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低姿勢

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Everything posted by 低姿勢

  1. May... May is really easy going to combo... Just about everything works on her to a certain exstent and some more so. A lot of combos you can switch out the hs with s and will combo just as easily... S, F+p, hs, sweep, hs fireball FRC, f+hs, f+p, s, duck hs, super jump s, hs, shoryuken, strike does 231. S, F+p, hs, sweep, hs fireball FRC, f+hs, jump hs, land s, duck hs, super jump s, jump s, hs, shoryuken, strike. 236 May, bridget... And someone else are the only characters this works on like this in the corner(well potemkin to somewhat if that counts). This is nice to have beacuse this is the same kinda combo you might do from as far as a 3rd of the screen away to(towards the corner that is), so this combo works from a lot of distances. Note though that unlike bridget(who in the corner it only works with a straight jump up hs that i recall), may does work with jump foward as well. Also note its easier of course to do slash fireball since it will hit earlier, however it will do 2 points less of damage. S, F+p, hs, sweep, hs fireball FRC, f+hs X5 215 S, F+p, hs, sweep, hs fireball FRC, f+hs, air dash hs, land s, duck hs, shoryuken, duck p, s, duck hs, shoryuken, strike. 232 Note that when your sorta in the corner to mid screen you want to acctualy stutter a bit before you air dash, as if you do immedilty theres a good chance you could go through may. Also note its possible to get jump hs then shoryuken after the duck hs. But thats getting into more combo videoish timeing so.... S, F+p, hs, sweep, hs fireball FRC, f+hs, slash fireball, air dash s, hs, shoryuken, land duck p, s, duck hs, shoryuken, strike. 234 S, F+p, hs, sweep, hs fireball FRC, air dash s, hs, shoryuken, land s, f+p, duck hs , shoryuken(tiger knee), duck p, s, duck hs, shoryuken strike. 238 Finaly something different eh. Mays hit box allows this to happen. Also note of course if its easier for you, you can switch out hs for slash fireball. Of course a few points less of damage. If its to akward to get the link slash and a tiger knee shoryuken in one combo. Note that if you do a more regularish just duck p stuff the combo still does 229. Also if you have trouble getting the tiger knee with out it, it still does 233. Of course perhaps better to stick with duck p though beacuse although a few points of less damage the combo builds about 20% bar depending on when you started it. This might also be good for people that have trouble with f+hs FRC stuff as this combo is much more leinent if you have slow fingers. And since im signed in and I was thinking of makeing another thread with a dum title like maximum best man fuzzy gaurd thing.(Just to write cuz maybe writeing a bit will force me to write the rest)For a little info when you are going for fuzzy gaurd set ups with f+hs, and FRC stuff testment and eddie are the only characters that go into a smaller block durning level 6 moves. So while normaly "taller" characters, they acctualy go into there smaller stance unlike everyone else. Also note though potemkin is on the other side, he is the only character that gets a smaller stance when you store your air properties. So if you try to fuzzy gaurd potemkin in the air, the same set up will not work. Note that of course eddie and testment however do retain there largest stance in the air though. Go figure. So short run down F+hs, jump slash will fuzzy gaurd vs everyone but may, milla, eddie/testment(IF they have not jumped before),ino, aba, ky, robo ky, chipp, baiken, potemkin(ONLY if he has jumped). *rubs chin* I think thats it. Usefull to know beacuse 6hs iad s, hs can not be ducked then and is a true combo. Also remember that when you fireball string, fireball DOES give everyone there largest gaurd (eddie, and testment included, again however not potemkin if he has jumped).. So when you fireball string and FRC if it is blocked in the air, or they were trying to jump, standing whatever, again a iad S, hs is a true combo no matter what and can not be ducked. Hrmmm yes yes... umm maybe write thread later on random info or something.
  2. again please do not imply that what the japanese have just now found out, is the limit of my knowledge of the game. You can combo a character, and then store the property for later in the round. Do not try and think that you have to drop a combo to get a bigger combo ora nything to that exstent.
  3. im perfectly calm, as a matter of fact im just scartching my balls right now, bored. shrug All i know is one min sprit juice is getting a boner about how hard something to do, doesnt matter. Then he sees something hes never seen before, so he has to make a joke about it like he is good or something. Im not suprised at all acctualy. But im still signed on in the time limit so I posted. No more.. no less.
  4. your an idoit, people have done it in matchs. Thats not the only video of people doing it. And I myself have as well.... Then again your the same person that says 6hs with sol is useless... Figures.
