Jump to content
Dustloop Forums

Recommended Posts

Posted

Questian: What do you do when you 2D -> CC? I try to 66 -> 5k or 2S and fail every time. I just end the 2D with a BHB and start charging, which is a spite charge cause im angry and can't do anything else $p.

Don't ever dash after 2D CC. Dashing INTO the 2D may help tho. On normal hit you can do...

2D CC 5K, 5S© JC j.K, j.S, dj.K, j.S, Lv1 SV

2D CC 5K, 5S©, 5HS hj.IAD j.P, j.S, Lv1 SV

against almost all chars. On CH you can do...

2D CC (CH) 5S©, 5HS hj.IAD j.P, j.HS, Lv1 SV

2D CC (CH) 5S©, 5HS HJC hj.S, j.HS, j.D

against almost all chars. I need to compile an exact list of all this stuff.

Also, isn't Order Sol supost to connect a 5S after l3 DP? Had some guys tech out on me befor I got over to slash them and was irritated.

You need to do a dash after Lv3 SV to connect 5S©. Or you can do Lv2 Tyrant Rave. Or dash j.HS, j.D blah blah...

Last one, when I do my j.HS, j.D, j.HS, j.D, BRP off of a corner throw, I just jump into it with no hits on the ground befor the jump. The timeing has to be very percise cause if I hit them while their on the wall, they get hit up too high to connect the full combo. Any tips?

Read the first post, it covers most of the options off corner throw.

Bare in mind you need to learn the correct timing for j.HS, j.D, dj.HS, j.D if you want to go for re-juggles.

  • Replies 1.1k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

I don't know how I didn't notice before, but those recent combo vids had people doing sj.d at the begining of sj combos and pulling people back down into kd range. Any one tried replicating that? As cool as dj.d kd combos are I can't believe I didn't notice the sj combos that were ending in dloop to kd :O

Posted

It's pretty hard to do, but it's certainly possible. Sanma usually hits people with falling air normals after super jump combos, too. But not like what they're doing. Hitting a j.D while you're still on the rise gives you time to recover and do something else plus j.D does make them plummet by a bit. You'll see it in a couple of combo vids when they do a quick j.D, wait, then air dash into another few hits and an SV. Getting in a dust loop follows the same formula, only you obviously need to be closer at launch and jump install, depending on the situation. I'm guessing you're thinking of Rock You? The same thing was done awhile back in Crimson, too. He even landed into a relaunch in Crimson, IIRC.

Posted

On the topic of Gunblaze, I just want to clear up (probably) common misconceptions about when it will crossup.

If you knock someone down, then run at them and do a Gunblaze as they're waking up, this will NOT hit as a crossup.

Similarly, if you knock someone down, then run at them and tick with 5K, 5P or 2K into Gunblaze this will also NOT crossup.

In both these situations, the opponent can block the Gunblaze flame either way. You can test this for yourselves with the record function in Training. The only reason you will hit your opponent in these situations is if they were not blocking at all OR they tried to do something (other than a throw) and they messed it up.

The only true way of making Gunblaze crossup AFAIK is the standard "gatling into a sweep, whiff Lv1 GB, crossup Lv1 GB".

It's not that easy really.

GB will crossup when:

1.Opponent is in standing guard

2.Opponent is FDing in any guard

3.Opponent attempts a standing impact guard

4.Early GB on their wake up

GB will not crossup when:

5.Opponent is in crouching normal guard and case 4 does not apply

6.Opponent attempts a crouching impact guard and case 4 does not apply

7.Opponent attempts a slashback and case 4 does not apply.

Posted

Actually, yes you're right, my statement before wasn't 100% accurate. After some more testing just now, running up and ticking into GB (with 2K, 5K etc) will NOT crossup an opponent who is crouch guarding...but it will crossup an opponent who is guarding standing, provided you have enough forward momentum. It's quite odd that there's such a discrepancy because of high or low guarding (couldn't be bothered testing IB, FD and SB lol)

Posted

tbh I've not started capping the footage yet as I've been busy sorting out some casual and RB matches. But I'm definitely planning to get it up by the weekend however.

