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Everything posted by LM_Akira
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I'm pretty sure it's not been posted in this thread yet but the basic fuzzy guard corner mixup from the old Slash Wargasm dvd still works ok (especially when you have at least 25% Tension): j.S (blocked) dj.HS, j.D (land) 5K, 5S© JC j.S, j.D > Lv1/2 BRP or possible extra hits j.S (blocked) Fafnir > usual Fafnir combo or corner "dust loop" When you perform fuzzy guard correctly, your opponent can not crouch under the dj.HS...their hitbox is suck in a standing state even tho they are holding 1 or 3 to block low. That means, if they try to block low after the initial blocked j.S, they will get hit by dj.HS. Delaying the j.D slightly will produce better results for a higher float. Against some characters it is possible to go into dust loop after the j.S, j.D hit. The combo above does around 140 on average. To make them fear this setup, you need to use Fafnir or another low (2K or 2D) after a blocked j.S, so that they won't know whether to block the follow up high or low. Fafnir obviously gives the best return in the low case with the usual Fafnir combo doing around 180 on average, corner dust loop will do just under 200 or so on average. 2K or 2D will generally just lead into a knockdown, so you can pressure with oki. Fuzzy guard works well against characters like Venom and Johnny (without stocked Overdrive) as they have no dp style moves to use on wakeup.
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In Slash Order-Sol had an FRC point on BHB. It was taken out in Accent Core. If you're seeing an FRC point "flash" in training mode it's because you're hitting D to AC the BHB. All ACs can be FRC'd.
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Ok, I've gone thru nearly the entire thread and picked out stuff that isn't menetioned in the first post, mainly things like dust loop, 2S (CH) 6HS RC combos, a few Dust/ID combos, some hj.IAD stuff and Lv2 GB JI combos. I will do a bit of testing shortly and write up/tidy up the first post to include the things which are missing.
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Fafnir after a blocked 3K from May = guaranteed happy time half bar combo
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In my experience, people don't forget HOS has fafnir and block it successfully more often than not when it is used as a "poke".
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Yes, excellent vid WUT.
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Yes, I haven't cleaned this up in a while so I will try and get it sorted soon. Only problem is I'm almost hitting the max limit of words in that first post, so new stuff may possibly have to be moved into Hatred Edge's post (the 2nd post) by you. I'm going to edit out some combos and waffle but I don't want to make a major overhaul to the text just to squeeze some new stuff in tho.
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http://www.youtube.com/watch?v=M-Iy79NkXWU After 2S (CH) 6HS RC you can do IAD j.HS, 5K, 5S©, 2D. Gives knockdown and oki setup, does around 165 or so on average. You have Lv or more Tension to spare you could probably use Lv2 /3 RI, Lv3 BRP, 6HS RC etc... tbh I rarely use this combo starter any more, maybe others can be of more help.
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Hatred Edge, the JI is not automatic from the High Jump, what I was saying is that any time you do a combo and would usually hit 5S© HJC into a HJ combo you have an additional option of doing HJI INSTEAD of just a normal HJ combo. It's one or the other, the JI is not automatic. So, any time you'd normally use 5S© > HJ combo is really also a chance to do a 5S© > HJI combo, if you want to go for it.
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Yeah I think you need to read what I said again. I didn't say anything about "normal jumping" and "not double jumping". I said "almost any time you high jump after a single JCable move is a chance to do a HJI combo". That is correct. It's basically saying, anytime you'd normally do 5S© HJC into a HJ combo, you can in fact do a HJI combo off the 5S© alone instead, you don't need to JI by the standard method of 5S© JI 5HS for example. HJI had already been explained, thus it should become apparent that combos using 5S© HJC can in fact also utilise 5S© HJI instead.
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*bump* Part 5 is now up: http://www.youtube.com/watch?v=M-Iy79NkXWU
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This is what happens when people making combo vids DON'T turn teching on...(a.k.a. Black Beat combo fun, like "doing" dust loop in AC :P )
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TK will work against lots of people, just depends on what you start the combo with and what you plan to do afterwards. I prefer to use the auto-JI on hoverdash anyway...so I do stuff like dash 2K, 6P, 5HS HCL FRC airdash whatever as opposed to manually adding the JI. I think vs the Sols in midscreen you'd have to do this as dash 2K, 6P HCL because of the way fall/their hitboxes. Oh and when I say prefer to, I mean I prefer to TRY to.....my success rate for 6FRC6 is low lol
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Yeah you would TK the HCL vs the Sols, you can't JI off 6P alone so you do it after 5HS (which is JCable).
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I would suggest finding a good Testament to play then...vs any Testament who knows how to play against HOS this fight can be laughably bad at times.