  5. Please do not even try and imply that my knowledge of the game is only what the japanese have done. Side winder block stuff has been known since slash. Even dennys posted it. You guys just never put it togther. And japanese just only more recently put it togther. There are many other ways that you can store how much damage you do, on hit or block. Or even after you stop comboing the guy to later in the round. i even posted pics right when the game came out of me doing 100 damage side winders each hit yadda yadda. But everyone apperently missed those eh? And double to single clean hits does not change the dmaage that drasticly. 20 points or so usualy most combos. Guy even says should do about 80% in us version. You know for people that nut hug the japanese so much why dont you guys try reading? And he didnt even do a full combo there. he could have gotten more. Or he could have even dust cancled to grand viper for more... But again, you guys only know what you see apperently. EDIT: oh jus twatched that video, no one noticed that 2 of the side winders were single clean hits anyway. So only 2 were double in the first place.
  6. what are you talking about? You can still kill in 2 command throw combos, or one combo. Japanese even posted how to store side winders that they just now recently found out. They even put videos of it up. Guess no one posted them in the video thread. Oh well as usual someone hasnt seen something so its "not real"... And I even posted all those 2 hit grand viper set ups way back when the game came out how to kill people. Again I guess you cant do it, so its not real.
  7. if it makes you feel better I think your all idiots... Why are you even posting BS like dragon install should never be used. And what is with crap in this thread like sols max damage is average or some shit. 250 wtf... Sol can kill you in one combo, or kill you off just 2 throws. His max damage is not average in the slightest. Hes one of the most damageing characters in the game period.
  8. Well if you cant get a sweep fireball FRC f+hs on characters you can just as easily switch it out with something like combo to far stand hs, hs fireball FRC, IAD s, hs, duck p, hs, slide, strike something like that. Does compareable damage to the orb combos. And if there ducking you can get combo to f+k, fireball FRC, run in duck p, stand s, f+k, duck k, stand s, slide strike, which does more then orbs. And is pretty easy to do. Also I personaly wouldnt do anything f+p, to sweep, as that is much harder. I personaly tried to even show that doing HS is better beacuse the cancle time is so long, you can cancle it when ever you know you are at that spot for the sweep. Thats what I tried to show in video shrug... Vs anji I personaly would just stick to standing combos or switching it up if you know hes ducking. I think something simple say vs him ducking like s,F+p, hs, f+k, hs fireball, FRC run in duck p, hs, f+k, duck k, stand s, slide, strike does 222. Though of course if hes ducking do ing the basic sweep fireball f+hs, s, f+p, duck hs yadda yadda whatever is good there. And since im posting... Anji and eddie are hardest to get orb throw combos on. Vs anji a stand slash will not connect unless you move fowarda big after the throw. Vs eddie, theres reall ynot much you can do mid screen. Even if you run in and get a duck p, to slash, or duck p, p, slash. Or jump install whatever. There doesnt appear to be any true knock down combo on him with out involving meter since his hit box is wierd. Maybe obvious but just posting since vs anji it is possible if your quick to move foward a bit, and then slash to get it to combo.