Posted

Something very interesting I just discovered...

Due to the way JI works, if in a combo, you start with a jump-in move and hit the next move (let's just assume it's a 1 hit jump-in) fast enough that you don't go thru any neutral frames, you get an automatic JI.

This is one thing useful to I-No players, because hover dash auto-JIs, if she lands from hoverdash and does a normal (e.g. 2K) without going thru any neutral frames, she has the JI ready for CL FRC airdash.

Now, just messing around with Lv3 RI combos in the corner, with Order-Sol you can do:

j.HS, 5K, 5S©, Lv3 Rock It HJC hj.S, j.HS, j.D, dj.K, j.S, Lv2 Storm Viper

!!

You get the free JI if you do 5K as soon as you land and hence you get to dj after the hj.

I'm sure there are other uses to this technique and possibly better ways to end the combo above, that's just something that worked after a few goes.

Note it will not work from an airdash, just a jump-in (it's partly because you haven't used your extra dj initially from the first hit, the dj is stored all the way thru the combo, tho it will not work with certain specials it seems...)

Posted

Noticed in a Sanma vs. Slayer vid: Particularly useful against the higher gravity characters (Pot/Johnny/Ky/Robo-Ky), you can do 5S©, 5S(f), 5HS SJ IAD combo. I found it neat because, for some strange reason, I have more trouble doing a normal IAD combo against the Kys than I do a SJ IAD, so lifting them up to that height to compensate is great. It also ends up dealing more damage, as long as you opt for Lvl1 SV instead of Lvl2 (which I do, unless I need the damage). Ex: Fafnir, 5S©, 5S(f), 5HS SJ IAD j.K, j.S xx Lvl1 SV. LM_Akira: I don't find the auto-JI particularly useful for HOS to be honest, probably because I don't do SJI combos that much anymore and when I do they're usually after a double jump or IAD (for relaunch). Something interesting to speculate about, but the applications are a little overshadowed by more efficient combos. As a tangent: After Lvl3 RI in the corner I follow up with one of two things: Lvl3 RI, AC FRC 5HS jc j.HS, j.D djc j.HS, j.D xx Lvl2 BRP. Lvl3 RI, slightly delayed IAD j.HS/j.D, land 5S© [sJI] sjc j.S, j.HS, j.D djc j.HS, j.D.

Posted

Auto-JI has been around for a while, but it is subtle enough that you forget it's there sometimes. It can be useful for some of HOS's extended juggles in the corner, though.

Posted

Is there any time it actually facilitates combos though? All the cited examples already have points you can JI at inside the combo so it seems kinda pointless, like jh 5k ji 5s. Considering you can hji off like all most all of his normals, I don't see how this would give him anything he doesn't already get :/ I can see for ino though, getting to JI with out doing jcable moves. I guess you could do something like jh 2p 2s lv3 RI, but why you would want to do that when you could do jh fafnir or jh 5s 5h lv3 RI is beyond me. On another note, how come we never see jh fafnir in matches? Just too hard to predict the deep enough jh?

Posted

One way to use HJI for extended HOS juggles is in the corner when you are looping. For example, after a basic loop of j.HS-D, dj.HS-D, instead of dashing up with 5S or something similar, you can do dash j.P-S(or HS)-D, land and immediately do 5S© and you will be auto-JIed for a highjump combo to end the loop. Old Slash combos.

Posted

That's not a true auto jump install, if you don't input the 5S immediately on landing you lose those properties. So it's more of a linked-JI/leftover-doublejump than an auto-JI.

j.H into fafnir, you mean from an airdash? If so that usually means the ground airdash combo which ate half the guard bar already, tension is better spent elsewhere. In either case however, I think it's too unreliable to dish out. If you look at other OS players for example, you'll see that they always combo into knee unless it's a counter hit. And on counter hit you don't need to juggle anymore, so that effect is pretty redundant, next to that, I recall it being harder to execute.

