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Posted

I didn't even know most of that stuff as I'm just now finding out you can 6H out of a RCed 236S. Bleh, I'm sick of having things get in the way of my practice. I realize it's really inefficient, but if it's the best I have, I might as well be making use of that so I'm not ending every match with full meter that went to waste. I think the only FRC I can do consistently is Alpha and I can't FDC for shit either (even with a lot of practice, I still get a shuriken 70+% of the time). Actually, I have problems just using dash break or starting FD to keep from getting chipped - I'll be blocking something, decide to FD, and somehow get hit while still holding back (and no, it's not a mixup - I'll get this from moves like Grand Viper that just stay low for a bunch of hits).

When I get better I want to cut this crap out of my play, but when I have limited practice, I guess I need to make use of the few things I can actually get to work.

Thanks for the info though. I need to practice better combos out of Rekka. Until that post in the Venom thread I didn't even know you could combo Sol after the 2D > Rekka with anything besides j.D.

What's the point of going for the airborne combos that end in an uppercut off the top of the screen? They seem to do about as much damage as combos that end in knockdown, but you're going to land from the top of the screen completely vulnerable from the lag as your opponent techs and lands on you with attacks. I guess it's nice to get them in a corner, but is there any other reason?

Posted
If you want to use RCs I think it's better to cancel from c.S>f.S>2S>5HS>236S-236S>RC>6HS>tk.236P>c.S>5HS>air combo.

My favorite! A good way to spend 50 tension, it's quite easy, good dmg and can be done on any characters.

I just use down back FD to dash break and block all the time and see if they throw out overhead like dust, Greed sever, etc or jump, hold back (lol u can't react all the time, the game is fast.)

And the airborne combo you mentioned could be the jump-install teleport air combo, I usually see people use it to bait/punish Burst, not really good dmg though.

Posted

They actually do a little bit more damage but difference is like 5-10 at max so it's not worth to lose knockdown for that... The best beta air combo I got is j.P>j.K(1)>(j.K(1))>dj.P>dj.K(1)>dj.S>tj.S>tj.HS(2)>tj.623S...

Posted (edited)

Okay so I watched this video here

http://www.youtube.com/watch?v=G7DbOBXlJRI&feature=player_embedded#at=392

Now at 6:30 ish chipp does a 2D, rekka combo that ends with j.P, j.P, j.K(2hit), j.K(2hit), j.D for knock down. I've been working on this to try and make it conststent but for me I can land 2D, 236S, 236K, HS, j.K(1 hit), j.K(1 hit), j.K(2 hit), j.K(2 hit), j.D more consistently but it still seems to go wrong frequently. Can some one explain to me why it's going wrong? I presume the height that I connect with the HS makes a difference but aside from that would it be distance to Johnny or the height I connect with the first j.K or even the gaps I leave between hits?

Cheers for any advice I you can give me on this one.

Edited by GuerrillaTactic
Posted

Okay, so I have been testing again and if you do...

S, 6P, S, 6P, 2D, 236S, 236K

and then delay the HS you can then do...

j.K (1hit), j.K (1hit), j.K (2hit), j.K (2hit), j.D

HOWEVER

This works on standing Johnny but doesn't seem to work on a crouching Johnny AT ALL. I'm a little baffled here, please help.

  • 4 weeks later...
Posted

Sorry, I don't have an answer, but I'll bump with a question and see if that gets anyone to pay attention.

Anyone know how many frames it takes to hit the ground out of FRC'd H/D teleports? Maybe it varies depending on which frame you manage to land the FRC on, but it'd be nice to know so I can figure out what sort of options you have out of it. Generally, landing on someone with j.D when not out of their grab range is stupid unless you can hit them just before you hit the ground (and not get hit waiting), since you have 5 frames of landing lag and pretty much give away a free grab or combo. I know it takes at least 10 frames to hit the ground since c.S starts on frame 9 and you can get that to come out in time...

j.D (and j.S for that matter) are lvl 3s, so against someone's guard if they manage to block, you have 13 frames of block stun.

Judging by matches I've watched, it looks safe to j.D > pressure out of an FRC'd teleport, but I want to know just how much leniency I have, or if it's actually not completely safe.

Posted

j.D is safe since you fall quite fast.

if you want to figure out how long it takes for chipp to land, keep in mind that using a j.HS after the tele frc is extremely tight, so if you take j:HS startup and add about 1-2 frames, that should be it.

Posted (edited)

Thanks for that. j.S is actually 1 frame slower on startup than j.HS (frame 9 and 8 respectively), so I'm going to assume it's around 10 frames. With 13 frames of block stun and 5 frames landing recovery, it looks like it shouldn't be completely safe... huh.