  9. I thought we dont like each other.. Idunno if talking on aim is a good idea. Moraly wrong as well.
  10. I put the jump hs to land stand slash in the first post. In the corner it works on a couple I know bridget for sure. And I think someone else. vs potemkin you can get jump s, hs then land in the corner. I belive that vs a couple others as well... Though if your not in the corner it works vs just about everyone to some exstent. And if it doesnt you can get iad HS to land. Which is basicly the same thing. Johnny I belive it works everywhere on the screen with just jump pretty easily. http://www.youtube.com/watch?v=UikNfqUkdPc I made that video long ago showing some basic combos that showed the jump yadda yadda. Remember to even though I do run in s, duck hs, jump combo on some. A simpler f+p, s, duck hs, super jump s, hs, acctualy does more. But whatevers easier for you. As for tension stuff I belive every move(well maybe sometimes in a general sense)has there own like buffer for the meter. And I just think of it as lasting for a few clicks on the clock. Also note that remember this also changes depending on HOW much meter you have to do. If you do a combo with no meter it will build meter differently, then if you had 75% meter to say. So certain combos that build up a qaurter meter if you had nothing, might not be same if you started with full super. Shrug usefull knowledge for trying combo video type combos I guess to do more meter then you should.... I know in this game even with the shitter falling of characters its still pretty practical to get the super fireball off for only 25% meter. Even in a block string you can basicly do the super fireball as a ghetto fireball FRC as certain strings its pretty easy to just run back in after it and get about that qaurter back. Shrug As for getting more vt loops in or more damage. All the combos ive posted are basicly to my knoweldge, the most reliable/meter building/damageing combos you can get on the side character with out getting into combo video terriorty in terms of exact distance, or meter usage. Sure theres a couple vs potemkin where you can get a few more points of damage/meter useing light saber, but then you start running into its easy for the second hit of shoryuken to wiff. And theres some more adding a hit there and there to try and get one more shoryuken loop for a few more points of damage. But again thats all getting more into the combo acctauly becomes hard to do, and you have to be aware of your surrounds as even a little bit will fuck it up. Other wise all these combos besides a couple points here or there should be about the best you can do with out getting more unreasonable. Of course if you really need to the extra damage at the second loop that comes in most the combos, then you could just easily super jump install the combo and tack on another 7 points of damage to each. But then its gonna be techable. Again all the combos were made so you get all the damage you can get and get right to the sweet spot where it wouldnt matter what you do anyway so stuff is doing no damage anyway. So thats what that one more loop is for shrug.... And since im signed on again.... EDDIE... Its pretty hard vs eddie to find a good reliable combo. None of the combos are that complicated or more so then any other character, but the way at which eddie falls, and even a slight change in distance can make combos miss him pretty easily. Obviously iad hs, land s, SHOULD be the best combo. But its pretty easy to miss, as if you stutter slightly after the f+hs and dont iad the iad HS will miss. And if you time the HS even a little badly you will get it to hit for the stand Slash to hit. F+hs, fireball IAD combos are more easy then they are on some characters, but if your a little to close to the corner, then the push back will make the SRK wiff. Of course in the corner eddie is like everyone else, no randomness there. But midscreen its harder to find a reliable one. s, f+p, hs, sweep, hs fireball FRC, f+hs, IAD Hs, land s, jump s, jump s, hs, shoryuken strike. 236 Again easy in theory, but IAD hs is pretty easy to wiff. S, F+P, HS, sweep, HS fireball FRC, f+hs, IAD S, HS, shoryuken, land duck p, slash, duck hs, shoryuken, strike. 227 Again easy stuff, but eddie can fall a little unlienently makeing the duck hs wiff a lot when you go for the second rep. S, f+p, hs, sweep, hs Fireball FRC, f+hs X5 215 Well... theres nothing to really mess up with this one I guess. s, f+p, hs, sweep, hs fireball FRC, f+hs, slash fireball, iad s, hs, shoryuken, strike. 227(with 2f+hs its 227) Again easy stuff, but... a little to close to the corner and shoryuken will wiff so.... And the regular easy corner combo on him does 231.
  11. [quote=rtl42;201425 edit to below: well you're right, i didn't get it because i don't know anything about KH. the point remains that you have no reason to be so rude when i'm trying to keep this (your) thread on-topic, so just cool off.
  12. you obviously didnt get it... Kingdom hearts... Kairi... ansem.... Anyway... How about you watch yours.
  13. Kingdom heart dude posted.. And RTL(at least I think thats who I read deleted it), got a boner about deleteing that post, yet not mine to make it look like I posted off topic apperently. Guess I should just always quote now.. hrmm.. Also I am not 30.. Im 23 ass. Anyway, I just tried, and yea you can get 3 loops with just "simple" throw, FRC, stand s, duck hs, tiger knee shoryuken, duck p, s,duck hs, tiger knee shoryuken, duck p, stand s, duck hs, shoryuken. Although of course depending on character yadda yadda its harder... Though even saying that, something as simple like throw FRC s, f+p(or the other way around)duck hs, jump hs, shoryuken, land duck p, slash, duck hs, shoryuken does more. Shrug... again I think something like loops are better suited trying to find the sweet spot on the gaurd meter, getting all your damage in and getting just to the point where they start to get heavier but not heavy enough that you cant tack on all those little points of damage. And throw buffer is already so big, I think vs most characters its harder to find something along these lines as the damage is already piddly. Shrug but whatever you are more comfertable with is the best I guess.
  14. oh well now you went and deleted the post makeing it look like i was off topic. Figures...
