Jump to content
Dustloop Forums

LM_Akira

Members
  • Posts

    335
  • Joined

  • Last visited

Everything posted by LM_Akira

  1. First post has been updated with a small video section I'm working on. Parts 1 and 3 are up currently: http://www.youtube.com/watch?v=fUZKZ-TIfKk http://www.youtube.com/watch?v=XF1Ebee-tJ0 Part 2 will be finished when I have more time and can work out what else I want to put into it.
  2. I'm not sure where the "15-20pts of extra damage" comes from as I just showed above the difference between those two combos is 7...and for 7 pts of extra damage I personally don't see it being worth the effort to absolutely-positively max out damage from every single situation against every single character. This is of course not even taking things into account like guts rating, guard gauge, whether your opponent blocks GB crossup every time etc... But yeah it's entirely down to the player, each to his own.
  3. Here is a re-post from the matchup thread. Caveman had given a ton of combo options against Sol so I figured it made sense to re-post them here... Note I bolded the Corner and Midscreen titles for clarity.
  4. It's not an Arcadia/Enterbrain publication (as far as I can tell) so it doesn't actually include anything from Arcadia issues already published. Although suspiciously most of the combos are near identical to those in the Mook lol. The actual frame data is more basic than that in the Mook too. Kinda like a collectors thing really, the Mook is the real meat and potatoes.
  5. Yeah, just to reiterate this, the throw invincibility is correctly listed in the Complete Guide, on the 17th to the 22nd frame as in Slash.
  6. Visually it doesn't but it might have some description of arcade/console changes in the written text, my Japanese is fairly crap. But there are no screenshots of any bugs/glitches.
  7. Seen as tho they're not in the game period, how would you be able to pick #R versions of them? Perhaps I should have written "every stage apart from Kliff and Justice, because they're not even in the game" then. Every character who is in Accent Core has their old #R and Slash stages EXCEPT obviously there is no #R version of ABAs nor HOS's stage because they were new in Slash. Mitsurugi: As with every XX game as far as I'm aware, the Complete Guide is released after the Mook (which is an arcade guide really) and is written about the console version of the game. In this case, it's for PS2 and Wii (the Slash CG was PS2 only obviously). If you don't read any Japanese it will be pretty hard to make out a lot of the info in it. The CG aso covers quite a lot of things the Mook does but it is a much smaller size publication. Because it is aimed at the console version of the game, it includes several interesting new things; Colour palettes for all characters (Normal, EX, Slash and #Reload). Combos for EX characters and/or some combos for GG and GGX mode characters. The lowdown on exactly how to the play the game from scratch (as with the mook) but also stuff on how to do GG mode IKs. It has a complete list of all the unlockables in the game, all the artwork in the game (small pics) all the levels of survival mode, info on the bosses and SP chars etc. If you're talking about Johnny as an example, it has 6 pages on him. It has normal and EX gatling lists, talks about each chars best normal move moves (it doesn't list every single one like in the mook) as well as differences in EX, GG and GGX mode chars. It has move lists and frame data for EX chars as well as all the frames like hit/block stun charts, backdashes, GUTs rating, throw ranges etc etc as in the mook (tho mook doesn't cover EX, GG and GGX chars obv). Hidden stuff like Sol's special DI, Dizzy's hidden IK and other things... Possibly some character specific stuff in their sections, e.g. Sol's section has hitbox data on how to score CLSWs against everyone. So that basically covers what the GC has in it.
  8. Only time I've seen it used is within random or obscure combos (except occasional use at the end of a round lol). For example I saw this against Potemkin: 6HS (CH) dash j.S, dj.S, j.HS, j.D, 236D, j.S, j.D, dj.S, j.D where 6HS was kinda used as an anti air.
  9. Every stage; Phantom City Babylon Grove Castle Mayship Verdant Zepp China Hell London Colony Russia Nirvana Paris
  10. Yes, this is listed in the Complete Guide. As soon as you've unlocked the Slash stages, you get #R ones by holding down R2 as you choose a stage. If anyone is wondering what the Complete Guide is, here's a link: http://www.play-asia.com/paOS-13-71-lz-77-7-49-en-15-guilty%2Bgear-70-2604.html
  11. Best advice would be to watch the video in the first post. To airdash after HCL FRC you either need to JI beforehand or do the HCL as a TK/360 motion.