*Edit*

I must have been out of it when I posted that. Since the j.D starts on frame 6, you'd have around 4 frames before you hit the ground, and then 5 of landing recovery. It should be safe by just a few frames... c.S or 5P out of it should actually link the block stun safely, and you should be able to make up some frame traps if you felt like it.

Also, I just noticed that the gatling chart seems to have a mistake. You can 2D out of a 2H right? It only lists 6K. Who do we ask to fix that?

Edited by TheRealBobMan
Posted

been working on iAA combos and set-ups recently, should be able to post up a few things in a week or maybe less. If it takes me a week though, expect it to be relatively comprehensive (although if you guys find any mistake in there please inform me).

Posted (edited)

Decided to do it piece by piece and update this post as I go, if it needs a new thread I will make one once I'm done and maybe these original posts can be deleted or something. I might do a character video if I can get my recording stuff to work properly but you gus will have to wait a month or two before I get that sorted.

iAA set-up notes

Sol

hit box is a little thin in the air.

Offensive set-up

Front set-up:

2K, 5S, 22HS FRC, j.HS 1 hit

2K, 5S pause, 5S, 22HS FRC, j.K 1 hit

Rear set-up:

2K, 5S pause, 5S, 22D FRC, j.K 1 hit

Punishment

Ground Viper - 6HS, iAA

BR - SB, 5S, 5S, 5HS, iAA

BB - SB, 5S, 5S, 5HS, iAA

Ky

Wide but thin hit box, falls fast

Offensive set-up:

Front set-up:

2K, 5S, 22HS FRC, j.HS 1 hit

Note - only works at MAXIMUM range. It is easier to hit the combo from 2K, 5S pause, 5S, 22HS FRC, j.HS 1 hit

Rear set-up:

2K, 5S, 22D FRC, j.HS 1 hit

2K, 5S pause, 5S, 22D FRC, j.HS 1 hit

Punishment

Vapour Thrust

more to be added

Johnny

Nothing seems to continue the combo after iAA, 5S, 5HS (but in good news the match-up is in our favour without the iAA :D )

Jam

Very wierd hitbox due to the trailing legs as she is falling to the ground.

Offensive set-up

Front set-up:

2K, 5S, 22HS FRC, j.HS 1 hit

Note - this works outside point blank range, try not to be too close when you use this one.

2K, 5S, 5S, 22HS FRC, j.K 1 hit

Rear set-up:

2K, 5S, 22D FRC, j.K 1 hit

2K, 5S pause, 5S, 22D FRC, j.K 1 hit

Punishment

623K and 236K leave Jam in crouched stated, her dragon only leaves her vulnerable for a frame or two in crouched so you have to be quick with that one.

Just a note here for Jam, due to her wierd hit box she is very tricky to knock down this is why she requires slight adjustment on your ranging. If you don't care about getting knock down though, then the range shouldn't be too much of an issue for you.

Slayer

Decent sized hit box, relatively easy to do combos against.

Offensive set-up

Front set-up:

2K, 5S, 22HS FRC, j.HS 1 hit

2K, 5S pause, 5S, 22HS FRC, j.K 1 hit

Rear set-up:

2K, 5S, 22D FRC, j.K 1 hit

2K, 5S pause, 5S, 22D FRC, j.K 1 hit

Punishment

BBU

more to be added

Potemkin

Huge hit box, relatively easy to combo against

Offensive set-up

Front set-up:

2K, 5S, 22HS FRC, j.HS 1 hit

2K, 5S pause, 5S, 22HS FRC, j.HS 1 hit

Rear set-up:

2K, 5S, 22D FRC, j.HS 1 hit

2K, 5S pause, 5S, 22D FRC, j.HS 1 hit

Punishment

more to be added

May

Slightly wider hit box than most females but floats a little high in the air

Offensive set-up

Front set-up:

2K, 5S, 22HS FRC, j.HS 1 hit

2K, 5S pause, 5S, 22HS FRC, j.K 1 hit

Rear set-up:

2K, 5S pause, 5S, 22D FRC, j.K 1 hit

Punishment

3K - 6P(CH), 6HS, iAA

Verticle Dolphin (S and HS varieties)

Edited by GuerrillaTactic
  • 4 weeks later...
Posted (edited)

Just saw a combo in recent Nico Nico match video which I think can be used to expand on the original combos section.

vs. Johnny

S, 6P, S, 6P, 2D, 236S, 236K, S, j.K(1 hit), j.K(1 hit), j.K(2 hits), j.K(2 hits), j.D

knocks down, is easy and does 158 damage.

Edit. I tried it multiple times on standing and crouching, crouching is very picky, it does work but it whiffs quite a bit as well, more testing required before it gets put into the original combo section.

