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Villainous

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Everything posted by Villainous

  1. Here's a flashy one with Raou for midscreen, does about 360-ish: j.H 2H 236SK 6H 632146S run foward 6H 236SK etc etc etc
  2. Ok, anti air vs may, when she gets all jumpy and over your head. Seems like even 2S will trade at best with most of that stuff, but usually can't even hit, and I don't think 5P's hit box would reach past the damn anchor. Anyone else played a good may before?
  3. Did a combo tonight on accident that turned out to be really awesome and I got a "WTF ARE YOU SERIOUS?" from someone watching. 6H air hit -> 236236H -> K Mappa -> 5K JC Air combo Did a fuckload of damage vs. May too.
  4. Well, the airborn thing is true, but because EVERYTHING links into 2K 2H BBU, he can pretty much get an air combo whenever he wants, regardless. 2H launching on any hit is his biggest addition this game. Even up close, you can combo it without meter. Also, his air combos do WAY more damage than they used to. All I ever remember doing was 6H into pilebunker for damage in slash. Now because of how they changed him, you can really make use of his ENTIRE arsenal and work damage in. It's wonderful. Oh yeah and slash dandy helped his wake up game and cross ups A LOT. I can't tell you how many free hits I get S dandying under an airborne opponent and owning them crosswise or bunker. As for bite.....6K blocked into bite in the corner is still a really good setup. I actually like bite better this time around because I'm not fucking up bite loops after 3 or 4 bites. bite bite bite SUPER JUMP god damnit. Since this is a combo thread I should post something relative to combos. I found (midscreen) 6P FRC 5H IAD j.D j.2K j.K relaunch today. Kinda cool,
  5. Ok I was messing with combos in the combo thread and I can't land: *launch (e.g. BBU)* → <H [JC] j.2K → delay j.K → land> x3 → H xx PB At most, I can get like...one rep of the H JC j.2K j.K loop. And after I wanna finish it, the pile bunker won't land, they're always too high in the air. Could be because I was practicing vs. slayer, but what's the trick to this combo? Even if you land j.K as low to the ground as possible and follow up with 5H, they can usually tech out after being hit for a while.
  6. Yeah if they can mash out of it, you can substitute in 2K 2H BBU. I doubt many people could mash out of that.
  7. He gets combos so much easier now though than before. The less pile bunker loop the better. KDX, if you wanna practice basics for him, try the links first, IE: SSx2 2K 2H, or just 2K 2H. Then things like K K K K Mappa and K 2K 2H. Generally most of his links have the same timing, or close to, so it's very easy once you get a general feel for his rhythm. As for combos, basic stuff to try is like.... 2H BBU 2D K JC j.K j.2k j.K JC j.K j.2K j.K j.D j.2K j.D etc etc till they hit the ground. that variation of the air combo works on the most characters, you can use other stuff after the 2D, like c.S JC j.S j.2K etc etc, but it's good to get familliar with things. I switch up what I do depending on weight class, like for characters such as aba, you have to change your combo around to work with how heavy she is. Then maybe things like CH DOT, TK DHD for the 2 hitter. You can also link c.S into either pile bunker, so doing something like mappa RC c.S pile bunker is more reliable than a lot of other enders to that. CH 6P IAD j.H land and then whatever you want into an air combo, either c.S or 5H. Practice linking 6K into 5K or 2K Uhh..5K into 6P works now vs. crouching. 6H vs. air into 5P or 5K JC air combo. EX pile from certain distances can combo into K Mappa 5K JC air combo. Also he still has a bunker loop in the corner, you can do something like CH Pile, 5H pile, RC 5H pile RC 5H pile. CH Mappa into either BBU or 2K 2H BBU. The latter is easier. Bite into BBU combos. That's all of the easy stuff I can think of. Hope it helps.
  8. Hmm....I'd say try to mix up the pokes a little more, I noticed you using 2H a lot, so if you do it a lot, try to do something like 6H to catch them in air when they start jumping in anticipation. I guess try not to miss your links and go for BBU combos when you can get them, since everything seems to chain into 2H one way or another. Pretty good stuff at the end though.
