WUT Posted March 6, 2009 Posted March 6, 2009 Not saying I never see it; just that it's rare. I'd be more ready to believe that you don't see dash-buffered Fafnirs after 6HS due to not being used to the recovery of 6HS rather than the difficulty of hitting it during stagger, as dash-buffering a special move doesn't add too much "start-up" to the move, +12 as an absolute most if you wait the full dash input window. I'd also believe it has to do with distance. The range that you'd fish for and score a CH 2S or 5S(f), coupled with the 6HS and THEN a Fafnir during stagger has quite a bit of range. So much that a follow-up to Fafnir without a considerable delay (for a dash-buffered version) would then be difficult. I wouldn't consider CH 2S, 6HS -> Fafnir to be very cost-efficient, but if you need the damage then I suppose just going for that without a follow-up would be viable.
Sesshyru Posted March 6, 2009 Posted March 6, 2009 Outa all the moves that I do with OS, I CH the most off of 5S and 2S. 2S jackes up people lie Jam and Mila all the time when they try to scoot in and 5S checks slayer and potemkins chin lie WOAH. But I rarely remember to Fafnir after 6HS in teh heat of a fight.. Need moar tranin.. Anyway, If a character is rushin in and you 2S them ankles, then I bet its more and more possible but - meh lol. One thing that I have found out that is MASSIVE tho: If a A.B.A. Danzies in your face, you can 6HS after the first hit and you won't get hit which pretty much ends lie: Danzie_in_tha_face->Block first hit->6HS before 2nd hit->6HS->Fafnir->6HS. Massive 4 hit combo. Prolly better things to do - but we arer talkin about 6HS into Fafnir here..
SSMugen Posted March 6, 2009 Posted March 6, 2009 @LM_Akira: I yeah I thorougly explained it but he's too stubborn to admit he's wrong. Plus I play Guile exactly like you said lol. @Sesshyru: wow that's great info man! now I have more things to punish Danzai with when they go alittle too happy with it. I'm sure that it doesn't work with FB version though since it goes through all normals but then wouldn't CH Fafnir work into a combo after 2nd hit?
Nakkiel Posted March 6, 2009 Posted March 6, 2009 FB Danzai is not invincible after the first hit, you can interrupt it the same as normal Danzai.
PhantomMenace Posted March 8, 2009 Posted March 8, 2009 Me has a question. 6hs, 6hs, lvl3 RI, dash, 5s, 5h, j.hs, dj. d, lvl1 brp worth doing or no? (cause it did mad damage on Ky)
Nakkiel Posted March 8, 2009 Posted March 8, 2009 Take out the second 6HS (easily mashed out of unless you RC, and that's not really worth the meter imo) and it's slightly viable I suppose? No idea who the hell is going to get whacked by a vanilla 6HS, off of 2S or f.S CH it would be good. Change the follow up to j.hs j.d dj.hs dj.d BRP obviously. Also, if you can get the hang of it, learn to TK Manual Charge after the 3rd hit of RI. If you had a full level gauge then it'll scoot you up to level 2 with enough time to run up and do the combo.
Hintalove Posted March 20, 2009 Posted March 20, 2009 How many of you guys actually use x > 2d > bhb ac frc > dloop? I have a tendancy to play inbetween lvls 1 and 2(as much as I tell my self I want to play 0 style) and with out that combo hos's combos off a low hit are rather lacking. I mainly bring this up because I usually force my oponent into the corner and just mix them up repeatedly with jumping oki, and on a high hit I can go into the fuzzy guard combo, but on low I just take the kd and start running and jumping again. Still dont have the run jump frc timing down pat, but I can do it, and given a frame or two of liency by my opponent I'll probably be black beating it like crazy this weekend. Does respectable damage. Can you only do it off bhbl2?
WUT Posted March 20, 2009 Posted March 20, 2009 -I use Lvl1/2 BHB AC FRC combos after 2D all the time. If you start the combo with 2D into two full dustloops and Lvl2 BRP KD, you'll score ~190 damage with Lvl2 BHB. Pretty nice. Off of 2K it'll usually get you within 130-150 with KD, acceptable for a fast low. -I find that using Lvl1 BHB for combo is usually only useful for going from Lvl1 to Lvl3 with 25%, provided you have enough charge for two ACs to push you that far. 2D xx Lvl1 BHB AC FRC dash buffered j.P, j.K jc dj.S, dj.HS xx Charge Keep Lvl1 SV AC. Damage is mediocre, but the safe jump to Lvl3 is nice. -On Testament, Robo-Ky, and Pot you can take a 2D xx Lvl1 BHB into a relaunch from a dash buffered j.P/j.K, j.S, j.D. -If you land the 2D xx Lvl1 BHB real deep you can link a 5S© after the FRC. Your strongest follow-up to Lvl1 BHB, but the most situational.