  12. OK, I tested both combos on Axl from around the middle of the training mode (pretty much where you get reset to each time). Lv1 214S dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 236K This combo did 214. Lv1 214S dash j.HS, j.D, dj.HS, j.D land j.HS, j.D, dj.HS, j.D, Lv1 236K This combo did 221. Is the extra 7 pts that worth going for? I personally found the 5S© re-juggle a lot easier. Also I found your combo to work better from a dashing GB because you have more momentum after you've turned around and go to hit them with the 1st j.HS because you travel extra distance. I found it harder to land after a GB crossup. Also saying your combo does 250 is misleading...your combo does 242 with Level 3 stored up like you said, which is a given because Lv3 automatically boosts damage in combos, even if you're only getting in 20pts more or so at the end of a combo (by this stage, damage scaling in your combo is barely giving you anything for what you're putting in). By the same token I can say my combo does 237 vs Axl if you do Lv3 BRP, 5S© into a short crappy air combo. But that's besides the point because it's obvious any combo ending with Lv3 BRP will boost up damage a bit.
  13. Sorry, what is 100 more damage than what? The combo I'm talking about landing above is on normal hit, not CH for a start. CH Lv1 GB makes all follow ups a hell of a lot easier as it's untechable. I'm not sure what it does on Axl off the top of my head but I think it's around 205 (at least it is on standard damage chars I think). As far as I can tell, your combo is relying on a CH at a specific distance from the corner in order for the whole thing to work. Plus you've got to get the timing right for the re-launch, is that all worth around 15pts extra? j.HS is not JCable so I'm not sure what you're trying to say there. Also having a Lv3 to end combos with will always increase damage somewhat, that's obvious. But are you trying to say landing a Lv1 GB on CH whilst at Lv3 and at a specific distance away from the corner happens regularly for you?
  14. No, the corner re-launch combo I was talking about was: Lv1 214S dash j.HS, j.D, dj.HS, j.D land 5S© HJC hj.S, j.HS, j.D, Lv1 236K You can HJI the 5S© to add an extra hit or 2 at the end if you like that sort of thing. The basic Lv1 GB combo does around 165 or so on average I'd say, the one above is the one that'll do around 200. Check the first post in this thread for more details.
  15. Fair enough but you just said... I was talking about using 5S into a hj combo. Anyways you're already at least doing half bar damage, trying to get even more out of the combo probably isn't worth the effort imho.
  16. Yes, I saw Kaqn do this against Millia in a recent video, forgot to mention it. Going for the re-juggle with 5S© is probably easier and works on everyone (tho I have trouble doing it against Axl and Bridget on normal hit). You'll be doing 200 on average with the re-juggle.
  17. Very interesting. I don't have my mook to hand right now to try and check. I've actually been thrown out of 2HS a couple of times in fights but I guess that comes from me using the move too late. I'll try to test it out in training. Is it still throw inv from the 17th to the 22nd frame then or have the throw inv frames been altered?
  18. I find when I double jump I end up eating VV and the like too easily due to HOS's low jump (especially when I don't have much momentum to begin with). Unless I dj back on myself. I see Kaqn baiting anti air moves quite often with dj and landing j.HS on CH way too easily it seems. I just get swatted out of the air when I try it.
  19. Awesome stuff, I never thought about using BHB as part of a hit confirm after 6K. I also forgot to mention I occasionally run up and throw out Fafnir as oki too. I don't know if it's actually a reliable strategy in the long run but it can work against most of the guys I play because they more often than not block high on wakeup (they're sick of getting hit by May's dust, Ky's Greed Sever, Testament's 6P etc... lol). I guess I need to get a better feel for character's throw distances to use 2HS more successfully.
