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Guardian

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Everything posted by Guardian

  1. So I was messing around w/ lvl 2 MF combos and found this nifty little combo on Robo-Ky: 5K, 5S©, 5HS, lvl 2 S MF, 5k(ji), 5HS, DB frc, j.kps jc, j.ksd enseng. 180-190dmg (can't remember exact amount) They have to be pretty high so you can keep the combo going after the DB since it can KD pretty fast. Makes for a flashy combo and does a couple more pts of dmg over the standard KJ frc combo. Seems to work best on heavier characters though. Thoughts?
  2. Alot of youtube matches I've been seeing lately are kinda devoid of them, even when eddie has the tension. It was just something I noticed, didn't think it was true though. You got to play Ogawa? Lucky bastard.
  3. Why aren't you bastards posting anymore? I'm starting to think 22D wakeup unblockables are soft banned in Japan. No one ever does them anymore.
  4. This happened to me a couple of times in a match as well, also on the japanese version. I've also heard rumors of Faust's command grab being broken. Everyone says it's not possible, I think it's probably just a 1 -frame break that no one ever gets.
  5. 5H, SJC j.H, j.2K, j.K, JC You have to JI the 5H to get the JC after you do the SJ right?
  6. Fixed that for you
  7. When I did it, it worked against Venom and Johnny. I haven't tried it against lighter characters, so it might depend on who you're trying it against. You could also just do run~sj.k, j.s, j.HS, j.D
  8. So this is probably old as dirt, but I'll post it anyway. j.623HS has crossup frames as we all well know, but here's a corner crossup that's kinda dumb. Any combo ending in [4]6S, putting them in the corner, or REALLY close to it(I find it works best when they're not totally in the corner). After that running jump~iad on top of them, j.623HS. If done correctly, it should cross them up and knock them toward the corner for 5P, 2S combos. I did it a few times against RK this past weekend and my friend said he was crossed up everytime. I'm sure this could work midscreen as well. The bomber has to be done right as they're getting up, or you can be AA for a combo.
  9. FB PB loops are fun.
  10. As it turns out, 3x unblockables are definitely possible. There's a distance specific combo you can do after the puddle unblockable to make the HS drill frc~iad j.S ub guaranteed. Here is one variation that I came up with: Any unblockable into -HS-, j.S or j.HS Now the trick here is to land so far such that you can still get c.5S, but not inside "throw range". After that you do: 214Sx2, 5S, 6P(1hit), 5S, 5HS(2hit), 22S, WAIT(so that the 22HS doesn't otg), 22HS frc, iad, j.S (ub), 5P, air combo. This works best mid-screen. It can be done in the corner, but it's kinda....weird. I mixed the 214S + the 5S,6P loop for dmg and tension gain. After a simple KD, this combo should give you more than enough tension for for your 22HS frc. So here's a sample 3x unblockable, after KD: -d- 22S (1st ub), -k-, tk SG frc, land -hs-, j.S or j.HS (2nd ub), 214Sx2, 5S, 6P(1hit), 5S, 5HS(2hit), 22S, 22HS frc, iad, j.S (3rd ub), 5P, air combo. -d- 5k ub can also be substituted for the first ub. ALSO! Any time you're pressuring someone in the corner, after any guardbreak, you can get -S-~btl SG loops. That wall bounce untech time helps alot. And now a use for 22D frc: 5S, 2HS, 22D frc, iad j.HS, j.D, land, sj, j.k, j.HS, j.D Does almost 50% to the heavier characters. NOW GO PRACTICE BITCHES!!!! :-P
  11. Well I didn't know that. It's hard to keep track of all the combo vids I've seen since XX lol.
  12. CH j.D on eddie STANDING can give a 2 hit dandy super. It's possible to get 2k, 2HS, bbu afterwards. Stupid.
  13. Yea you have to control the iad down so you can hit the j.S as low as possible. From there it's possible to get 5p, j.k, j.hs, j.d on just about anybody.
  14. It's Late (214p/k/s~hs) links right into DOT on crouching and standing. So, I did this to chipp: 214p~HS, DOT FRC, 5HS, ex pile, 5HS pile 410 Holyfuckingshit Also works on CH. Yay chipp.
  15. Also, after watching more vids and playing more matches, I'm becoming quickly convinced that -k- kinda sucks outside of combos. I'm also seeing more unblockable setups with combo~22S, backdash, 22hs frc~iad j.S. I think this setup maybe character and/or distance specific. Depending on the combo used to get the 22S, the backdash isn't required at all, and the 22hs frc iad j.S becomes a perfect unblockable. I STILL can't find a consistant one hit SG combo on ANYONE. I think I did it one time on Johnny on some fluke shit. Thoughts?
  16. I never said they couldn't lose lol
  17. Yea that's all it really looked like to me. I didn't see many drill unblockables either, only the standard puddle stuff.
  18. Koichi is I-no, and none of I-no's tier ratings or parameters apply to him. Same thing goes for Ogawa's Eddie, P.C's Sol, KA2's Jam, and Bleed and DC's Johnny. These people are freaks.
  19. None of his moves should prorate. Not even 2k.
  20. I play robo-ky, although I haven't been giving him as much attention as I should :-/ AKA in STL plays a DAMN good robo-ky. I believe Millia is still his main, but his RK is almost just as crazy.
  21. I want to be a venom noob!!! Can someone direct me to a post with some BnB combos for AC? So far I can do the really simple ones like: AD, j.S, j.HS, 5S(1-2hit), 5HS, HS SA frc, 2S, 2D and 2D, HS SA frc, 6P, 6HS, DC I have a hard time getting the DC loops in the corner b/c I'm not sure how to relaunch them from the slide. I'll look more through this thread and try my searchfu, but any direction would be appreciated :china:
  22. Everything ABA has in Moroha mode is better than what slayer has. Her 5HS can beat out just about any long range poke you can think of. DB, 5p, 2S, and 5HS for anti-airs. TONS of tensionless damage. Slayer's 2S can kill most of her air moves, but she can fight you on the ground all day and you really just have to sit there and guess. 2H, BBU, and 5k will not save you when she's on your ass. You really just have to turtle it out and wait for her to fuck up. When she's in normal mode, then you can go to town :-D
  23. yea that 5HS sjc iad j.D, j.2k, j.K, land combo is pretty nice isn't it Here's something braindead you can do in the corner, after 6K on crouch: 6K, 5K, 6P, 2P, 5P/S(character specific), aircombo Zaido i saw you land 6K kinda close to the corner; try it out for future reference. gives good tensionless dmg, and sets up an opprotunity for a 5HS, pile ender. Depending on the matchup, I think D-step can be somewhat effective, especially on wakeup. DP characters not so much of course, but against all others it can be effective. Why doesn't anyone do mappa feints anymore
  24. I love silly shenanagans like this
  25. I don't know how to change mine, I guess I'll just be Feng forever
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