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Posted

Problem with it is basically that it bounces away from the opponent on hit, so it's a bit tough to reuse it to reset pressure multiple times.  Teleport j.S is okay though I guess but counterable.

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Posted

To use it in pressure, you have to know how much it bounces away (and rely on opponents fear, respect, and misunderstanding).

 

To use it in combos...I'd rather RC it seems.

 

Really I think unless my opponent is at low health and I want to control more space, I'll stick to RC stuff.

Posted

So what do people use for throws into the corner (rather than midscreen), like with the opponent's back to the corner? I read the thread and OP but only saw midscreen throw and midscreen airthrow combos, my apologies if I overlooked/missed corner throw combos.

 

I tried some old #R shenanigans like corner throw cS(1) tk-HS Mad Struggle(3) 6HS but I feel he's gotta be able to do more with QV. So then I tried corner throw 6HS KQV 6P BH 6HS and that seemed ok but I feel like I'm missing something. Also I don't know if it's universal. Edit: Just tested on Ram and didn't work but corner throw 6HS PQV 5P 6HS worked on her instead (also worked on Bedman and Potemkin). But really there's gotta be something better.

Posted

I'm doing some experimenting with corner throw combo, optimized for damage + oki + practicality. Here's what I've got:

 

Throw > 5H > K QV > 5K > 6P > 6H (Millia, Faust, Potemkin, Slayer, Axl, Bedman) [iAD doesn't work or very hard]

 

Throw > 5H > S QV > 5P > IAD jSHD > dash jKSHD > 6H (Leo, Venom, Eddie)

 

Throw > 5H > S QV > 5P > IAD jSHD > dash jKSHD > 6H > any QV (Chipp, May, Ky, Sol, Sin)

 

Throw > 5H > S QV > 5P > IAD jSHD > 6H > S QV > 6P > 6H (Elphelt, I-No, Ramlethal) [highest damage]

Previous page  :)

Posted

Previous page  :)

Woops, totally missed that, my apologies (and thanks).

 

Too bad there's not a universal option but I guess them's the breaks.

Posted

Personally, the iad s qv throw combo in the corner actually isnt all that hard on millia havent tested the others

Posted

Personally, the iad s qv throw combo in the corner actually isnt all that hard on millia havent tested the others

I can't get it to work on Millia, the positioning is so close after throw that the ball keeps hitting instantly. I do get the feeling that the combo part works on everybody but greatly depends on spacing due to differing widths of horizontal hurtboxes.

Posted

I can't get it to work on Millia, the positioning is so close after throw that the ball keeps hitting instantly. I do get the feeling that the combo part works on everybody but greatly depends on spacing due to differing widths of horizontal hurtboxes.

It works, you just kinda have to delay when you hit 5p so that you hit the ball then the ball hits her rather than her and the ball at the same time then after, do a super fast iad

Posted

It works, you just kinda have to delay when you hit 5p so that you hit the ball then the ball hits her rather than her and the ball at the same time then after, do a super fast iad

Yeah, you're right, it's a slight delay and it works. You can also take a step back before doing 5H to give yourself more time to delay the 5P.

 

Messing around with Millia and the corner throw combo:

94 dmg - throw 5HS KQV 5K 6P 6HS

96 dmg - throw 5HS KQV 6P 6HS

97 dmg - throw dash 5HS PQV 5P j.9 jPSHSD 6HS

100 dmg - throw 6HS KQV 5K 6P 6HS

102 dmg - throw 6HS KQV 6P 6HS

102 dmg - throw 5HS SQV delay 5P IAD jSHSD 6HS

106 dmg - throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV

110 dmg - throw step back 5HS SQV delay 5P IAD jSHSD dash jKSHSD 6HS

117 dmg - throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV 6P BH 6HS

 

Edit3: The last (highest damage) combo has really tight timing on the 6P but it technically works.

 

Edit: just tried on Ram and did throw 6HS SQV delay 5P IAD jSHSD 6HS -- pretty sure 6HS after throw didn't work properly against Millia.

Posted

oh cool, didn't know you could rejump on millia, nice find i'll be using that variation instead then  :)

Posted

Yeah I think it's a case of the number of combo hits causing her weight to scale and get heavier. It's doable on her, but you definitely have to adjust a little.

Posted

I dunno why I didn't think of this yesterday but:

Basically, the combos Eshi posted do work vs Millia.

106 dmg - corner throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV

117 dmg - corner throw step back 5HS SQV delay 5P IAD jSHSD 6HS SQV 6P BH 6HS

 

So first one gives you a 2ball setup in corner. I tried adding a QV to the end of the rejump variation but it didn't work, I think the knockback is too big at that point so you're pushed too far out of corner to end with a QV after the rejump, but maybe an HQV would work? The second one has really tight timing on the 6P BH 6HS part but it works on her.

Posted

I was struggling to do the midscreen b&b on Sol, so I came up with a viable alternative. You can do:

 

c.S(3) PQV P(BH) IAD jSHSD 6HS

 

It works even if c.S(3) hits at its furthest range, which means you can start the combo with a 2K or something similar.

 

Sorry if this is a repost. I tried reading through the topic, but it's hard keeping track of everything that has been posted.

Posted

Not sure if this is known (I'll delete if it has been posted, found this out while mashing out an AA confirm).

