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Loli-Zero

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Everything posted by Loli-Zero

  1. IB free 2P CH to disrupt. You can buffer that into K Mappa or something to close the distance Sent from my iPhone using Tapatalk
  2. In a lot of matchups tight 214PP is a good way to start. If someone used a "safe" poke you will dodge it and hit them with the tip of pilebunker getting you some free corner push to start your momentum. If they block, It is spaced far enough that they can't get a good punish (maybe 2K > 2D or something like that). I also like to use 6HS if I notice someone is doing a lot of aggressive jumping or aerial moves to start off the round. You can hit IADs, stuff like greed siever, and Eddie flight for a big reward. I tend to only use these options after watching the opponent once or twice though. Sent from my iPhone using Tapatalk
  3. After pile bunker he does long FDC IAD j.D footloose. It can't be mashed out of, is safe on block, and combos in the corner on hit. I added this to my game and it helps a lot. You can do j.S j.K mixups too Sent from my iPhone using Tapatalk
  4. Now that you've figured out how to do it, do you think it is worth learning? Sent from my iPhone using Tapatalk
  5. Now that you've figured out how to do it, do you think it is worth learning? Sent from my iPhone using Tapatalk
  6. That's a pretty big difference. I think I'll actually use that combo as my go to for faust. Did you have any luck on Slayer? I only got the 6HS link a few times on him Sent from my iPhone using Tapatalk
  7. Hase posted the following combos on Twitter. CH It's Late > 6HS > 214P~K > 6HS > 214K~K > 5HS > sj.SKD on FA and SL I had trouble getting it on SL, but on Faust it did 254 (but I couldn't get KD). Using the 6HS > 214P~S route you only get 228 (with j.SHD > dj.PKD as an ender, I couldn't get j.2K > j.PK stuff to connect). CH It's Late > 214P~K > 6HS > 214K~K > 5HS > sj.SHD on ZA and VE This route did 252 on Zato (couldn't get knockdown), opposed to 244 with the 6HS > 214P~S route. Didn't test on Venom. Sent from my iPhone using Tapatalk
  8. There's a list of character specific non CH 2HS corner combos on the first page. Also, for midscreen I talked about Mappa RC combos for 6P confirms a page or two back. Those work after 2HS as well. For the corner, no one has tested enough to figure out what's optimal meterless afaik. Maybe I'll do that tonight Sent from my iPhone using Tapatalk
  9. For the situation he was describing (blocked c.S) 2HS will get hit out of startup before its foot invuln gets going and 5K will get low profiled (and hit out of startup anyway) because c.S is -4 on regular block. Dandy step seems like it might work there though, he'd just have to test it. I do agree 6K CH reward is meh, but it is the safest option most likely. In general 5K is a better normal to use for Gatling into 6HS (or other options) then c.S. Since 5K is +3, all of those options should work against 2D (5K into 5K may still get low profiled, I don't know how early that property kicks in for Sols 2D). The only downside is 5K cannot gatling into f.S or 2K and is slower on startup. Sent from my iPhone using Tapatalk
  10. Thanks for the correction. I probably had a few points of damage already on the character or something. I also have never had issues with Zato, but I'll try that combo on him and see if it gives me trouble. Edit: the normal ender works fine, but I think you have to let him drop a little bit in the initial confirm to make it consistent. There were some occasions where if I did 6HS or UP too early, he would be too high up later, and j.P would connect but j.K would whiff. Sent from my iPhone using Tapatalk
  11. You can add either of those on the end to close out a round or something, but at that point in the combo you won't get barely any extra damage. For bite you have to RRC as soon as it hits so that you are right next to them. Even on max stagger recovery you can combo into dust, but it's a very tight timing. Just takes practice. You'll know you did it right if the combo counter doesn't turn gray Also, for Pilebunker you don't need to confirm it to RC. You can confirm 6HS into pilebunker and then RC that. Or you can watch the enemy's sprite to see if they jumped or pressed a button to give you a head start on whether or not to RC. But since pilebunker is punishable as hell, you probably want to RC anyway. If I have meter and I think thy are going to do something dumb I usually just let it rip and RC whether it hits or not. Then you can confirm the hit or block post RC during the time slow. Sent from my iPhone using Tapatalk