  20. Almost no strat talk for AC HOS? Come on guys, there must be loads to discuss! Hatred Edge, I've tried setting up what you said happened but I've been unable to throw anyone from Charge stance. I've been thrown from Charge stance but I've never been able to throw someone from it. So what are players using for HOS Okizeme then? CC opens up some new options but 2HS has lost it's throw invincibility [EDIT - no it hasn't, see later in thead] so I find it less useful. Here are a few oki options I've been looking into: Lv1 Gun Blaze Getting a bit stale now I find. Using it on it's own is too obvious (almost everyone I play against blocks it) but you can occasionally get a combo from it if your opponent isn't paying attention. In fact I find quite a few people going for a throw if I do it alone. Gun Blaze crossup is still useful as you can mix up your oki from the rest of the stuff I'll put here. Blocked If you have bar you can AC FRC a blocked Gun Blaze and run back into a little string or something (you have more advantage on block from a Lv1 Gun Blaze than Slash, +9, but you're not really in a position to capitalise on it). Otherwise you can just Charge or AC the blocked Gun Blaze and see what your opponent goes for. Hit / CH On hit you can get in a solid combo, doing great damage if you're taking them into the corner for a re-launch. Same on CH (where you can go for JI combos more easily and have more time to think about your followup). 6K 6K is great to use for oki as it has throw invincibility for almost it's entire startup and active time (startup is 12F, it's active for 10F and it has throw inv for the first 21Fs). Blocked On block you really only have 2 options; a) 6K (blocked) 2D b) 6K (blocked) 214D (CC) Doing a) will work well until people start blocking low straight after a blocked 6K. If 2D is bocked you can CC and go from there. If 2D hits the oki situation is reset. Option b) is an alternative that I personally don't use that often but I think it has some uses (any input anyone?) Hit The main option on hit is pretty much a) from above. You can gatling into 2D to reset the situation. Note 6K, 2D also gives the perfect distance for a Gun Blaze crossup. CH Lots of options from a CH 6K, especially if you have Lv2/3 or 25% or more Tension; a) 6K (CH) Lv2/3 Rock It or Lv3 BRP combo b) 6K (CH) Lv2 BRP c) 6K (CH) 6HS if you have the bar, 6K (CH) 6HS RC into combo d) 6K (CH) dashing Fafnir e) 6K (CH) 214D (CC) dash short gatling (5K, 5S©) into Lv2/3 Rock It combo Options a) and e) are just standard combo options. On CH, 6K can be combo'd into Lv2 Rock It or Lv3 Rock It or BRP directly so just go for a combo from there. You can also CC the 6K and gatling into a special. Option b) will give knockdown and reset the oki situation again. Option c) is probably only best to do with 50% Tension. Doing the 6K (CH) 6HS gatling doesn't leave you in a particularly advantageous state and pushes your opponent right back. If you have the Tension for an RC you have some good options afterwards: 6K (CH) 6HS RC dash into... i) short gatling (5K, 5S©, 5HS or 5S©, 5HS or 5K, 2S, 5HS whatever) Lv2 Rock It or Lv3 Rock It / BRP combo. ii) short gatling into knockdown (if you don't have resources). Resets the oki options. iii) IAD j.HS, 5K, 5S©, 2D. Resets the oki options. Option d) is for when you have at least 25%. You do the dashing Fafnir as 412366D (see WUT's post in the combo thread). 2HS Similar exactly the same as in Slash has lower body inv during later part of startup (14th-22nd F) as well as throw inv (17th-22nd F). It's overhead so it's good to mixup with 6K (which can be blocked high or low). Block On block this move is even so you're in a neutral situation right in their face generally. Not sure what is best to do afterwards, Kaqn will occasionally throw 2 of these out in a row when the first one is blocked. Hit If you hit with 2HS you really need 50% Tension in order to RC into a standard combo. It was possible to connect a 5K if you hit super-meaty with this in Slash I can't quite seem to time it in AC. CH On CH you get floor bounce and a free combo. Check the combo thread for options. Dust The other overhead move Order-So has at his disposal, probably best used in conjunction with Lv1 Gun Blaze crossups as it may be too obvious simply running in with it. On hit or CH follow with a dust combo. Not sure what is best to do on block as you're -7. j.S Only really to be used as a setup for fuzzy guard. Using it on someone with an invincible uppercut or super is probably suicide. You opponent needs to be afraid of the low followup as this in turn will allow you to go for the fuzzy guard j.HS, j.D mixup (you need to make them fear the low attack so that they will be cautious about guarding high and at some point they should be caught by fuzzy guard if you go for the j.HS, j.D followup instead). A few examples are: j.S, 2K, 2S, Lv1 BHB (AC FRC if you have the bar or depending on who you're against) j.S, 2K, 2S, 2D (if you land j.S deep/meaty or if you're near the corner, resets oki options) j.S, 2K, 2S, (5HS) Lv2/3 Rock It combo or Lv3 BRP combo (follow with a standard combo, put in 5HS if you want to combo into BRP or more for damage depending on your Level etc). I've stopped using quick pokes like 2P and 2K as oki as I get thrown way to often when using them. 2K is great to tick into his throw as well as 5S© CC on block, they might work better when mixed up with Gun Blaze crossup tho, I've not experimented much. Does anyone have any more things to add to this list?