Now that that's out of the way, jumpinstalls... They guarantee more damage so if you can use them you should use them. Now not always are you able to use 2 moves for a relaunch and combo after it successfully, so you do a single normal to relaunch and phoof jump install would be gone. Now you can chose to prepare for this and don't doublejump your previous normal jump or you can jump install that single normal you're using for relaunch. The latter is harder but is FAR more consistent. To do a single move ji with 5S you'd do 6S939 with a very short timing, with 5H you do 5H939 much more slower.

Note: This is VERY old news: http://files.filefront.com/jumpinstallavi/;5400772;/fileinfo.html

Posted

That's not a true auto jump install, if you don't input the 5S immediately on landing you lose those properties. So it's more of a linked-JI/leftover-doublejump than an auto-JI.

lol

That's purely semantics :vbang:

If you do j.HS, 5K, 5S Lv3 RI blah blah and don't hit 5K quick enough so's to not go thru neutral frames as you land, you don't get the auto-JI.

That's exactly the same as going for the j.P, j.S, j.D land 5S© high jump re-juggle Titanium Beast posted.

(And it's the same for I-No, hoverdash auto-JIs but if you land and do 2K or 5S© and you're not quick enough, you'll lose the JI you need for HCL FRC airdash).

EDIT:

Part 6 is now up:

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

Be warned, it's fucking epic. Recording the last section was not pleasant but something tells me I may end up embellishing more on dust loop in the future.

Posted

Can someone give me advice on using Charge?

I've heard you can do Level 3 into Level 3 moves....but I can't seem to do it.

The best I've done: Level 3>Level 2>Level 2 (last one doesn't hit so well).

?

This is actually covered in the youtube link I posted directly above yours.

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

The best use I can think of within a combo is Lv3 RI into Lv3 SV. Looks flashy, never really compared the damage with other combos.

On block you can do Lv3 RI into Lv3 BHB for a free mixup.

Both are shown in the above vid from 2:41. :)

I'm sure there may be other more interesting uses of Lv3 > Lv3 but overall I don't think they'll be particularly useful.

Posted

Most Lvl3->Lvl3 are just for show and not particularly practical. That being said, some of the more interesting Lvl3->Lvl3: RI -> BRP (Faster than going for a JC then high) RI -> RI (Opponent didn't FD = guard bar is almost to flashing) RI -> BHB (As LM_Akira stated, "free mix-up") RI -> SV (Combo-oriented, okay follow-up midscreen) BRP -> GB (Combo-oriented, decent mid-screen) BRP -> BRP (Lol 3 highs, lol combo)

Posted

Dang man your HOS moves so much quicker than mine @.@ That was professional tutorial tho, thanks $). Although it is very hard to do a 2 rep dust loop with a HIJ off of a lvl 1 gb, its comparatively easier to do a 4 rep dust loop once you get your fingers in the mood. Order Sol has a lot of tricks and mix ups, I never knew about that auto-JI, doubt ill ever get to use it much.. The double lvl 3 is cool and all but not really that meaty >.>? :yaaay::thumbu:

Posted

Yah, notice how slow he does the standard 4 hit D-loop. The first 2 hits keeps the body at the standard Y (bout as tall as Jonnys hat), then he lets the body drop a bit but hits quick enough that it picks up just a bit, then he lands and has enough room to start loopin agian into a Bandit

Posted

My questian is.. Is it possible to JI the lvl3 RI and instead of doing another lvl3, do a super or run in for a nother block strain, IAD, throw... You kno where im goin?

Posted

You can JI the last hit into a Charge and essentially charge-cancel it, which allows you to do some funky stuff. The last hit is level 5, so if you can do fastest CC from it, you'll be at +5.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...