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Everything posted by Villainous
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Here's a video showing how that works: here.
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BBU 5H Air combo is the best combo after bite I think. No point in wasting tension unless they're REALLY close to death, in which case, spam as much as you want. But generally just keep it to 1 BBU.
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I just posted that on my section =P
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hahah Kugler, you do so much scrubby stuff that I do too. EX pilebunker twice fucking always works. Here's some of Villainous's villainous tricks. The old S dandy anti air: If someone is in the air way above you a lot like bridget or chipp or just plain likes to jump a lot, when they're toward the upper portion of the screen and coming down, S dandy under them and you can usually get a free EX Pile. People rarely expect YOU to cross them up when they're over you, and the wonderful thing about this is that the EX pile lands so high that you get really easy follow ups off the wall like K Mappa into air combo. Undertow Bite: Undertow's block stun is deceptively short. It also leaves a big flaming explosion long after the move is over, so people generally block after you do it. If you train them to do so by stuffing their shit with 5K after it, you can really easy do undertow and bite right away for free. Only works once in a while but this is a dirty trick. They can barely see the bite around the explosion. 6[K] on wake up: People are scared to death of meaty 6K. So if you whore the fuck out of it, you get easy easy easy bites on people using the feint. Also in the corner, 6K blocked into bite seems to land all the damn time. It's strange but effective The old WTF THAT WAS RANDOM: Towards the end of the match when DOT can kill them, randomly buffer in DOT motions and wait for them to run, jump, or basically just flench. Not many people instantly FD as soon as they jump half a screen away, but thanks to DOT being 0 frames, you can land really easy hits when people aren't expecting it. Just hit S when you finally find your opening. It's risky but if you have the meter you can always cancel it into j.K and start pressuring them, which is usually really unexpected. Techtrap all day long: Do combos that are really obviously techable. End air combos in j.K BBU and wait for them to tech. Generally people will, and the height at which people tech BBU is perfect for 6H or 2S. This also works well with a burst in the corner that puts them right next to you. Just burst, wait for them to tech and hit 2S. It lands more often than not. Unending pressure: 5H IAD j.D Footloose is really nice to close the distance and start pressuring people that are turtling. The gap between 5H and j.D is very small, so a lot of the time you'll get j.D counter hit into footloose -> 5P air combo. Also, during pressure, doing 5k 6K multiple times in a row catches people a lot for some reason. Easy 6K: After a successfully blocked jump in attack vs your opponent, people ALWAYS go low. Try something like meaty j.H land 6K. It almost always hits. Fake j.H: If you do j.H really low to the ground vs. someone you've scared, you can land and throw them immediately. It looks like he's gonna do the move but it never comes out. It's sneaky and deceptive.
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Haha oops. I say FRC half the time not even thinking. Here's something nice: vs. Anji in the corner you can do BBU 5H straight into FB pilebunker loops. If you have full meter, it does like 330 total. So fucking dirty >_< Also a cool combo: (in the corner) CH Burst 2P 5K JC "the rest" or if you want to be flashy and waste meter on a prorated combo: j.K j.2K j.K 5H FB Pilebunker loop.
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I can't do this...maybe I'm reading the notations wrong since it's a little confusing. Sounds good....maybe someone else can figure it out? In the corner vs. characters with big hitboxes: IAD j.D -> Footloose xx 5P JC j.k j.2k j.k xx 5H FB Pilebunker -> 5H FB Pilebunker -> BBU 265 vs. Ky Also: CH j.H 5H FB Pilebunker -> 5H FB Pilebunker -> 5H FB Pilebunker -> BBU 311 vs. Ky. Have fun. moar combos: IAd j.D Footloose -> 5P JC j.K j.2k j.K JC j.S(3) xx DHD (2 hit) 5H PileBunker vs. Sol. j.D Footloose combos are really good, really easy, and do a lot of damage. I've been using them in matches a lot lately with good results. MOAR COMBOZ CH PB -> 5H PB -> 2P 5K JC Air Combo does a fuckload for no tension. The timing on the 2P is tight though. 2D FRC 5H JC j.H j.K JC j.S(3 hits) DHD(2 hit) 5H PB
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hahaha RANDOM COMBOS I FOUND TONIGHT DHD ground hit -> BBU -> 5H "the rest" is like 270-300. 6H links into DOT. new super combo that japanese players will be stealing from america: THE FLYING DUTCHMAN: 5D [9] j.S(2) -> j.S(2) -> j.S (3) -> DHD (2 hit) xx c.S JC j.S Foot Loose Oh man it's so dumb but looks so awesome. It's like he's riding them up into the air as he runs on them. Purely for stupidity / showing off. That's it for useless (mostly) combos tonight.