Blade Posted April 6, 2009 Posted April 6, 2009 Can someone explain to me more about how Rock-It works for Pressure strings on block? I suck at following up on anything after Level 2. Also, if Rock It level 1 hits (not counterhit) what to do after that.
Tsak Posted April 6, 2009 Posted April 6, 2009 Rock-It works for stuffing moves you expect your opponent to throw out and while it doesn't work all the time it keeps your opponent on the defensive giving you more options then normal you can also play around with Fafnir as well to keep them thinking about if your gonna do it or Rock-It (or you can do fafnir after rock-it is blocked hehe) for level 1 atleast usually what i do when i score 2D is go into 1-2 things if i do BHB i'm looking to score a kd and some charge if i do Rock-it i'm looking for a 5H CH or an airgrab attempt to setup oki what i mean is a 5H techtrap basically rock-it off sweep puts them in the air and the can recover relatively fast, but you can toss out a 5H and listen for that CH cuz it works hehe, then you can follow up with regular dustloop (like off a gunblaze) to the corner or another 5H (or you can do 5S, 5H for lighter characters) into SJ IAD j.p, j.k SV
Blade Posted April 7, 2009 Posted April 7, 2009 So what can I do when a Level 1 Rock-It hits (non CH), not much? Also, I've seen a few interesting combos when Level 2 Rock-It lands: something than ends in Dust>Bandit Revolver, but I don't know my air combos so well with him. I suck at Jump Install, yet...
TITANIUM BEAST!!! Posted April 7, 2009 Posted April 7, 2009 non-CH level 1 Rock It doesn't give you enough frame advantage to combo in most cases. If you are point-blank, you can link 5K into whatever, but that's pretty impractical since you usually won't be using level 1 Rock It at that distance. You can also link 5K after 2D -> Rock It hits, again, at point blank. Not terribly useful though. Mostly, just take advantage of the extra positive frames you have on normal hit and try to pressure them further. Make them guess on a dash or use Fafnir if you think they will try to counter-poke, etc.
LM_Akira Posted April 7, 2009 Author Posted April 7, 2009 Also, I've seen a few interesting combos when Level 2 Rock-It lands: something than ends in Dust>Bandit Revolver, but I don't know my air combos so well with him. I suck at Jump Install, yet... (whatever into )Lv2 RI: - RC the second hit and go into dash j.HS, j.D, dj.HS, j.D or any air combo you're comfortable with etc... Can also do dash 5S© 5HS into HJ combo as a basic one. - Dash after the 2nd hit launches and connect a 5K or 5S© and go into air combo (midscreen you can do stuff like 5K, 5S©, 5HS hj.IAD j.P, j.K, SV or 5K,5S© JC into short air combo, in the corner you can do dash 5S© into dust loop) It's not really one of HOS's absolute staple combo tools tho tbh.
WUT Posted April 10, 2009 Posted April 10, 2009 As far as tensionless abare damage goes, Lvl2 RI is your best friend. Random normal xx Lvl2 RI, dashing 5S© into Dust Loop in the corner is the most damage you're going to get without a CH. Starting combos via specials (hitting with GB, Lvl2 SV, Lvl3 anything) are a different story. If you're looking to spend tension for your combo, don't bother with Lvl2 RI. RC'ing it isn't worth the damage unless you absolutely need it, and you're in a much better position spending tension to combo with BHB (Fafnir, Lvl2/3 into DustLoop, etc.).
Blade Posted April 10, 2009 Posted April 10, 2009 I still don't "get" the trick to Air Bandit Revolver after Dust (non-Jump Install) related combos. In a lot of ways I find it character-specific but... Like: Lv2 RI > c5S > jS > jD > jc. > jD > BR (for lightweights) (S,D, jc, D) Lv2 RI > c5S > jH > jD > jc. > jH > jD > BR (for middle/heavy) (H, D, jc, H, D) Lv2 RI > c5S > jS > jD > jc. > jH > jD > BR (for weird fall hitboxes) (S, D, jc, H, D) Lv2 RI > c5S > jS > jD > jc. > jS > jD > BR (for others) (S, D, jc, S, D) That's all I've managed to learn so far. I have a hard time with mid-screen stuff especially. Do most people only jump once for mid screen or can you really do a jump cancel, like for lighter characters? If someone could spell out the air gatling aspect of it to me or at least mention anything regarding timing or what the key thing to look for is, I'd appreciate it. What's more, I still don't get the trick behind getting the second rep of a Dustloop. (H, D, jc, H, D, land/jump, H, D, jc, H, D)
Nakkiel Posted April 10, 2009 Posted April 10, 2009 There's no trick to landing BRP after a dustloop rep. Just do it as soon as the last j.D hits. For midscreen combos, the most common combos are these: GB -> 5HS -> sj.S -> sj.HS -> sj.D -> Lvl#SV/BRP Counter hit GB or Fafnir -> 5S -> JI -> 5HS -> sj.S -> sj.K or P -> sj.S -> dj.S -> dj.HS -> Lvl#SV or launch them with fafnir or something -> 2S -> 5HS -> sj.IAD -> j.P -> j.S/HS (character/height-specific) -> Lvl#SV For the dustloop, you can delay the j.D after j.HS a good few frames. You can also change when you jump cancel. You want to keep them as low as you can while also keeping HOS as low to the ground as possible. You want the first rep's last j.D (that's the second j.D in the combo) to be as late and low as possible. Then you jump forward and do j.HS ASAP and finish the combo. It takes practice, but it's not that hard.