  21. If you neglect the effort that goes into learning how to TK HCL FRC airdash (and it's variations), I-No is actually a really enjoyable and fun character to use imho. Quite frankly, I can't even CL FRC airdash properly in training mode yet so it's certainly not something I try for in matches. Simple stuff like 2K, 6P, 5HS, HCL is actually ok to use in a match to get you into the swing of things I think. She has a brilliant mixup game from her hoverdash and Note as oki and I think that's where a beginner I-No should start from (so I've been advised). You won't be doing much damage in 1 combo to start off with but ok damage from a few mixup situations is better than nothing. Comboing from her air super and hoverdash / j.D is another option I've not yet added to the first post, both can get you good damage without having to rely on CL FRCs. Setting up tech taps near a corner can give great damage for a very simple combo from her air throw (it may take a little time to get used to re-juggling with 5S©, not putting 5S(f) in by mistake and getting the dives right but you'll get solid damage when you nail it) and her ID combos are easier compared to most other chars. 6P into a hj is a decent anti air option and there are even more neat combos she can do from such things as STBT, ground throw FRC or 6HS on CH.
  22. Cool, I have quite a limited experience of playing against Potemkin thus far but I've heard elsewhere that IBing the 6HS is a better idea so it sounds like a good, general strat to use against 6HS on wakeup. Another thing to note, blocked Hammerfall and blocked Judge Gauntlet give you a free Lv2/3 RI combo...you don't even have to bother with the gatling you can go straight into the RI for free damage. Also, I got Heat Knuckle'd out of Lv1 BRP the other night by CPU Po. Lv1 is too risky to use on the ground against him I think, even just to nick a hit from max range.
  23. Actually, I've added in a notations guide to the first post now so it should be easier to understand what is going on.
  24. Wow, so little love for I-No, such a shame EDIT: Sorry but Honnou-cat is Thanks for starting the thread LM_Akira MOVE CONVENTIONS / NOTATION P = Punch K = Kick S© = Slash (close) S(f) = Slash (far) HS = Hard Slash/Heavy Slash/Hi-Slash whatever its called D = Dust JC = jump cancel SJC = super jump cancel (some people use HJC for high jump cancel) IAD = instant air dash (e.g. 96) sj.IAD = super jump instant air dash (e.g. 296) Dash = 66 (Hover dash, I-no's normal dash, has special properties) CH = counter hit RC = roman cancel FRC = force/false roman cancel TK = tiger knee (e.g. 2369, generally doing an air move as low to the ground as possible) CH = counter hit JI = jump install (basically JC a move but perform another move straight away before the jump comes out...the jump is "stored" and doing this will allow you to dj after a hj, something not normally possible) ID = impossible dust (essentially performing an action, e.g. dj or FD a certain time before the dust screen comes on will let you fall to the ground quickly whilst your opponent will be stuck in a long un-techable state. The easiest example with I-No is: 5D, homing jump, dj.HS(or FD then j.hs which I find easier), i.e. hold up after hitting with dust but then dj.HS straight away before the dust screen comes on. If done correctly you will fall to the ground and your opponent will slow float down in a long un-techable state, allowing you to combo them further. BASICS Midscreen BNB hover dash j.s, 2k, 5s©, 6p, 5hs JC j.hs S dive (basic knockdown combo on entire cast excluding