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Posted

hmmm. didn't know you could just ac, and then still continue the combo. in that case hell yeah free charge + damage with no tension involved I'm all for it. but the timing really isn't an issue...just something you have to practice.

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Posted

As for super use, if you watch 0 he basically gets to lvl 3 and looks for opportunities to l3SF for the win. I personally don't play this way, but thats mostly because I can't throw out that supermotion mid block string and be IBing at the same time:vbang: lv3 SF really is the shit though, turns hos into slayer almost and only costs 50% tension.

Hintalove do you get to see/play 0 in the arcades? Very few of his fights ever make it online. And if you've ever seen him, is he as old as he looks in pictures? lol

The only times I use Lv3 SF is for AA, or if I'm looking to catch someone hitting buttons when they shouldn't (as with Lv2 SF). It's not too bad as an AA provided your opponent doesn't have a big active hitbox on their attack after the 3 frame super freeze has ended. The juggle properties after it are great tho, free combo if it hits.

Posted

Yeah, I see 0 all the time. Not that its a true indicator of skill, but for what it's worth, I've beaten Kaqn in a mirror and I can barely get a round against 0. He's the fucking man. The only true hos player imo. And yeah, he looks pretty fucking old in real life too. Has to be the chain smoking. Edit for thread relevance: Does any one ever use run jump across airdash back jh for a meaty double crossup? I do this occasionally just when I want to fuck with my opponent's head, but I just realized today that even when you're too far off to combo 2d... you can do a fafnir... I have been living a lie.:vbang:

Posted

I found out it doesn't work against some characters:P j.H won't hit them. I haven't found the proper situations for using that airbackdash j.H, but I do know that if the opponent gives you some playing room you can do the runjump backdash, then not do j.H but instead do GB crossup since he's guarding high and stuff:P

Posted

Edit for thread relevance: Does any one ever use run jump across airdash back jh for a meaty double crossup? I do this occasionally just when I want to fuck with my opponent's head, but I just realized today that even when you're too far off to combo 2d... you can do a fafnir... I have been living a lie.:vbang:

I'm far too inconsistent in matches to land this correctly (so I can actually followup from the j.HS) but I use j.D in the same manner very occasionally, just for the knockdown if it connects (and because it has a longer range than j.HS so can hit from further away).

Does 0 play more methodically when you watch him play Hintalove? The only vids I've seen of him (maybe around 10/12) he's normally pretty manic, you literally can't guess what he's going to do. His defense is usually very solid but his combos are completely random sometimes, he'll do some sick dust loop or whatever and then land a Lv1 GB and do 5S© HJC hj.P, j.S, j.K, Lv1 SV or something, basically do a fraction of the damage he could have instead of doing BnBs. Plus he doesn't seem to give a fuck about matchups or ideal approaches to certain chars, he'll just play his game as he wants lol

Posted

Man IAD's are hard to pull off. I can get the combo up untill I need to do a IDA.. And I never really realised how great a shot hop -> j.p -> j.HS -> anything you frikin what to, is. Gona pratice that lie mad.

Posted

The double crossup late jh is more about spacing than the matchup, except against like faust and zappa. You just have to put your self in a position to hit them regardless if you broke their guard with the cross or the high. And again, its not like I do ky-style mixup every kd, just occasionally, though I might do it a little more now that I know I can fafnir after I break their guard :toot: Zero comes off as overly aggressive a lot of the time he's playing, but I wouldn't call him random or anything to that end, especially when there are players like mike who are revered for their randomness. He plays a very methodical hos, and I have never known him to throw damage to the wind like you accuse him of. I don't think there are any recent vids of him though so maybe he has just really tightened down his combos in the last 4 months? Also, the combo you listed sounds burst baity, just in case you didn't think of that. And as for the matchup critique, I also disagree with that. Post some vids in the media thread of him disregarding match up knowledge. Sorry, I'm a fanboy, but I say these words supported by hours of watching the master in his lair. I can say that I have had very few chances to see sanma play in the flesh, but I have watched 0 and Kaqn side by side and there just really is no comparison any more. Kaqn wins on the virtue of being a strong overall player where as 0 is truely a disciple of hos.

Posted

Last year during B3C I didn't even use IAD combos because I couldn't pull them off properly, so yes, they are pretty hard:P

Ever get them down yet? If so how..

Posted

I did... practice practice practice practice practice practice etc etc... You should try entering clean motions more slowly then you'd want to and then it's just a matter of timing it and voila.

Posted

The only problem I had when learning IAD combos was that I used to play Jam, and her minimum IAD height is much much lower than hos', so I could just mash on IAD as fast as possible for sj iad stuff, but hos you have to give it some time. It's actually not that fast of an input. Besides that, just make sure you connect your punch before hitting h or s or what ever else you want before the sv.

Posted

Hum... Maybe thats my problem is im doin it too fast. It looks lie all N00b fury when im tryin to do a IDA. Lie Im tryin to break the controler or somethin lol :gonk:

Posted

Edit for thread relevance: Does any one ever use run jump across airdash back jh for a meaty double crossup? I do this occasionally just when I want to fuck with my opponent's head, but I just realized today that even when you're too far off to combo 2d... you can do a fafnir... I have been living a lie.:vbang:

You mean like 2:53 here?

http://www.youtube.com/watch?v=Fv7WqhQIgsU&feature=related

Vid was done by Ryan Bill aka WUT.

It's funny, I usually only watch combo vids once or twice as a lot of the time the combos are ridiculous and would never happen be possible in a match. However, after re-watching some recently I've picked out lots of things I've missed before.