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Then add in the fact that if you make a mistake or get caught by a web (for example) you can loose between a 1/4 to a 1/2 of your life. And get pushed out past mid range. Meaning you need to fight you way back in past all the crap yet again. If you get caught with a Phantom Soul in the corner, a good Testament can shut you down for a considerable length of time. You need to watch for those 2K/6P mixups, especially if there's a web above your head on wake up. Note where the trees and webs are and don't do stupid things near them. Don't manual charge for too long as you'll have an exe beast coming after you. 5S(f) is good for clearing webs, as is j.P. You can double jump over trees (to get them to activate) but it's not recommended if there are webs around. Lv1 Rock It can get you thru a tree or 2 depending on where they're placed but this is not something you can rely on (there will be too many more factors for you to worry about to make this any kind of a strategy, e.g. webs, phantom soul, front exe beast, 6K etc...). Lv1 Tryant Rave might be useful once in a while to blast thru all the crap (especially on wakeup). You're going to have to be patient in this fight and look at baiting moves and attempting to punish (bearing in mind the whole load of garbage that may be around). This is kind of standard procedure for HOS when he fights chars who can zone him easily. There are bits and pieces about the Testy match-up scattered thru this thread, check the earlier pages for some insights.
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??? Only time I've seen a GB combo from WUT was against a Dizzy where he used 5S© HJI, which is pretty much exactly what reaver said anyway... (was some Ser v.2 vid on YT I think) Anyway, Lv1 GB, 5S©/5HS HJI hj.S, j.HS, j.D, dj.P, j.HS, Lv1 SV is actually a fairly solid and consistent combo, and, for example, breaks the 200 mark on Millia. Doing HJI from a corner GB prob isn't worth it as the corner re-juggle still does better damage.
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Yes you can, but 5S© JI 5HS is far more reliable thanks to the hit stun and hitbox on 5HS. After a few mins of practice I'm starting to get a feel for timing HJI off 5S© in Lv1 GB combos, definitely not as bad as I used to think it was.
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Have you checked the first post? Order-Sol does definitely not have to rely on JI in his combos to win, tho it will help near the corner. Many of Order-Sol's main combos also work on almost everybody, you only need to tweak things here and there for certain chars. I rarely use HJI in combos as I'm too inconsistent at it but 5S© JI 5HS, which is the main JI tool you'll use, should not be too hard with a little practice.
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Have you been getting black beats or have you not set the cpu to tech? (Always set the cpu to tech either backward or forward when testing combos, never neutral). Deep in the corner I've found it quite hard to hit with a direct j.HS after 6P. I've just tried it on a handful of chars without much success apart from on Potemkin, Slayer and Axl. Chars like ABA and Johnny are an absolute no go. I've only tested around 8 or so tho. As a damage comparison, I did these 2 combos on Axl: 6P 5S© JI 5HS HJC hj.S, j.HS, j.D, dj.HS, j.D, Lv1 BRP (196) 6P j.HS, j.D, dj.HS, j.D (land) j.HS, j.D, dj.HS, j.D, [Lv1 BRP] (199 without BRP, 204 with BRP) So, the damage difference is there but it's not that big, especially considering it's so easy to hit with 5S© and it's harder to time your j.HS correctly. Deep into the corner 5S© is a safe bet but a little further out perhaps it may be better to go for the j.HS. Having said all that, if you do time your j.HS properly from the first hit, then the combo is actually not too bad (on Axl). Definitely something there tho, more testing to be done...
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The combo you're talking about is in that very quote. It is not a Jump Install it is just a regular air combo. After doing a normal jump you can always double jump after a JCable move in the air. (the command for that combo is 9 (jump) HS, D 9 (double jump) HS, D into SV or BRP). After you do a high/super jump you can't double jump UNLESS you JI beforehand.
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Actually j.HS, j.D, dj.HS, j.D doesn't have to be in the corner at all, you can do it midscreen easily just depends on what move you're starting your combo with. CH Fafnir Lv1 Gun Blaze CH 2HS 5HS CC (air CH) Impossible Dust These are examples of moves you can start the above air combo with in midscreen
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That's what this whole thread is for...the first post is almost half a year old, things change. I think it's fairly obvious by now that matchups against characters like Eddie and Slayer are not 5-5 for HOS.
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Actually THE only normal hit Fafnir combos to bother with are there in the first post. You have the combo from the mook (if you hit with it close you can just dash 5K, 5S© or dash 5S©, 5HS into hj combo) and the main thing you'll look at doing, IAD or hj.IAD followups (which do excellent damage around 170/80 on average I'd say). Near the corner, any combo you do can be converted into a standard corner combo, there's little variation in HOS's air combos once you get someone juggled. If you want even MORE damage on your ID with corner re-juggle, you can feasibly HJI from the 5S© if you want but ID with the normal re-juggle does more than enough damage by itself (bearing in mind you don't need any resources to do it) worrying about a few pts extra damage in a combo with HOS probably isn't worth the effort.