SO, OS) *insert COMBO*-> 2D 632146k (2d->HCL works on TE, PO, MI, MA, JO, FA, CH, ZA, any range, WORKS UP CLOSE ONLY on OS, SO, AX, SL, combo into 6p, 2d HCL for Robo-Ky) hover dash j.s, 2k, 6p, 5s(far), j.s JC j.hs S dive, land, 5p SJC j.p j.s j.hs K dive (knockdown combo on SO, OS) dash j.K, 2K, 5S©, 2S, 632146K dash j.s 5s©, 2hs, STBT S ver., 5k 632146 6FRC6 j.s VCL->etc... (crouching only combo, corner on all characters, midscreen on char where STBT S, 5k doesn't whiff) Basic short gatlings into knockdown. Pressure with dash or Note as oki. Dash gives you her jumping moves close to the ground (which essentially act as overheads to a grounded opponent) so this is where the majority of I-No's mixup game stems from. HCL FRC COMBOS 2K, 2S, 632146K FRC air dash j.S, j.HS (land) 5S© JC j.S, j.HS, 236P air dash j.S, j.HS, 236S (Vs Potemkin, corner) Dash j.S, 6P, 5HS, 632146K FRC air dash j.S, 632146S, 5HS (Vs Anji) (Tech catch) 5K JC j.P, j.S, 632146K FRC air dash j.S, 632146S (land) 5P, 5S© HJC hj.P, j.S, j.HS, 236S (Vs Anji, corner) (DASH) j.D COMBOS Midscreen j.D, 2363214S (land) hj.S, j.HS, 236S Corner j.D, 2363214S (land) hj.S, j.HS, 236(K)S (either go for knockdown or go into corner loops...) j.D, 2363214S j.S, j.HS, 236S (land) 5S© JC j.S, j.HS, 236P airdash j.S, j.HS, 632146S (Vs Eddie) j.D, 632146S FRC 5S© JC j.S, j.HS, 236K (land) 5P JC j.P, 236D (Vs Eddie) DUST COMBOS Impossible Dust: 5D, homing jump, dj.HS (land) j.S, j.HS, 236S (Midscreen vs Eddie) 5D, homing jump, dj.HS, 632146S, 5S© HJC hj.S, j.HS, 236P air dash j.S, 236P 236xx (Corner vs Zappa) Honnou edit: 5D, homing jump, FD j.hs walk forward 5hs JC j.hs S dive, land, 5k HCL 6FRC6 etc... 5D, homing jump, FD j.hs hover dash j.s JC j.s j.hs S dive land 5p 5s SJC j.s j.hs K dive STBT Combos Courtesy of Mynusdono Slash STBT corner meterless follow ups (no AB): 5K > JS: AX, ZA, DI, SL, OS, MA, ED, PO, TE, IN, FA, (BA; raw hit only, very hard) 6P > 5H: JO, MI, JA, CH, AN, SO, KY, BR, RO, VE, (PO; hard) Damage potential from this; even with a 2K starter is so worth it when you consider the meter gain, damage and practicality of this instead of going into S STBT > 5K > HCL (frc). I've made this a staple of my corner game so far and it is great. Certain starters start approaching 200 dmg for no meter. Example follow up combos are: A) ...S STBT > 6P > 5H > j.H > S dive >...© or (D) B) ...S STBT > 5K > j.S > j.H > S dive >...© or (D) --- INTO: --- C) [5S > j.S > j.H > K dive] D) [5K > HCL (frc) > iad j.S > VCL > 5S > j.S > j.H > K dive] AIR THROW COMBOS Air throw (wall bounce) 5S© JC j.S, j.HS, 236S land 5S© JC j.S, j.HS, 236P air dash j.HS, 236(K)S (Corner vs Zappa) Air throw (wall bounce) 5S© JC j.S, j.HS, 236S (land) 5S© JC j.S, j.HS, 236P air dash j.S, j.HS, 632146S (Corner vs Eddie) Dive at the end for the Zappa combo I saw may be K I'm not sure. If Zappa is deep into the corner, the wall bounce from the air throw will actually take him out of the corner and stop him from being hit by the rest of the combo, you'd need to do something different in this case EDIT: Honnou Corner Air Throw Combos IN VS JO Corner: Air throw, 2s 5hs jc j.hs p dive, air dash j.hs s dive, 5s© jc j.s j.hs p dive air dash j.s j.hs k dive 150 dmg Air throw, 2s 5hs jc j.hs p dive, air dash j.hs s dive, 5s© jc j.s j.hs p dive air dash j.hs p dive k dive 151 dmg IN VS SO Corner: Air throw, 5k SJC j.s j.hs p dive air dash j.hs [p dive] [k dive] 116 dmg *5k->j.s/sj.s is pretty damn hard Air throw, walk SLIGHTLY forward 5s©, j.s j.hs [p dive] air dash j.hs s dive 5p 5s© SJC sj.s sj.hs k dive 136 dmg Air throw, walk as forward as you can, 5s©, 5hs, j.hs [s dive slight delay] 5s© SJC sj.s sj.hs p dive, air dash sj.hs [p dive] [k dive] 151 dmg =^.