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Honnou

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Everything posted by Honnou

  1. NEVERMIND I WAS TOO LATE SINCE MY FIRST POST GOT WIPED When Koichi does 6p, 41236 S, K HCL air dash, he jump installs it on the Kick with a TK motion. In this situation you can only combo a ground HCL cos kick doesn't carry a lot of stun, so when you hit K, do a 632147896 motion and hit K again to do the HCL before I-no leaves the ground. That way you can dash after HCL but it is hard. You can use any motion you want for the HCL so long as there is an up in the motion (7, 8, or 9) and that you do the HCL on the ground. You can also do 5k (hold the button), motion 632147896, and let go of K to get a HCL (the negative edge method), from here FRC and Air dash. For 6p, 5hs combos, they depend on how far away you are from the enemy, and whether or not you're in the corner. I'll edit in examples later. I wrote this whole post once already and it got wiped by my stupid computer. I actually have no idea how to cancel the FB. Someone fill me in? 236S is a dive attack that goes at about a 45 degree downwards angle and floats the opponent. At very low heights/on standing opponents, it is a guaranteed knockdown. Depending on the combo set up, I-no's height and stuff, you can combo afterwards with 5s© in the corner, 5p/2p and 5k all work midscreen. So for an example Vs. Jam: TK 236s, 2p/5p, 5k, sjc. sj.p sj.s, sj.hs HCL frc AD j.hs 236k. (I think Jam can recover) 236K is a dive attack that goes downwards at something like 30 degree angle. It's purpose is to be a combo finisher. It carries a large amounts of untechable frames. At the end of longer combos at higher heights, it can be techable and it is techable if done too high, i.e. dust combos. For 2p, 5s, the jump install would have to be on 5s. The same way I talked about with the 5k. You can do this on all I-no's JCable ground moves. (5p, 5k, 5s©, 5hs). If it was a super jump combos like vs. Jam, 6p, 5hs, sjc. sj.s, sj.k, sj.s, jc sj.s, sj.hs, HCL. You have to JC normally and then really fast before the jump happens, cancel it by doing a super jump to replace it. This way, you can jump again after Super Jumping. It's quick! You would have to do the 5hs then 828, 737, or 919 (whichever however you like). But let's say you hit someone heavy with a 236s dive in the corner, you can do 2p, 5s©, 632147896K and that will JI the HCL so you can dash after and combo. Sorry if this is confusing. I'll clean it up later hopefully.
  2. For Millia, you do something like 6p, 5hs, sj s, p dive. On ABA, you can do something like... 6p, 5hs, jhs s dive, 5s, 5hs, j.hs s dive, and then MAYBE 5p jp js jc jhs k dive?
  3. I only went there once, so I can't help, but... YAHOO AUCTIONS JAPAN might know.
  4. Yeah, you can do that, but sometimes the momentum carries you so far forward that you can't combo much. J.k is I-no's only move that automatically crosses over, so if you land it at a bad angle, the only combo is j.k->vertical chemical love (position dependent)/air super. If you land the j.k low enough, you can land and continue the combo. Even though the combo vid is for slash, this demonstrates it pretty well at 3:30 http://www.youtube.com/watch?v=pwbSFFi6jsk
  5. I don't believe that info about Jackhound is correct. And the frame data doesn't have any notes on it either. http://www.dustloop.com/data/ac/johnny.html Being in lvl 2 or 3 only makes the startup of the Jackhound faster, not the recovery. If this is wrong, please show me. :|
  6. Honnou

    Slayer AC strats

    Both the feint and real 6k have an extra 3 frames of landing recovery.
  7. Colossus? THAT MEANS CHARGING UP! UORGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
  8. 6p has VERY LITTLE STARTUP but a lot of recovery. I use 6p has a Shoryu versus things like Slayer's 6k and trade hits, get a counter hit, and combo.
  9. It just so happened to be the biggest tournament in Japan.
  10. Dorens sounds nice but it would have to be on a standing opponent unless they were massive crouching (potemkin) right? Flashs would work on crouching/standing.
  11. Honnou

    Slayer AC Combos

    Why would you ever want multiple 2k's anyways...I haven't seen a good combo with them. Unless we're just talking about 2k 2k 2d instead of 2k 2d lol. Also, what you can do after BBU in a combo is distance-dependent, but on every character, you can do something like...2k->2hs, BBU, 2d, 5k/5p/5s (sometimes you have to do 2 5ks or 2 5ps or 5s, 5s), jk j2k jk jc jk j2k jd. And if the height ends up weird for some characters it may not work, but this is the basic combo.
  12. Elitist?
  13. Man, scrubs must have a lot of energy then.
  14. I use HS dive FRC, but a lot would be an overstatement. It's worth learning and sometimes can be used for combos, or for safety. There was a very complicated mixup with it crossing over that Fuku demonstrated, but it's hard and a waste of tension so don't worry about it.
  15. Yeah above the link to see it was a download link.
  16. Someone has a guaranteed spot for the character art in the next game :3
  17. I just like staying point blank with Slayer all the time :3 LOL TK DHD is funny ALL the time, do it whiff then bite or Tk it to dodge a throw attempt...:O
  18. You can practice linking some of her harder-to-link normals, such as 5k JC js jhs versus air opponents, js jc straight into j.hs k dive to finish air combos, and 5p jc/sjc jp for air combos as well.
  19. When Slayer teleports to grab you, if you're looking for it, you can actually move before him. Which means, you can throw him first and stuff. If you want to attack him, you have to time your move after the dash so you turn around. The best move for stuff like this would be 2p because even if you whiff you can do another one very quick.
  20. BLEED does the best at competitive level and seems to have what it takes to play like that. Other notables are Omito (he just wins without doing anything real flashy, very smart player), Matsushin (one of the most creative and smart players IMO, WHERE DID YOU GO), Suzume (craziest in game execution), and Kabegiwa no DC (unreliable haha but really good!)
  21. My old trick when the opponent has little health was DOT (block) rc Footloose Journey. One time that was blocked and didn't win, so I landed, and dashed forward through a friends poke and grabbed ftw.
  22. Honnou

    AC: Combo Guide

    wait what is msd?
  23. Yeah R.F. just knows the match pretty well from what I saw, using the low stance then far slashing every time baiken even tried the chain and the rest was the usual faust zoning.
  24. Yossan blew up H.H.'s world with j.p
  25. Also, it helps if you connect the j.s even to their body or underneath to ensure that the JC j.s doesn't whiff.
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