  15. Personaly im baised towards kairi........ emm....
  16. Acctualy I honestly have not played the game enough to know any specific throw combos. But I guess just anything general, or commen sence works. Obviously screen distance is specific for those loops, the character, doing the slash shoryuken instead of HS, and delaying the hs it self yadda yadda. And dont forget that doing a tiger knee shoryuken will change the distance(and you dont get the damage buffer)and makes it easier to get some loops. So I would try that I guess if your having trouble. And of course theres the combo videoish type hitting the shoryuken from behind to change the distance. I know thats pretty easy to set up on testment since hes still widest character in air. But I cant think of anything easy to do it off a throw.... Anyway ummmm yea basicly I do not know any 3 off the top of my head that I could just write. But alot of it is just distance yadda yadda. Im sure japanese page somewhere has a list. And ive never played the game enough to have anything like that stuck to memory... maybe if I can get the game working later today ill try.... I know he has a instant dizzy combo on chipp and dizzy off a throw, I posted it somewhere... But I dunno if it was lost when those mergeing of threads yadda happend. shrug.
  17. Just timeing it wrong I can only assume.... Its gotta be fast for sure... Mid screen vs chipp only works with HS fireball to if that matters. In the corner you can get slash or hs fireball FRC to it, and distance is not as specific(you can be farther away). Remember that vs chipp most likely you want to be closer then most normal characters when you do the combo who you might hit more around the edge of your sweep, chipp you should hit much closer. On that note off the top of my head just to say venom is the character that the combo has to be started with the closest(even in the corner it must be quite close)and eddie is the most fartherest mid screen character to do. Should be around tip of just comboing.(then again theres johnny but imo his is more just has to be as fast as humanly possible)Although note eddie is more forgiving in the corner like most are. Anyway all I can say is timeing I guess. I dont consider chipp that hard myself. I think johny is the hardest, now that has to be about perfect to get it on him lol. Anyway I can only say practice makes perfect I guess... On random also is your journal "done" to say? I tried to post something there, but looks like nadda. Anyway since im signed in now... Venom... Venom is basicly the character you have to do the combo closest to start with. Even a simple s, hs, sweep will need some momentum for the HS fireball to connect. However it will hit very low, and you are very close, so in a sence if you dont have slow fingers this might be benificial as you can run in with stand s, duck hs pretty easily and get powerfull combos with what you would have gotten with the f+hs most likely.(Although of course note obviously since your running in you just gave up your burst safeness of the other combos but... anyway...) S,HS, sweep, hs fireball FRC, F+hs X5 209 S, HS, sweep, HS fireball FRC, F+hs X2, slash fireball, iad s, hs, shoryuken, land duck p, duck s, duck hs, shoryuken, strike, 226. The damage on this seems kinda low to me, maybe I wrote it wrong. I have a hard time reading my writeing. Note that better to do 2 f+hs if you are going for this version of the combo as the distance timeing for it on one f+hs is deffintly more combo videoish. Note that just f+hsX2, to iad s, hs, shoryuken, land shoryuken loop does 225. So pretty similar damage(That is if this is what im reading). S, HS, sweep, HS fireball FRC, F+hs, iad hs, land s, duck hs, shoryuken, land duck p, stand s, duck hs, shoryuken, strike. 235 Good damage, but honestly this combo to me feels akward as venom doenst paticularly like getting hit by a IAD hs, land s, so the combo is akward. S, HS, sweep, HS fireball FRC, run in s, duck hs, jump s, jump s, hs, shoryuken, strike. 231 S, HS, sweep, HS fireball FRC, run in s, duck hs, jump s, hs, shoryuken, land duck p, s, duck hs, shoryuken, strike. 238 S, HS, sweep, HS fireball FRC, f+hs, iad hs, land s, duck hs, jump s, hs, shoryuken, land duck p, stand s, duck hs, shoryuken, strike 239. Again quite a bit of damage, but iad hs, stand s, is iffy to start I think. So this combo can be akward... So anyway as you see venom gets compareable damage off of the more "normal" maximum combo type recipes with a more easier version because of the way he falls, but again theres less burst safe so.... go with what you feel is best.... Again I might be off a point or 2 on some of these... My writeing sucks, and my memory is bad so lol.. I also dont see to have corner combos for venom ethier written down. But I do remember if your feeling combo videoish I belive I said in this thread earlier remember that it is also possible to fireball combo to link stand slash etc. But timeing and weight from how many hits take place. But it looks cool shrug.