^= IN VS OS Corner: Air throw, walk slightly forward 5s© 5hs, JC j.hs [p dive] air dash j.s j.hs 5s© j.s j.hs k dive 141 dmg IN VS BA Corner: Air throw, walk slightly forward, 5s© 6p VCL 5s©, j.s j.hs [p dive] (hold for slight delay) air dash j.hs p dive k dive 168 dmg Air throw, 2s 5hs, sj IAD j.k VCL (2 frame link), 5s© VCL, 5s© jc j.s j.hs k dive 167 dmg Air throw, walk slightly forward 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs p dive (should hit late if the height is right), air dash j.s j.hs k dive 168 dmg NEW: Air throw, 5hs JC j.s j.hs p dive air dash j.s VCL, 5s© VCL 5s© JC j.s j.hs k dive 175 dmg ^^^^^_^^^^^ IN VS MA Corner: Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© j.s j.hs k dive 151 dmg Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs [p dive] air dash sj.hs [p dive] [k dive] 159 dmg *may techs out really low, maybe more delaying and she can't tech? IN VS JA Corner: Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© SJC sj.s sj.hs p dive air dash j.hs k dive 157 dmg Air throw, walk slightly forward, 5s© 5hs JC j.hs [p dive] air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 154 dmg IN VS IN Corner: Air throw, 5hs j.hs p dive air dash j.hs s dive, 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] k dive 159 dmg IN VS AN Corner: Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 153 dmg Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] k dive 153 dmg but better oki? IN VS ED Corner: Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s©* SJC sj.s sj.hs p dive air dash j.s j.hs [p dive] k dive 153 dmg Air throw, 5hs JC j.hs p dive air dash j.s VCL 5s© JC j.s j.hs k dive 147 dmg IN VS SL Corner: Air throw 5s©, j.s j.hs p dive air dash j.hs VCL walk slightly forward 5s© j.s j.hs slight delay p dive, air dash j.s j.hs k dive 139 dmg IN VS BR Corner: Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 161 dmg IN VS VE Corner: Air throw walk slightly forward 5s© JC j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs [k dive] 147 dmg Air throw *5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.s j.hs [k dive] 152 dmg** *really difficult, 5hs has to be hit exactly as I-no lands or it will not launch Venom **venom techs really low at the end, maybe this can be changed with more p dive #2 delay? Air throw 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 153 dmg*** ***wasn't able to actually complete this combo yet (venom teched between final p dive and k dive) but looks possible IN VS FA Corner: Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 137 dmg Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs [p dive] air dash j.s j.hs 145 dmg Air throw 5s© j.s j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs [p dive] air dash j.hs [p dive] [k dive] 146 dmg Air throw 5s© SJC sj.s sj.hs [p dive] [p dive] air dash j.hs [p dive] [k dive] 127 dmg (4 dives!!) Air throw j.k j.s j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs k dive 130 dmg Air throw j.k j.s j.hs p dive air dash j.hs VCL 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 136 dmg IN VS PO Corner: Air throw 2s 5hs JC j.hs [p dive] air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.hs [p dive] [k dive] 125 dmg* Air throw 2s 5hs JC j.hs [s dive] 5s© JC j.s j.hs [p dive] air dash j.s j.hs k dive 125 dmg*** Air throw 2s 5hs JC j.s j.hs s dive, 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 126 dmg*** Air throw 6p 5hs JC j.hs s dive 5s© SJC sj.s sj.hs p dive air dash sj.hs [p dive] [k dive] 126 dmg *Only if the 2s at the start hits Pot as low as possible I guess. This combo is hard to replicate ***Most reliable combos so far??? *Note* A lot seems unreliable on Pot after air throw. 