order-Sol. Edited August 23, 2013 by AMB Bakery
iora Posted August 22, 2013 Posted August 22, 2013 you seem to skip a lot of his hj/hji options, but cool write up
AMB Bakery Posted August 22, 2013 Posted August 22, 2013 (edited) you seem to skip a lot of his hj/hji options, but cool write up I skip HJ and HJI options because 1. they tend to not lead into knockdown and 2. they do equal or sometimes less damage than their normal jump counterparts (i.e. why would you waste your time super jumping to do dustloop when you can just do it normally) I also intentionally skipped hj/hji combo extensions (like after a dustloop for example) again because your charge meter will probably drain to 1 during that extension, forfeiting knockdown, and doesn't really add all that much damage unless you get a really big starter beforehand. Also skipped Lvl3 SF otg's cos they're in the video, though I guess I can transcribe them if you want. EDIT: I edited the write-up to include the basic extension that I know and that I see Inoue/Sanma do. If you want me to add something else (of value) in there, be specific and include combo notation. Edited August 22, 2013 by AMB Bakery
iora Posted August 22, 2013 Posted August 22, 2013 just an observation. i see a lot of hji stuff in matches, but i dont have the game yet to do my testing. if you got reasons to not mention it, i trust you ^^
xlolxlolx Posted August 22, 2013 Posted August 22, 2013 The fuck are you talking about, jump install combos almost always lead to higher damage, especially when theyre short plus you gain more tension and usually safer position to lv1 sv ac before landing
AMB Bakery Posted August 22, 2013 Posted August 22, 2013 (edited) The fuck are you talking about, jump install combos almost always lead to higher damage, especially when theyre short Like I said, be specific. The only scenarios I can imagine it being advantageous in a short combo is off impossible dust or like after corner Lvl 1 GB. It's probably worth it after big hits if you're at Lvl 1, but outside of that, pretty much anybody can deal big damage with HOS without having to JI (at least in +R). Example of a big hit at Lvl 1: CH 2H JI combo: CH 2H > dash j.H j.D dj.H j.D > c.S JI sj.S j.H j.D dj.H j.D j.236K (207 on Ky) non-JI combo: CH 2H > dash j.H j.D dj.H j.D > c.S sj.S j.H j.D j.236K (192 on Ky) A noticeable discrepancy in damage, but then again this is a pretty specific case. I've been editing the write-up as I've discovered more stuff like the fact that you can pretty much AC after BHB safely without even having to FRC so long as you're close enough, and that includes the Lvl 2 BHB > 6H part. There's no reason to forfeit charge like that off a BHB combo (idk how you even float them high enough after the wallstick (unless it's on a light character, I guess) for JI to even matter in the first place) just for a little extra damage and tension. Edited August 22, 2013 by AMB Bakery
xlolxlolx Posted August 23, 2013 Posted August 23, 2013 (edited) you actually dont have to end with 6hs, there is plenty of time to run up and do a rep of dustloop after lv2 bhb ac and get knockdown also 6p>fafnir link is legit since its pretty much humanly impossible to shake out of stagger at max Edited August 23, 2013 by xlolxlolx
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now