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Ross

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Everything posted by Ross

  1. Thanks, and yeah it does hella, like in the combo I posted if you do the 6c into jump+B xx command grab shit does more that a super follow up like 5000 or something. Its worth it sometimes since all you get ending it normally is the poison.
  2. Sooo Day 2 playing bang and this has all been very informative. And now onto random findings. First probably known but you can always get two seals (I don't think you can go into the 4 seal at least I couldn't on noel) without a counter hit you just do 2D,J.D asap. Easiest way Ive found to do this consistently is to do 2d and as it hits do u,d+D seems to work everytime. Best combo I could figure out with this against noel is 2D, J.D (land) 2B xx 623B, dash up, 2b,6c, dj.C xx poison shuriken. Does around 3700 damage and nets you two seals. (or you can do the first 2b xx 623B into the running super for like 4500) I also found out that there is a better throw follow up, and its accomplished by rc'ing the GRAB portion of the grab, sure it still takes meter but basically you do B+C, RC, and then go into the combo listed above or whatever other combo you feel like doing. Pretty sweet. If this is already known I apologize but I didn't see it before. Also I tested against Noel and while it only does about 3200 damage if you want to do say 2b, 2c super on her all you have to do is do 2b,2c,6D and then jump cancel into the super. Pretty easy though the damage gets scaled but it will connect. Finally random FurenKanzen note. You can actual jump cancel grounded D attacks into each themselves when you are activated, I found that out when messing with my double seal combo while activated. So like you do 2D, as it connects, u,d+2d and bang will do 2D canceled into 2D. I imagine it works for all of them. Also pretty cool, not that useful I imagine but cool.
  3. Ross

    Slayer AC Combos

    Isn't there something where if your stil in recovery of a move when you hit the ground you actually technically chain out of this move into the next move ignoring all landing recovery??? I swear there is something like that...
  4. I didn't mean the cross up, I meant Im pretty sure Ive seen something similar with a really low to the ground hitting FB.
  5. can't Axl clash against VV with well placed 3p (or is 3k the weird downward angle one) then you can clash with the second hit with DP maybe, and then have sol still try to do the follow up, and then CH him out of it with something.... and then do a combo and Sol will be in the air. If the clash thing doesn't work I apologize, I was just brainstorming while I eat my breakfast. Is it possible to do something like cross up tk FB bomber? If you timed it right you could even do it so it hits on the first frame where even though they are crouching standing moves hit them, and then they'd be super low to the ground and you might be able to do some weird combo. I know this has sort of been done before but figured I'd toss it out there.
  6. Ross

    Slayer AC Combos

    Yay this.
  7. Wow already knows the ASTRAL FINISH (sorry)
  8. Thanks MCR! Now I'll have better midsreen ball set after throw!
  9. What is the order of the balls for the formation all the venoms seem to be going for after midscreen throw now... I know it's throw run foward a bit 6p, 6hs, ball set, 6hs ball set dash run foward ball set, so you get the triangle around them. I just looked for a match that has it for like 30 minutes, but couldn't find it... anyways hopefully someone knows what I mean and can tell me the correct ball set.
  10. j.k should also beat out most of baiken's air to air, especially with a j.k, dj.k, falling hs approach pattern.
  11. Ross

    Slayer AC Combos

    Well it depends, Off bbu, you can just do 2d, 5p, j.k, j.2k, j.k, dj.k~dj.d, dj.2k, dj.k, 5p - finisher of your choice. basically removing the 2d makes that combo work off a basic anti-air p or a close 2hs or whatever you do to launch them.
  12. Ross

    Slayer AC Combos

    Orrrr if you have a bit of meter, and your near the corner you can also go for ch c.S and cancel it to p dandy -> ex pilebunker, standard super jump combo... which does tons.
  13. Ross

    Slayer AC Combos

    Hmmm I was sure there was different slide times.... Im pretty sure cr.p hits anybody who slides.
  14. Ross

    Slayer AC Combos

    More on what Crimson said, whether you can connect a cr.p after a pilebunker, depends more on how late into the pilebunker you hit the person. If you hit them with the end its generally easier, unless the character has an extended sliding time. For instance Im pretty sure that you can do st.k,6p frc Pdandy pile bunker on ky and you can pick him up no problem everytime cause he has a longer slide... or at least thats how I thought it worked. If Im wrong people can correct me.
  15. If you had three stocks could you always do an hsdm without break stocking first?? I don't remember that being possible.
  16. haha, I post one random strat, and all the random strats come out of the wood work. I do agree though all your random strats are good shit! I usually don't bbu under chains because depending on the move done before sometimes your to far away and then you clash with the chain.... but yeah its good to know.
  17. I totally forgot about this, but just wanted to add, if baiken likes to pressure you with chain combos into sweep, especially if they are staggered, look for room to bdc mappa, this has been working really well for me lately, most of baikens moves don't have enough active hitting frames to hit you out, I believe only her 5hs and 6hs will really do the trick. It of course may just be that many of the baikens I play like to use sweep as a space control poke as well... But a good example is after a pull in, if they try and sweep or some other poke, bdc mappa seems to beat most of them.
  18. Ross

    Slayer AC Combos

    Thats fine, thats the combo I posted.
  19. Ross

    Slayer AC Combos

    There is no one combo that does the most damage. The one I posted works on everyone except baiken and jam sometimes (I forgot you have to do a slightly different air combo) so just use that....
  20. Ross

    Slayer AC Combos

    mmm well it depends, because some people consider 30-45 extra damage as worth it others don't. I mean if there is one thing about slayer combos its sort of no the basic combo, and then do whatever you want, everything does right around the same damage. I mean its slayer most combos you do will kill them after 2 0r 3. Besides Hase and sometimes niga you never really see huge shit from slayer, you usually see a standard 230ish damage combo... But this probably is a discussion for another thread.
  21. Ross

    Slayer AC Combos

    Im wayyy less lazy. Well, if my best you mean easiest combo off random normal such a k,p,2p,2k k,2k,2d p,k,2k,2d 2p,2k,2d 2k,2s,2d if you have meter k,2k,2hs, bbu p,k,2k,2hs, bbu 2p,2k,2hs, bbu Best generic follow up to bbu wait a sec, 2d,5p, j.k, j.2k, j.k, dj.s,dj.2k, dj.d, dj.2k, dj.k (as long as timing is right you should hit the ground) 5p j.k, 2k, d or some other finisher of your choosing that ends with them knocked down.
  22. wait does your GGxx have custom music???
  23. Ross

    Slayer AC Combos

    tru enough. I tried your combo against chipp and noticed that if you get a regular pilebunker to hit late enough, you can pick him up off the ground with a cr.p, cls.s finish and it does a little over 300 damage for only 25% which is of course because he's chipp, but I wonder who else it'll work on as an alternative if you don't have enough meter?
  24. Ross

    Slayer AC Combos

    kinda why I said most characters.
  25. Ross

    Slayer AC Combos

    on most characters you can get around that much damage without needing any meter beyond the frc... on Robo-ky and probably some others you can actually do 6p frc 5hs, j.hs, j.k, 5hs, j.hs j.k, 5hs finish combo! or at least that might have been it... its been awhile since I tried it.
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