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Posted

There's only so many combos you can learn and most players use the most reliable damaging combos that they can hit consistently. After all this time I doubt there's much left.

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Posted

....

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.

I also posted a rebuttal indirectly. and by that I mean I didn't post at all!

You can still jump during hitstun, and you can certainly still buffer the sj.IAD while in startup. It simply takes longer to hit, giving you aomple amounts of time to buffer in whatever you like. It's not a late delay or any of that jazz that you'd like to make it out to be.

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.

Then stop dropping your combos. There's no other excuse out there. You need to have sj.IAD combos down 100% or you shouldn't even bother going for them at all.

dashing SV is a great replacement though bro.

Kurum: there really hasn't been anything new that seems worth it to learn lately. Everything else is either very situational, way too character specific, or just way too hard to need mentioning. Almost everything results in right around the same damage anyways. Highest damage is with either an sji finish or an extra couple of reps of D loop. Quite a few combos in the first post are a bit uh... lacking in terms of damage, I guess, but they're good enough for someone starting out. Hatred Edge is right, everyone's found their highest damage combo that they're comfortable with and stuck with it.

Posted

Alright. Thanks for the help everyone. I've figured out the timing, although I can't get it consistently yet, but I at least know how to do it.

Posted

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.

Quit sucking.

Posted

reaVer: http://www.dustloop.com/ggac/data/hitstun.html

There's a difference between hitstun and hitstop. 5H's hitstop effect does nothing to help or hinder when you buffer an IAD.

As Kamui Moon posted, the other combos are either too situational or not worth the effort.

A few things I have been trying to incorporate:

- Doing SJ IAD j.K instead of j.P. One frame harder to do, 5~ more damage.

- Throwing in Fafnir after the first rep of DL (j.HS, j.D djc dj.HS, dj.D). 25~ or so more damage if you get one more full rep of DL in there via a dashing 5S© after the Fafnir compared to a DL without it. Only works on the heavyweight chars, or chars with large aerial hitboxes (Axl, I-No).

- Doing 2S/5H xx Lvl2 BHB after Fafnir midscreen. If you've got the right positioning, and it's on the right characters, you can DL off a non-CH Fafnir for 50% Tension (via AC FRC).

Posted

reaVer: http://www.dustloop.com/ggac/data/hitstun.html

There's a difference between hitstun and hitstop. 5H's hitstop effect does nothing to help or hinder when you buffer an IAD.

It does actually, it's just not as easily noticed as other effects.

A few things I have been trying to incorporate:

- Doing SJ IAD j.K instead of j.P. One frame harder to do, 5~ more damage.

- Throwing in Fafnir after the first rep of DL (j.HS, j.D djc dj.HS, dj.D). 25~ or so more damage if you get one more full rep of DL in there via a dashing 5S© after the Fafnir compared to a DL without it. Only works on the heavyweight chars, or chars with large aerial hitboxes (Axl, I-No).

- Doing 2S/5H xx Lvl2 BHB after Fafnir midscreen. If you've got the right positioning, and it's on the right characters, you can DL off a non-CH Fafnir for 50% Tension (via AC FRC).

sIAD.K... if you know about the inconsistencies about sIAD.P it's easy to explain why sIAD.K sucks more: not only is j.K less consistent against opponents that end up at OS's height or below, you get a nice long recovery because you did it right after an airdash and you still need to finish the course before landing.

Fafnir during dustloop qualifies as COMBO MOVIE MATERIAL *ahem*.

Doing 2S xx l2BHB after fafnir would be a waste of tension imo, unless it suddenly turns out a 200 dmg combo would turn into an 280. But generally 2D into l2BHB AC FRC and the plain fafnir combo get good damage for tension; and if you had 50% tension you have another chance to convert into damage or FD.

Posted

Stop sucking and dropping sj.IAD combos. There's no reason to miss with j.P ever. it's a HOS staple and a good HOS must be able to use it. The only downside to j.K is that you'll occasionally get a TK'd BRP. if that happens though, you just need to make a more deliberate attempt to hit 236956 instead of 23696. Or just not cycle through all of the motions during your sj.

The line between cv combos and bnb's is extremely thin. I use j.H, j.D, j.H, j.D | dashing j.H, j.D, j.H, j.D | j.H, j.D, j.H, j.D regularly against mids/heavies. I lack the chest hair to try dust loop into Fafnir on anyone other than Pot, though.

Posted

sIAD.K... if you know about the inconsistencies about sIAD.P it's easy to explain why sIAD.K sucks more:

You mean your bad spacing? Because in all my matches and all my training I have never had a problem with sjIAD j.P j.HS unless I was too far away to land the fucking combo in the first place.