Pkay so I've done a fair bit of testing and I found something that works consistently on standing and crouching Johnny.

S, 6P, S, 6P, 2D, 236S, 236K, S, j.P, j.K(1hit), , j.K(2hits), , j.K(2hits), j.D, alpha.

There isn't much trickery to this but what I have found is that the S which launches after the 236K needs to be as fast as possible, I find double tapping helps in this situation. The other sticking point is that you need to delay the first j.P, if you do it too early Johnny drops out of second j.K(2hits) and if you do it too late J.D whiffs but as long as you get that first delayed j.P right the whole combo flows nicely and it really isn't that hard (me thinks it could be put on the first page now :D )

Edited by GuerrillaTactic
  • 2 months later...
Posted

i have proplem with one of IAD combos

e.g againt venom 2+p.2+d.23+s.5h.iad+j.p

in training mode it's hard to me if i put the recovery frame in (zero) put in 1 ..i can..any tricks..??

  • 4 weeks later...
Posted

Part of it might be the distance at which you're going for the IAD. Generally, if you land a Gamma blade on someone, you can dash in 2S > 5H > IAD > j.P > j.D > Alpha. So if you want to practice, you can practice that loop, which should make you more consistent everywhere with IAD combos.

The thing is, you start to realize how close you need to be with the 2S > 5H to make it work. If you're landing that 2D at close to max range into the 236S > 5H, you might be at such a distance that you really need to be frame perfect to get it to link.

I still **** this one up, but that's because I don't get much tech skill practice. I actually just got a stick, so now I'm having to get used to that, but I'm pretty consistent overall when I manage to get IADs to work. Part of it is getting used to the timing for when you start the IAD (getting it to start as fast as possible, getting the AD to actually start as fast as possible, aka, making it an IAD), and the biggest thing for me is not dropping the blasted j.P input. I swear, I get grabbed out of this all the time because my j.P drops and they neutral tech and throw before my j.D can connect.

I looked it up once and there's a window of several frames when you account for the amount of stun out of the 5H leading into an IAD and the j.P startup, and that would be taken up by the time it takes to get over to them. There's a window, but it's not that big. If you're too far away it just makes it harder.

  • 1 year later...
Posted

6hs alpha doesn't work against level 3 mash at the range you'd be comboing into it right?

2hs combos are basically only useful if they're going to kill, right?

Posted

people almost never mash out of 6hs -> alpha. 6hs -> iaa alpha is preferred, by the way.

2hs combos as in: jump install combos? or 2hs anti air CH combos? the jump install combos generally do a tiny little bit more damage than the knockdown combos, so, use them mostly for kills or when you think you can't go into 5hs -> iad combos and the damage difference would be worth it. and even if you use them to kill, often times, spankings are better (j.kkkkkkkkk...)

  • 2 weeks later...
Posted

Against Johnny, Chipp can do a rather easy j.D CH slide combo.

j.D CH dash c.S 5HS forward superjump j.P j.P j.P j.K[2] j.K[2] j.D 236P

Ends with KD and does 146 damage!

Works everywhere.

  • 3 weeks later...
Posted

If you get normal alfa, you are doing it to early. You can't do IAD or a tk move from a jump cancelable normal instantly, you have to delay it a little bit. If tk alpha doesn't combo, you are doing it to slow.

  • 2 months later...
Posted

http://www.youtube.com/watch?v=9I2NpzhPvOM#t=21s

Can someone in this dead forum explain this combo to me? I can't get it to work even if I manage to TK the alpha blade perfectly (at least it seems like its perfectly timed to me) and have slash on turbo on my stick. The f.S won't connect. Also if I do a j.S like that before the alpha blade won't even connect in the first place.

Posted (edited)

there ain't much to explain i'm afraid. the alpha has to be perfect, as you pointed out - no shadow behind chipp and no indication he jumped at all (you can tell from the animation though that it's the air version). i can pull it off just fine, it's his most damaging combo without meter pretty much btw. as for HOS, he has the same problem sol has, his airborne vertical hitbox is smaller than other characters, so some chains might whiff if you dont wait for him to have the right height.

edit: as for alpha not combing after HS, you need to be close enough. you'll get a feeling for it after a while, like how many hits you can do after a dash so it still combos etc. also keep in mind that you need a crouching opponent for this to combo properly. while it's possible to combo HS -> iaa against a standing opponent, its often impractical because you end up too far away from your opponent to continue the combo (since you had to start closer to him).

Edited by AtTheGates
Posted

depends on the character. against light characters you can screw up your instant air alpha a bit and still land in time to relaunch with S© or even S(f), against normal or heavyweights, not so much.

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