You can cancel c.S into 6P back into c.S. So for (most) standing characters you can do c.S(1) xx 6P xx c.S(3) IAD finisher. Only tacks on a handful of damage points but for those after optimization-

Posted

That's going to be spacing dependent. Some characters have really thin hitboxes that would make that whiff if you didn't start with c.S (1) point blank. But that should be slightly better for damage.

Posted

I was struggling to do the midscreen b&b on Sol, so I came up with a viable alternative. You can do:

 

c.S(3) PQV P(BH) IAD jSHSD 6HS

 

It works even if c.S(3) hits at its furthest range, which means you can start the combo with a 2K or something similar.

 

Sorry if this is a repost. I tried reading through the topic, but it's hard keeping track of everything that has been posted.

I saw a JP Venom use this combo recently, it's definitely a more consistent follow-up for Sol's annoying juggle hurtbox. It's worth adding to the OP.

Posted

I haven't tested it yet, DaiAndOh. I was just practicing against Sol and found this through trial and error. I haven't faced any Millias yet. I know that Faust has a weird hitbox, but is it hard to land b&b's on Millia?

Posted

The c.S(3) combo has similar timing on Sol, Millia, and Faust. I'm busy tonight with some TO things for Apex, but if no one does, I'll test it on the cast soon enough.

Posted

The c.S(3) combo has similar timing on Sol, Millia, and Faust. I'm busy tonight with some TO things for Apex, but if no one does, I'll test it on the cast soon enough.

I can test right now if you're busy.

 

Actually I just tested it on Faust and it either doesn't work or it's extremely strict timing compared to Sol and Sin (it works on Sol and Sin very "loosely"/easily). Though on Faust cS(3) superjump IAD seems to work perfectly fine.

 

For the sake of practicality I'll test with 2K cS(3) on all characters.

 

Just an observation about Faust if anyone was curious: using PQV 5P the ball does not seem to hit him. The only time I was able to get the ball to hit him was point blank dashing cS(3) PQV then immediate 2P, but then the IAD failed anyway. I'm just going to move on.

Posted

As discussed on last page (thanks Garoto_Romeu)

2K cS(3) PQV 5P(whiff) BH IAD j.SHSD 6HS notes:

 

Sin- works, easy.

Faust- impossible? Ball whiffs without dash momentum, with dash momentum the IAD fails. -**SJ IAD good alternative.

Millia - impossible? Ball whiffs without dash momentum, with dash momentum the IAD fails. -**SJ IAD good alternative.

Sol - works, easy

Ky - only seems to work with dash momentum, if done without a dash then ball whiffs, have to delay the 5P if done with dash momentum. -*Regular IAD easily works on him.

May - works, easy

Chipp - only seems to work with dash momentum, if done without a dash then ball whiffs, but it works and is easy if you dash first. -*Regular IAD easily works on him.

Elphelt - impossible? Ball whiffs without dash momentum, with dash momentum the IAD fails. -*Regular IAD easily works on her.

Potemkin - impossible? He's way too heavy. -*Regular IAD easily works on him.

Slayer - works, easy

I-No - only seems to work with dash momentum, if done without a dash then ball whiffs, but it works and is easy if you dash first. -*Regular IAD easily works on her.

Axl - works, strict timing, must do 5P immediately, easier with dash momentum, -*Regular IAD works on him though.

Ramlethal - needs dash momentum to work but with strict timing, if done without a dash then ball whiffs, if you dash first then 5P needs to be timed & IAD hits staggered. -*Regular IAD easily works on her.

Venom - only seems to work with dash momentum, if done without a dash then ball whiffs, but it works with timing if you dash first. -*Regular IAD easily works on him.

Leo - works, seems a tiny bit more strict than the others, 5P must be delayed if done with dash momentum. -*Regular IAD easily works on him.

Zato - only seems to work with dash momentum, he hits the ground too soon if no dash, with dash it's pretty strict timing. -*Regular IAD easily works on him.

Bedman - only seems to work with dash momentum, ball whiffs with no dash, with dash the timing is fine. -*Regular IAD easily works on him.

 

* Note: by "Regular" I mean just a plain j966 (or 96, however you input it).

** Note: For Millia/Faust it's seems pretty easy to do like 2K cS(3) SJ9 IAD jSHSD 6HS instead.

Posted

So a 1.1 update with character balance changes was announced. When we get some actual tangible changes, I'll make a list/video/wish thread, for now, continue as is.

Posted

I was doing it late in the animation, like after hitstop ends from the last hit of cS(3). Kind of like the Carcass cancel on the second hit of 2HS, you gotta wait for the hitstop to end. I guess you could think of it like a jump install timing (but in reverse) if you're familiar with that. And I was doing 296 (not 299) . But I mean if you have absolutely no other option against them then I guess this is better than nothing: against Millia/Faust (probably everyone in the cast) you can do a regular j9 and combo a late j.SHSD 6HS (just delay the jS a lot), but without the airdash you lose some corner carry and I think you lose your oki spacing if they land midscreen.

  • 2 weeks later...
Posted

I came up with a corner-to-corner conversion on standing opponents. Really simple stuff that combines known routes to get Venom where he needs to be. Still allows for standard post-6HS okizeme!

Starting with your back in the corner:

2K or j.S, c.S(3) 866 j.SHD, 6H xx H Double Head Morbid (3) [RC] 66 j.KSHD, 6H xx formation set

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