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Murderbydeath

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About Murderbydeath

  • Birthday 09/09/1989

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  1. Corner: ...Mappa RC>5D(6)>6H>5H>2H>c.S>jc>j.S>j.K>j.D (whatever short air combo you want, really) Hardmode version of that combo: ...Mappa RC>5D(6)>j.S>j.H>j.D>P Dandy Crosswise>5H>jc>j.S>j.K>j.D
  2. Here are some things: http://seesaawiki.jp/w/ggxx_matome/d/Xrd%A1%A1%A5%B9%A5%EC%A5%A4%A5%E4%A1%BC%A1%A1%A5%B3%A5%F3%A5%DC%A5%EC%A5%B7%A5%D4
  3. So I've been landing the inescapable resets in matches and I must say, they are tons of fun. (Mandala buff -> blah blah into Heat Riser -> blah blah into 236ABA -> microdash 5B xx 236BB -> death) Only problem is sometimes I mess up the timing for the microdash 5B and they break out of spin state and can DP me right in the tits, etc. Any tips on getting the timing 100%? It's hard to tell the very moment he recovers from 236ABA for me. Any visual cues or anything?
  4. I assume no number means 2 hits, and if so, then I have been doing it with the correct number of hits. I still can't get it to work for some reason. I suspect this might be my problem.
  5. I cannot get the j.2D to connect for the life of me. Is there some trick to the timing?
  6. Oh... Well, you don't have to sj.H after Undertow! You can do a regular air combo or whatever. And 6H -> 5H in the corner is much easier than it is in a midscreen combo, so I think those are BnBs in +R. BBU, unless you hit with it raw, isn't very good damage anymore. You can get a bit more off of the Mappa loops, which also corner carry. However, on the characters that you have to use 5H 2H on, maybe it is better to BBU them... i.e.: the characters listed in the video Midscreen Mappa Loop - lightweights and odd hitboxes video. I'll make more videos soon. I had also planned on making counter hit videos and anti air videos.
  7. I started recording basic stuff for newer players. I know it helps me a TON to see a combo when I'm trying to figure it out, particularly with Slayer. Here's what I have so far: http://www.youtube.com/playlist?list=PL8-k8jstr6QPnrVVf8B-XGRHAVfhjNcQ2 Any suggestions?
  8. So I'm new to Axl. What combos should I be learning? So far I'm just doing basic stuff like 2K 2D xx Rensen FRC dash up 6K 2S sjc.H sj.D xx Kokuu or AA 6K 2S sjc.H sj.D xx FB Bomber -> ad.D xx Kokuu.
  9. Corner, 50% tension, overhead (crouching only): 6K/It’s Late 5K 6P FRC 6H xx 214P/K~D (early/late depending on character) 5H xx 632146P sj.H sj.D sj.2K sj.D 310+ damage on most characters starting from It's Late (PO is like 258 iirc) Edit: PO is 269 from IL, 214 from 6K
  10. Watching more Maruken matches, I think her basic combo theory is starting to make more sense. Combos are indeed very positionally based, and it seems like knowing when to employ 2H to reposition the opponent is pretty key to optimizing your damage, and, if you go the oki route, your oki opportunities. I think the part that confuses me though is when you start involving meter to FRC things. The combo routes kind of open up at this point, and being that a lot of it is positional, it seems very loose and hard to grasp to optimize things. I did notice though that Maruken uses 2H more often than not if he's even a little bit away from the center of the screen. Furthermore, he seems to opt for damage over oki most of the time. I guess this makes sense, given that Baiken's oki seems limited to a few options, most of which involve tatami in some variety (airdash over, tatami; meaty tatami, etc.) or safe jump H. I imagine this is also kind of positional, though. New Baiken all 'bout dat position, tho.
  11. Can someone put Baiken's combo theory very succinctly and noob friendly? I've seen Maruken do tons of things that this thread doesn't mention, like huge tatami loops involving lots of 6H from random midscreen hits, etc. I'm wondering what Baiken's basic combo theory is. From what I gather in the thread, it's pretty simply something like this: Corner? 2D xx tatami -> 2D j.P -> the rest Midscreen? Hit confirm into 6P xx 623P j.P -> the rest But again, I see very different things from match videos. Help a brother out?
  12. This is exactly what I've been waiting for. I love you. PS: I don't have training mode yet so this is a godsend
  13. Ahhh, I actually figured out what I was doing wrong. For some odd reason I felt like I needed to delay the falling j.D, but that was messing up the rest of the combo. Now that I'm doing it as soon as possible, I'm getting better results. Thanks for the recording, it helped!
  14. Yeah, I forgot the 5H somehow Thanks for the tip! Edit: I don't see how it's possible to take a step forward. It's possible to tech far too quickly after the FRC.
  15. Sorry for the double post, but I've recently started practicing this corner combo (though I think it has applications midscreen too, just not from what I'm starting with): 6K->5K-6P FRC sjc sj.[H->D-2K->K], land, 5H xx Pilebunker I can't seem to get the PB to connect at all. Is there some secret to this, lol? Am I doing this off the wrong starter? Can anyone help me out? Edit: I guess I should mention what's happening. Usually the opponent (Axl in this case) is too high for the PB to hit. If I delay it any, Axl techs. :|
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