Posted

sj.IAD K over sj.IAD P is really a preference thing. For a move that's only 1 frame slower, it's a lot harder to hit than the Punch due to hitboxes and distance, plus the chance of messing up and getting BRP. Seems like an awful lot of effort for a measly 5 damage difference. But if you can pull it off, more power to you. As far as Fafnir in the middle of Dloops, I hate to agree with reaVer, but that really is some combo vid shit. Spending all that meter on 25 damage extra seems like a waste. Unless they're gonna die, I wouldn't recommend doing it. Chances are you could have used it earlier in the combo to do more damage anyway, so you probably screwed up somewhere.

Posted

Fafnir in between DLs isn't all that hard. It's character-specific, but if you can throw in a dash buffered j.HS you have enough time to land and Fafnir. The tension cost (25% for 25-ish damage) does seem rather hefty, I will admit. I usually just find myself struggling to get a kill after a standard combo, seeing as they tend to have just a sliver of life remaining. That's pretty much why I find it viable. Also, some numbers: -On Ky, from starting positions- Fafnir, 2S, 5HS jc IAD j.K, j.HS xx Lvl1 SV. (196 damage; end with Lvl2 SV and it bumps up to 215) Fafnir, 2S xx Lvl2 BHB AC FRC dashing j.HS, j.D djc dj.HS, dj.D, land, 5S© jc j.S, j.D djc dj.HS, dj.D xx Lvl2 BRP. (238) More damage and a KD for an extra 25% tension, along with a positioning restriction, versus a more universal follow-up. Although ending the former combo from the same starting point puts you in a bad position, seeing as AC'ing the SV that close to your opponent just begs for you to get CH and die. I'll let you guys judge.

Posted

Stop sucking and dropping sj.IAD combos. There's no reason to miss with j.P ever. it's a HOS staple and a good HOS must be able to use it.

Somehow these good OS players miss these combos left and right.
Posted

I see the original post hasn't been updated since Nov08. Is there really nothing else that new players need to know?

Yeah, it does really need a revision tbh but I'm just getting owned by Uni stuff atm. :(

There's quite a bit of repetition I could get rid of, as well as the ultra basic crap but I do want to leave some of the simple stuff in, as it's meant to be a collection of "easy > staple > advanced" stuff. Or so I see it. Just so noobs can click the link and get ez mode combos to learn to begin with.

I'm close to hitting the allowed chars per post tho too, so to add anything new I'll need to delete/relocate stuff, but it does need to be updated (plus there's lots of sections hanging by a thread so they need some closure).

there really hasn't been anything new that seems worth it to learn lately. Everything else is either very situational, way too character specific, or just way too hard to need mentioning. Almost everything results in right around the same damage anyways. Highest damage is with either an sji finish or an extra couple of reps of D loop. Quite a few combos in the first post are a bit uh... lacking in terms of damage, I guess, but they're good enough for someone starting out. Hatred Edge is right, everyone's found their highest damage combo that they're comfortable with and stuck with it.

Yeah that pretty much sums it up tbh.

But yeah, I will get on it when I have some spare time.

Posted

There is pleny of new combos that see varying degrees of use in competitive play. For example 0 and even Inoue will use dj.d going for a knock down where applicable fairly often. There are also the sji.s d s dj.h/s d(on pot you can actually land and do more combo, maybe robo/johnny too but I've only ever seen 0 do it on pot). Not sure if it's in the first page but the combos into kara cahrge kept lv1 gb are also pretty main stream. That said, not knowing how to do those combos isn't going to make you any less of a hos player, it's just that when you reach that lvl of play the only thing left for you to build on is your combos, and thats why silly stuff gets invented. On the topic of sjiad combos, I think what you might be reffering to with your "late cancel" theory Reaver, is the minimum height requirement on hos's sj air dash, which is actually quite high. I noticed it when I originally switched from jam to hos, because Jam's iad/sjiad has almost no minimum height so you can input it as fast as possible, but with hos there is a big(in gg terms at least) pause after you input the sj. If you make a concious effort to sjiad slower, I have a feeling you will nail the combo more often. That, and try hitting p later than you think you should. When I figured out that the sjiad combo wasn't all about just pounding out the input as fast as humanly possible I started getting it a lot more. In regards to using j.k instead of j.p, or instead of j.h, its all about your opponents height. Ie: if you feel you have juggled them too high(for some reason after a chj.h you picked them up with 5kssh or something like that), and especially if its a girl character, then you might want to go for the kick because there is a decent chance you are going to end up too low for even the punch to connect some times. Use jk/s instead of j.h when you connected the p but are shakey about the j.h because hitting a combo is better than falling out of one. I only use j.h in that combo on heavier characters and characters with long hit boxes like slayer/axl. It also feels like the launch off a non ch fafnir is lower so connecting the jh is easier in that combo. That said, I would never do sjiadjk over p just for the extra damage. oh yeah, why do you guys roll your super jumps? That just sounds like you're asking for input misses when just hitting 196 is so much cleaner and has no such risks. The only time I get accidental tk brps is, ironically, when I try to 1f jump/fd asap jumping off of a forward jump. Hmm, I guess the only thing I'd add is Kamui, if you really consistantly do 3 rep loops on any one in match play you have the tightest hos combos in the states, maybe even the world :P