  18. Part 2.... Long time update no update thing jig.. Though I guess I only updated once.. So maybe that doesnt count.. .Anyway body fucked, PS2, fucked etc.. Basicly means no will to do it... Also in a sob story.. Apperently my ps1 controler has broken and is stuck down. So that also made things more difficult. And all that I had left was this controler where the buttons were as stiff.... As well.... A boner. Which is what I will now call it from now on. So I tried hitting my boner vs stuff to break it in. But also.. Still to hard.(and f+hs FRC combos are pretty much impossible on pad unless the buttons are loose so you can roll it. And I have no intention of cheating so....)Woes me I guess... Anyway.. for some combos. Vs Chipp.... Note that Chipp is like venom in that unlike the other characters its better to fireball closer.... So something like just a S,HS, Sweep, to Hs fireball works good. In the corner hes more easy going on distances, but mid screen better to stick with something smaller. Also note that vs chipp(as well as some others)when you go for the shoryuken loop distance is more specfic as duck hs will usualy miss. So you have to be ready to dash in a bit with the duck punch. Or you could tiger knee the shoryuken before the loop. This will change the distance at which he comes back to you, and makes it much easier to get in that little bit of extra damage from one more loop. Stand s, hs, sweep, hs fireball FRC, F+hs, Slash fireball, IAD s, hs, shoryuken, land duck p, stand s, duck hs, shoryuken, strike. 282 Chipp is more easy going on the f+Hs, fireball, iad link then most characters... Stand s, hs, sweep, hs fireball FRC, f+hs, IAD hs, land stand s, duck hs, jump s, jump s, hs, shoryuken, strike. 285 Probably the "Best" combo. Works every distance more or less unless you are in the corner(And if your in the corner youd do something else so...), and acctualy besides something with combo videoish timeing acctauly does the most damage that you can get on him. So cant really beat that. Again works at basicly every distance on the screen, is pretty easy, and does a ton of damage. Stand s, hs, sweep, hs fireball FRC, f+hs X5 256 Again even more burst safe version of above "idea" of combos... Stand s, hs, sweep, hs fireball FRC, f+hs X2, iad s, hs, shoryuken, land duck p, stand s, duck hs, shoryuken, strike. 266 Only one f+hs will give you 273 for the combo. Although to note chipp is less lenient then some characters on the HS in the iad s, hs, so doing 2f+hs maybe easier. Stand s, hs, sweep, Hs fireball FRC, f+hs, iad hs, land s, duck hs, shoryuken, land duck p, stand s, duck hs, shoryuken, strike. 279 A good example of where you might want to do a tiger knee shoryuken after the duck hs as distance can be more specific vs chipp. hands tired... Thats all for now I Guess..
  19. Hrmm? Deffintly not situational.. You get knocked down diff all the time. The way you get up is constantly changeing what works and what doesnt... Stuff like this comes up a lot acctualy... maybe just not noticeable I guess unless you were looking for it...
  20. Umm acctualy thats true, if you do an attack as a true meaty, and you arent in the corner. It is not possible to cross up. However if you FD it is. There are other circumstances that can change what is, and what is not possible though. If a character has been knocked down standing or ducking, if a character has done a dust in the round. EtC ETc etc...
  21. I think you guys are just reading over the part where you should take this as some end of all tier list. Just aguys opinon as he even states in many of the things. Sure its "fun" "intresting" to read someones more "thought out" opinon. But again its not some end of all thing jig. Plus some of it is pretty random anyway so youd think that woudl be obvious.
  22. Me want last song yes yes.... Though guess im in minority.. I acctualy dont like kys new version... I still think SSH is best... Also I only skimmed thread, but sols VA is painkiller in dragon shadow spell... If that counts..
  23. I would test with record in general. Especialy with blocking... Blocking in training mode is fairly buggy. Although to say, dont forget that after youve done some moves, you might be able to block in the air, but you will not be able to block on the ground anymore etc.
  24. Oops slow to respond/comment again am I... Just to say I liked this part 2 thing better then part 1. Though a lot of the ino combo stuff seemed kinda just there to me... To similar things I think. Also again me personaly but I do not like throw combos. They just arent cool/intresting. Maybe in the other games where it comboed on the combo meter, but now no.. I think if people want to do something random like that maybe throw a burst?? I dunno.. I just dont like it... Also I just now saw the slash thing. Never seen it before. Good stuff there. Better then this one I think.
  25. Always being a dick huh.... Actualy I didnt trasnlate anything ethier. If I did, I woulda said according to the japanese sin is kys son etc. I just knew. Shrug Good guesser perhaps thats all.
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