EDIT:

One question I've been meaning to ask, how do people time the Lv2 GB after a Lv3 BRP hit? I can't seem to find the right point/spacing to get this combo down consistently. Sometimes I think it's going to whiff but it connects fine, other times I try to time it but it misses and the combo gets dropped. :vbang: How do people successfully land this part of the combo?

Posted

The further they have to fly for the wallbounce after the BRP, the easier it will be for the Lvl2 GB to hit. Further away from the corner, but not with your back to the corner, is optimal. If you've got an easy hitconfirm into Lvl3 BRP, try for a Charge Keep Lvl1 GB instead. On the heavy/normalweights, you can get in an AC and a dashing 5S© for combo, or even go straight into a dashing j.S/j.HS, j.D on characters with wider aerial hitboxes (Testament, Potemkin, KY). Also, from a relatively low airthrow, Lvl1 GB FRC GB successfully crosses up. Mindgamez.

Posted

2D, 214D (CC) 5K, 5S© JC j.S, dj.S, j.HS, SV New to the forum, not entirely newbie. Played Sol for a while then decided on this Sol for a change. Anyways Since I didn't know any combos with this Sol I decided to try the first one on the list thinking it would be easy...how wrong I was. For the above combo, I can't seem to launch the guy in the air with 5k after CC like in LM's video. I keep making the opponent somewhat 'hover' not abling to connect with the j.S I tried more than a 100 times but launched the opponent like I should just 3 times I think. What's the trick to it? Maybe I am doing the CC wrong? or is it the 5k timing? Not a difficult combo once the dude is in the air but that's what I can't seem to do. Just hover.

Posted

First set the dummy to " counter= First hit" in training mode. 2D CH will give you a bigger window to CC then followup with 5K. That'll get you a feel for it. Input CC as soon as you can and release D to get the fastest recovery. That combo is a bit of a pain to pull off.

Posted

2D, 214D (CC) 5K, 5S© JC j.S, dj.S, j.HS, SV

New to the forum, not entirely newbie. Played Sol for a while then decided on this Sol for a change.

Anyways Since I didn't know any combos with this Sol I decided to try the first one on the list thinking it would be easy...how wrong I was.

For the above combo, I can't seem to launch the guy in the air with 5k after CC like in LM's video. I keep making the opponent somewhat 'hover' not abling to connect with the j.S

I tried more than a 100 times but launched the opponent like I should just 3 times I think.

What's the trick to it? Maybe I am doing the CC wrong? or is it the 5k timing?

Not a difficult combo once the dude is in the air but that's what I can't seem to do. Just hover.

Yeah, the problem with the first post is that I'm almost at the limit of characters you can have in 1 post. There's a lot more to go in but I need to edit stuff further and may in fact end up linking to other posts in the thread to save space/characters. It also means I can't give detailed descriptions of all the odd combos (there are a few there).

You won't see this combo too often on normal hit as most people will prefer to play for the knockdown, plus there are better damage alternatives anyway. This is a very old combo first mentioned in the Mook so don't take it as an important combo.

The trick is to do the CC as quick as possible and get the 5K out as soon as possible afterwards. It also helps if you have some dashing momentum beforehand as well so sometimes I write (dash) 2D (CC) 5K ...

But I can verify that 2D (CC) 5K will work on all characters on normal hit. The only characters I've not been able to land it on from a normal hit is Potemkin and Robo-Ky. To do combos on them from 2D (CC) you need to land a CH. As Hatred Edge said, landing CH on 2D (CC) will make the combo infinitely easier on everyone.

Posted

thank you. Yes I figured out after 30 seconds of posting that 1st hit shoulda been a CH (tried on PSP) EDIT About the CC, Saw it on the Japanese guilty gear wiki, and it said if anyone is having trouble picking up the downed opponent try: 2[D]>(2)14]D[ with this method of input, it will bring OR with minimal recovery.

Posted

You don't even need to cc the 2d on a lot of characters after ch. I don't negative edge it personally, but I don't really go for the combo except against lights and when I get a ch. On ch there are probably better combos any way. If you really are a week into playing gg, and a day or two into playing hos, good fucking luck doing dustloops man. I respect that you're challenging your self, but you should really just play pot or jam if you want easy combos. It's a long and painful road to make your hos look like 0/sanma:vbang:

Posted

You don't even need to cc the 2d on a lot of characters after ch. I don't negative edge it personally, but I don't really go for the combo except against lights and when I get a ch. On ch there are probably better combos any way.

If you really are a week into playing gg, and a day or two into playing hos, good fucking luck doing dustloops man. I respect that you're challenging your self, but you should really just play pot or jam if you want easy combos. It's a long and painful road to make your hos look like 0/sanma:vbang:

Yeah, I found out the hard way lol

OR combos are difficult. Made Sol's look like a walk in the park.

People don't seem to connect CC with a combo (from the videos I saw) they preferred charging more instead? what are some other 'conventional' combos?

Jam and Potempkin as a character don't really appeal to me. hmm. And I NEVER play as a female character in any game anyway (is that so wrong? lol)

on a side note, I find I-no's design as a character very appealing.

Anyway, combo stuff:

I tried an air combo today, with about 10% successrate getting better-

l1GB>Dash>j.H>j.D>JC>j.H>j.D>l1BRP

I guess the trick to this is pressing the buttons at the right time not mashing one until it executes. After the GB, Dash and wait a bit (otherwise when combo begins opponent flies to the other side on the first j.H hit) then gattling j.H>j.D wait>JC>gattling j.H>j.D>l1BRP

May I ask, which combo is the most often used when playing OR

Something that doesn't involve JI (as I a such a Newb)

and OR's BnB ground gattling is 5K>5S>2S(5H)>l1BHB right?

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