Posted

On the topic of sjiad combos, I think what you might be reffering to with your "late cancel" theory Reaver, is the minimum height requirement on hos's sj air dash, which is actually quite high. I noticed it when I originally switched from jam to hos, because Jam's iad/sjiad has almost no minimum height so you can input it as fast as possible, but with hos there is a big(in gg terms at least) pause after you input the sj. If you make a concious effort to sjiad slower, I have a feeling you will nail the combo more often. That, and try hitting p later than you think you should. When I figured out that the sjiad combo wasn't all about just pounding out the input as fast as humanly possible I started getting it a lot more. In regards to using j.k instead of j.p, or instead of j.h, its all about your opponents height. Ie: if you feel you have juggled them too high(for some reason after a chj.h you picked them up with 5kssh or something like that), and especially if its a girl character, then you might want to go for the kick because there is a decent chance you are going to end up too low for even the punch to connect some times. Use jk/s instead of j.h when you connected the p but are shakey about the j.h because hitting a combo is better than falling out of one. I only use j.h in that combo on heavier characters and characters with long hit boxes like slayer/axl. It also feels like the launch off a non ch fafnir is lower so connecting the jh is easier in that combo.

Ok, will try.

EDIT: Try failed

Posted

Hmm, I guess the only thing I'd add is Kamui, if you really consistantly do 3 rep loops on any one in match play you have the tightest hos combos in the states, maybe even the world :P

I'm not hitting that hot shit consistently by any means. lol dropped combos are definitely the norm for me no matter how much I practice my dust loops.

I roll my sjs because I'm awesome and play pad. I've seen Ryan-Bill accidentally hit BRP when going for sj.IAD j.K, too, so it can't be that rare to have people roll through the motion for it.

Posted

I'm sloppy in a lot of my inputs as well, dont get my wrong. I just dont see why you would want to intentionally roll that input. Some times when I do a dashing 2s 6h I'll get a dp if I accedentally roll to 6 :vbang:

Posted

Some times when I do a dashing 2s 6h I'll get a dp if I accedentally roll to 6 :vbang:

I get that almost every time I go for dashing 2H on oki. :vbang:

  • 1 month later...
Posted

I'm having trouble getting more than one rep of the dustloop off corner throws or gunblazes. I can get the initial jHS jD dJC jHS jD but I can't get the land jHS jD dJC jHS jD to work. It either goes black beat or they just fall to fast for me to get up there and hit them. Any advice?

Posted

delay the jump between your first j.h and j.d and your second also you can delay the j.d a bit to give yourself time

Posted

In the first place, you're not dashing. you can't hit all 4 reps of j.H, j.D without dashing in after the throw (except for AX/DI/FA/SL, iirc). try to delay the timing between j.H and j.D as long as possible, not delay the jump cancel. You need to be hitting that j.D when you're close to falling already. This is the key to hitting it consistently on every character. Most of them have drastically different delays.

  • 4 weeks later...
Posted

Yo Missed: How the hell do you do a Jump Install off of a 5S with a pad?... I can't get it.. Can't get the Fafnir -> 5s -> 5HS -> IAD -> j.s -> j.k -> SV... :psyduck:

Posted

Hey Sesh.

On a pad, High jump installs (828) are kind of difficult to input fast enough to get the JI. But for the normal JI combo, just press 8 between 5S and 5HS. It's fairly easy to do, just practice with different timings. You want to be pressing the button fast enough and doing the gatling so that the jump doesn't come out.

For Fafnir IAD combos, it's usually 2S -> 5HS -> sj.IAD -> j.p j.p -> j.s/hs -> SV

I bolded the things you had wrong in the combo. j.HS after the j.P only works on people with bigger hitboxes. Axl, Sol and HOS (at very, very specific heights, just go with j.s), Slayer, Pot, Zappa (i can't remember if it's consistent or not), I-No, sometimes Baiken, Ky, Faust, etc.

However I recommend just using j.S on everyone until you have time to practice it for yourself and figure out what you can do on who.

Posted

For Fafnir IAD combos, it's usually 2S -> 5HS -> sj.IAD -> j.p j.p -> j.s/hs -> SV

I bolded the things you had wrong in the combo. j.HS after the j.P only works on people with bigger hitboxes.

Actually it's just 1 j.P in that air combo and doing hj.IAD, j.P, j.HS works on everyone. It might have timing issues between different chars but it certainly works on all of them.

Variations involve

hj.IAD j.P, j.K, SV

hj.IAD j.P, j.S, SV

hj.IAD j.P, j.K, j.S, SV

hj.IAD j.K, j.HS, SV

hj.IAD, j.P, Lv3 SV

etc...

Posted

I got the 5s -> 8 -> 5hs -> HJI down like cake, but I can't get the one off of 5s alone... Seems lie you can get more dmg / charge off of the 5s alone -> HJI.. I guess it doesn't mater anymore because all of the D-bags in maryland want to play # and / I refuse to play HOS in thoes versions..

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