  9. Got a link to that? I wanna check it out.
  10. Yeah, I'm having trouble getting down the 5.H into jumping AD whatevers. Usually I'm too low to do multiple hits: IE the Ky combo, and if I try to slow it down to get higher, jump into air dash is too slow and they can tech. Maybe I just suck at that particular combo, but it does seem like it'd be more reliable if I could actually land it as opposed to BBU 2D combos.
  11. Wow that must have taken a lot of time to put together, thanks man!
  12. Only use for it I see is like....landing a j.H too high accidentally and them blocking it, giving them a free throw. You could use FLJ after j.H to avoid them throwing you. It also crosses up if you do it at the right point in a jump, but you get like 20 damage so it kinda sucks.
  13. I wanna try incorporating all of his feints into one long ass confusing move. like....Empty D step into mappa feint into fake 6k into dust feint into throw. It'd never land, but damn that'd be awesome >_<
  14. How do you guys get throw 6K BL vs. Ky? I always get a 1 hit badlands vs him, which is bad mid screen.
  15. Eh? I meant MoP at the end, lol. Circular is in there too though. Oh yeah and I dunno if anyone else does this, but I have trouble doing the HS EXE FRC into IAD j.H, so depending on the range, I'll do 6K BL, TK BL, 5H BL, TK BL, 5H BL. 200 or so damage off a foward exe beast.
  16. Was messing around in training and found this combo on Sol: c.S 5H 632146H -> 6K BL -> TK BL -> 5H BL -> MoP Your choice on the ender, as you can also do another TK BL instead of MoP. I had trouble landing the 4th badlands so I opted to try throwing in MoP in there. With the poison it did about 3/4 on Sol by the time he hit the ground.
  17. Mappa feint is only good on rare occasion, and it's really easy to see if you do it at the end of block strings often. Best to avoid it. It's good for closing distance after a knockdown or a wall stick from far away though. Mappa needs more active frames or a better hit box or like....upper body invincibility. I don't ever find it useful anymore, seems like most of the time I do it, it gets beat out in almsot every situation, so I've kinda stopped doing it outside of combos.
  18. Yeah, I noticed HS EXE beast really just mangles slayer, he's got no lower body invincibility stuff that'd reach so it's kinda GG. I guess you can wait all day outside trap / melee range and hope he gets bored, but if they're smart they won't let you do that. I guess best bet is to get life advantage and then run away, that way he always has to come to you or risk death to time out >_< Boring but ehh...maybe it'd work, lol.
  19. So how do you guys fight testament? It's almost impossible to get in there.
  20. Haven't tried doing mappa from 2K, don't know why you'd want to, but if you wanted to link it, you could always do 2K 5K Mappa? Just an idea.
  21. add a 9 to that 236k and you're set. Gotta tiger knee the mappa. No idea why they didn't make 5K special cancelable this time around but it's not to hard to add one more input.
  22. CH 2H -> TK DHD 2 hitter From certain parts of the screen you can get whatever into FB pile bunker -> K mappa -> K JC "the rest". No meter required ^_^
  23. Yeah, you can I believe, unless he can flower you out of it. I've never had it happen before though. j.H should beat out 2K and 5K, might depend on the angle of approach though. I dunno, generally I just wait for him to flench and then throw out BBU, it seems to beat out just about everything he does. And like I said, it's good for closing distance since most of fausts longer ranged stuff is upper body. Whatever you're comfortable with though. Gotta take a risk or two to get inside, and he can't really get you off once you're in there so it's free mix up time >_<
  24. vs. Faust, 6P, IAD j.H, undertow vs. his scalpel stab, 5K, mappa when he throws an item. BBU beats out most of fausts ground moves. Definitely goes through the scalpel pull, 5S, 5H, pogo, etc etc. If you're close enough for BBU to hit and faust is in pogo, it's pretty much a free hit. Lots of stuff for getting in on faust.
  25. I didn't like Slayer at first but I think he's actually better now. Because of all the links, it seems like you can get a really deadly ass combo from just about any hit now. Also, 5K seems like the most reliable starter for any air combo, off just about anything. Even if it does a little less damage, the range and reliability make up for that.
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