6p 5s© is easy to connect. Walk forward 5s© seems unreliable as it will often OTG Pot or result in 5s(f). 6p 5hs only works if you don't 6p right away after landing. IN VS AB Corner: Air throw, walk SLIGHTLY forward, 5s© JC j.s j.hs p dive air dash j.hs VCL 5s© JC j.s j.hs k dive 122 dmg Air throw, walk SLIGHTLY forward, 5s© 5hs JC j.hs [s dive] 5s© j.s j.hs s dive 5p SJC sj.p sj.s sj.hs k dive 130 dmg Air throw, walk SLIGHTLY forward, 5s© 5hs JC j.hs [[s dive]] 5s© 5hs JC j.hs s dive IN VS DI Corner: Air throw, walk slightly forward, 5s© 5hs IAD j.k VCL 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 163 dmg Air throw, walk slightly forward, 5s© 5hs JC j.hs [s dive] 5s© SJC sj.s j.hs p dive air dash j.hs k dive 167 dmg ^________^ IN VS TE Corner: Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 145 dmg Air throw, walk forward 5s© 5hs JC j.hs [s dive], 5s© SJC sj.s sj.hs p dive, air dash j.hs [p dive] k dive 151 dmg and better okizeme for I-no IN VS ZA Corner: Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© 5hs JC j.hs k dive 145 dmg Air throw, 5hs JC j.hs p dive air dash j.s j.hs 5s© SJC sj.s sj.hs p dive air dash sj.s sj.hs [k dive] 145 dmg Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 150 dmg IN VS AX Corner: Air throw, 5k JC j.s j.hs [s dive] 5s© SJC sj.s sj.hs p dive air dash [p dive] k dive 141 dmg *It is possible to walk slightly forward and start your combo with 5s© JC->something or 5s© 5hs ->something or 2s 5hs -> something but all are really hard. I'll work on combos later IN VS RO Corner: Air Throw, 2s 5hs JC j.hs [p dive] air dash j.hs [s dive] (slight delay), 5s© 5hs JC j.hs k dive 126 dmg Air Throw, 5s© JC j.s j.hs [p dive] air dash j.hs s dive, 5s© JC j.s j.hs p dive air dash j.s j.hs k dive 125 dmg * easier Air Throw, 2s 5hs JC j.hs [p dive] , air dash j.hs s dive, 5s© JC j.s j.hs p dive air dash j.s j.hs k dive 125 dmg *pretty hard Air Throw, 5s© 5hs JC j.hs [p dive] air dash j.hs VCL, 5s© JC j.s j.hs k dive 128 dmg ***hard to pick him up with air moves after VCL 5s© Air Throw, 5s© 5hs, j.hs [p dive] air dash j.hs VCL, 5s© 5hs JC j.hs [s dive] 130 dmg *** they can tech at the end, i'm trying to delay s dive to get no tech Air Throw, 5s© 5hs, j.hs [p dive] (hold just enough to make it hit), air dash j.hs VCL, 5s© j.s j.hs [p dive] air dash j.s j.hs k dive 131 dmg ***** super hard, everything has to be perfect timing to make finish possible IN VS KY Corner: Air Throw, 5s© 5hs, j.hs [p dive] (hold just enough to make it hit), air dash j.hs VCL, 5s© j.s j.hs k dive 149 dmg *much easier on KY than RO Air Throw, 5s© 5hs JC j.hs [p dive] air dash j.s j.hs (so you land deep under ky), 5s© SJC sj.s sj.hs p dive air dash j.hs [p dive] [k dive] 149 dmg IN VS CH Corner: Air throw, 5hs JC j.hs p dive air dash j.hs VCL 5s© SJC sj.s sj.hs k dive 181 dmg ^_^ Air throw, 5hs JC j.hs p dive air dash j.hs s dive 5s© JC j.s j.hs k dive 183 dmg ^___^ IN VS MI Corner: Air throw, walk SLIGHTLY forward 5s© SJC sj.s p dive, air dash sj.s VCL, 5s© VCL, 5s© j.s j.hs [k dive] 175 dmg *Millia only combo for sj.s (or j.s when millia is lower) into p dive.
  25. Yeah great stuff WUT, I'll add it in to the first page. Our local Johnny player is currently away but when I play CPU I can't stand messing up corner combos against him because of his weight. Dash j.K works very nicely.
×
×
  • Create New...