Blade Posted April 10, 2009 Posted April 10, 2009 Really man, how do I say I do not know how to do Jump Install well in plain English....I suck at it. I've tried quite a number of times, and I can say I can't rely on it as easily as anything else, so I'm trying to find combos that don't involve Jump Install.
Nakkiel Posted April 10, 2009 Posted April 10, 2009 Well I don't particularly follow your posts and you never said "I have problems doing JI" in your post. It's just pressing up between 5S and 5HS. It's easy. But anyways, if you don't want to JI, do the first combo I listed or the 3rd. The second combo is one of the only two JI combos HOS really uses.
PandaKingEX Posted May 16, 2009 Posted May 16, 2009 What is the high jump timing for attacks? Do I have to buffer it, or can it only be done on certain frames? I can do high jump easily on it's own, but it never works when I'm trying to follow up an attack with it.
Nakkiel Posted May 16, 2009 Posted May 16, 2009 When your attack hits just quickly press down followed by up. You'll get the hang of it!
reaVer Posted May 17, 2009 Posted May 17, 2009 When your attack hits just quickly press down followed by up. You'll get the hang of it! lol, I don't think that's what he meant:P Anyways, in most cases it's about as simple as that, though 5H needs a (relatively) late sj cancel. You can cancel early with any move but the late cancel on 5H allows you to sIAD, which I assume was your point about your question. As for the associated combo: don't bother getting it down 100%, there's just too many factors playing a role in deciding whether the combo is possible or not. Instead just put them a bit higher by using 5K-S-H then sIAD P-K SV, if the P whiffs because they tech your K forces them to block which keeps the advantage in your favor.
WUT Posted May 17, 2009 Posted May 17, 2009 .... For starters, nothing about 5H suggests that it is a "late cancel", neither for a normal jump or a super jump. The only reason you might think it is late is because of how slow the normal is compared to others, seeing as there's quite a big wait between SJ'ing out of 5H (13 startup frames) and something like 5S© (5F) or 5K (3F). Even 5S(f) "feels" slower because of its relatively length startup frames, and then there's only 10 for it. Secondly, posting "don't bother getting it down 100%" for something that is a staple combo is ridiculous. Assuming he's referring to the SJ IAD follow-up (even though I think he was simply asking about a normal SJc into combo), there's no reason to neglect learning it except out of sheer laziness. It's not hard, and it nets you consistent damage off of any launch. It's always possible to hit it as long as the beat counter is relatively low (meaning < 13). Since I'm on the subject, the SJ IAD combo is possible because 5H is a Lvl5 move with huge hitstun, not because of some mystic "late cancel". It's the same reason you can do the IAD combo on tall characters. Sol can do the same thing with his 5H, simply due to the move Lvl and hitbox on j.P. The only combos that are innately difficult due to various factors such as opponent height, hitboxes, and HOS' positioning are Dust Loops. Attempting to DL after every launch is something I wouldn't recommend for new HOS players, as you need to get a feel for the hitstuns on both j.HS and j.D. Everything else should be gravy.
reaVer Posted May 17, 2009 Posted May 17, 2009 .... Notice the relatively, yes it's not am extreme delay but 5H is l5, it has the hitstop of that level too, you simply cannot jump as early as you normally would if you plant to use IAD mechanics. Which is something I already indirectly explained in my initial post. Ok, so you just tried to state the opposite of what I said, I tested the bloody combo, it simply won't hit in every situation. All you can do is get down the default one and work from there. Going for 2S5H sIAD.P-K/H is a good way to get yourself killed by techmashing opponents. They will tech during P and he'll end up too low for your j.K most of the time and will surely always stay above your j.H; he'll get a free counter 99% of the time.
Kurumster Posted May 18, 2009 Posted May 18, 2009 I see the original post hasn't been updated since Nov08. Is there really nothing else that new players need to know?
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