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Yeah the spacing on FB pile bunker loops is tough to get, since they have to be at the right height where you have enough time to 5H them off the wall. Generally if I can get a high-ish wall stick with it, I just do BBU or K Mappa into an air combo, since it's still pretty high damage and a looooooot less room for error. PB loops are indeed 100x sexier though. Honestly, my philosophy is keep it as simple with possible with slayer. Worrying about links is enough trouble so once you get them off the ground, you really want to capitalize off that damage. To me doing an easy 190 vs. a very hard 220 is an easy choice to make. I'd rather have consistency over really nice looking combos. But if you can do the sexy stuff 100% then hell, you're a better slayer than me.
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Can you do that consistently? After I SJ j.H, the j.D is too far away. Is it a corner only combo or something? I usually just stick to relaunches because they're easier than PB combos and give you more time to work your wake up game >_<
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Yeah, and some characters, it's almost impossible to position to do that in an air combo. Generally, I wouldn't go for that combo unless you're fighting a heavier character or one with a hitbox that extends lower. Characters like Ky, Johnny, Axl, Eddie, etc etc are easier to air combo pile bunker on for some reason.
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The head is untechable, the tail is not, so you have to position it so the tail hits first. How you do that, I have no idea. I almost always get the 2 hit techable version.
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Yeah that would work but a lot of the time you can get 5H and it's too far for an air combo. IAD j.D would be better for positioning on wake up but pile would be better for damage. You could always do EX bunker for longer time to get into position if you wanted.
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Hmm, I'll have to try that. What do you guys do after 2H when you don't have meter or are out of range to juggle with it from normals? I feel like it sets up for tech traps like 6H but I have yet to do anything successful with it.
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You could always just do j.K instead x_x Oh and I'm finding that when you BBU someone from max range and you can't really get anything worthwhile, you can just do BBU -> 5H Pile Bunker or just pile bunker for decent damage and a knock down, instead of like...whiffing whatever combo you were gonna try for.
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lol I think we're thinking about this too much. I only wanted to point it out because I was fucking around with the dummy and slash back mode in training and noticed I could bite without worrying about block stun >_< Really though, who the hell slash backs? I have yet to meet anyone that does it on a regular basis.
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I believe it's 2 or 4 frames after a slash back. Bite's like 5 frame start up I think, and considering human error, people won't attack IMMEDIATELY after a slash back, there'll be a small gap. They could uppercut or MAYBE like...2P, or jump away, but even in the case of 2P, i think bite would still catch it. Still, just a fun fact. I dunno how often you'd get to do that as slash backs are kinda rare for the most part.
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Wow that's silly. How low do you have to be for it to work?
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Well obviously if it's not special cancelable it doesn't work, but if you try to do something predictable like c.S f.S x2, they might try to slash back one of the hits.
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Fun Fact: If someone slash backs one of your normals, you can cancel it into bite and get a free throw!
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Yeah I do that too. You can also do 8 236P/K consistently if you're quick. The other way just seems kinda hit and miss for no good reason.
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You kidding me? Half the players there were in the air, dashing around like 90% of the time. Just stop jumping predictably.
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Yeah, definitely gotta memorize multiple combos. There's probably only like 2 variations you need though. One for heavyish characters and one for the light ones.
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Ok I keep seeing tatami dustloop all over the place. Is it just something like tatami FRC j.P j.S j.D -> IAD j.S j.D FRC Tatami jump up and repeat?
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Yeah I agree, you guys have been a big help. Much more straight to the point and well informed than most of the character threads that I frequent. STILL WAITING FOR A REAL COMBO LIST THOUGH. =P
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Eww. If I can barely do that in training mode....F that in a real match, lol. Still sexy though. Sucks the 5H followup doesn't seem to work on lighter characters.