  12. Yeah, thanks for cross testing stuff and for checking meter gain. Also, for the K Dandy PB CH combos... If you don't want to do FDC CWH stuff but still need to chase them to the corner you can do long FDC IAD > j.HS > c.S > f.S or long FDC 214K (empty) > 5HS to pick up a combo. The second one is pretty difficult, but both probably give decent damage if you optimize the air ender Sent from my iPhone using Tapatalk
  13. The first route does 223 if you end with the same air combo. I didn't post it earlier because it varies character to character a little. Obviously a slightly harder combo for 3 Damage will just boil down to execution preferences. I prefer that confirm because even if they jumped or get counter hit the combo will have the same timing. The second route takes a small adjustment. When you said normal air combo, I assumed you were referring to something else, I had not tested 6HS UP route. Most of the time that route is actually comparable to the CWH loop (or even better on some things), but doesn't corner carry as much midscreen. The 6HS route is also better for CH it's late in the corner. CH It's Late 214KK > 6HS > 214PS > c.S > j.SHD does 214, and you can't add anything (or it's really hard) on Sol. CH It's Late 6HS > 214PS > c.S > j.SHD > J.2K > j.PK > JC > j.KD is 226 on sol. So in the corner the latter should be the go-to. The only exception I can think of is you want to end CWH loop with pilebunker RC 6HS pilebunker for extra damage, but it's likely there's an EW variant of combo 2 that is optimal. Midscreen both combos are bad. Combo 1 gets really hard because of spacing, and combo 2 gets a little harder and has meh corner carry. It looks like the following combo is better: CH it's late > 214KS > c.S > j.SHD > j.2K > j.PK > JC > j.KD is 200 on Sol with good corner carry. But obviously you can adjust the timing of route 2 and take the damage if you prefer it or if will clinch the round. Or you can go for route 1 if you have sick special awareness to keep the combo from dropping. Other then that there are a few confirms where it makes sense to use the CWH loop route because it actually is a useful part of the confirm, and 6HS 21PS is not an option ( or is finicky depending on weight). I would lump 6P CH 236K RC, 2HS CH 236 RC, 2S AA CH, and midscreen to corner 214KP CH 6[6] 2147KK in this category. Undercover beret found some alternatives to some of those combos that are near damage or sometimes higher, so you'll want to ask him about that if you don't want to mess with the loop. Sometimes they take away some functionality of the confirm though (like RCing right as 6P CH hits instead of after Mappa or not being able to confirm 214KP CH as far away from the corner), so people will have to explore options to figure out what is best for them. Also if you AA with CWH and recognize its high enough to link 6HS you can actually squeeze in 3 CWH and push the damage pretty high. AA CWH happens often enough that it's a good route to learn for that. If there is a way to get comparable damage I haven't found it yet. But you do have to use 214PK for one of them IIRC, so that might be more of a combo video combo then a tournament confirm. The practical confirm is probably just to go into 6HS 214KS and go from there. Or maybe one rep of the loop into 6HS 214PS but that's still probably unreliably difficult. On a sort of related note, CWH loops are also optimal to confirm into damage off of 5P AA CH > 6HS, but are way harder and vary across the cast (sometimes you have to use p dandy CWH which makes the link harder). So I think the most practical confirm for that situation is 214KS > c.S > j.SHD > into stuff. Or if you don't want to take any risks just do 214PP and take the corner carry. Sent from my iPhone using Tapatalk
  14. No, I'm saying I've tested them and most of the ones I've listed are higher damage then a normal air combo. They also typically give like 3/4 screen corner carry. You don't have to learn them, but you shouldn't discourage other players from learning them unless they are truly supoptimal to easy to execute combos. I use CWH as my BNB for several confirms. Not because I want to look cool but because learning the link is worth the extra damage and carry for certain confirms. Sometimes by a lot. They are also really easy when you learn the basic concept of the loop. Sent from my iPhone using Tapatalk
  15. so how do you calculate frame advantage for gatlings? I thought you took the frame advantage of a move and added it to the moves recovery since you are canceling into a different normal. Sent from my iPhone using Tapatalk
  16. CWH is hella damage that's why you use it. Off of 6P CH 236K RC, 2HS CH 236K RC, PB in the corner RC, 2S AA CH, and a few others it is practical and optimal or near optimal damage. I wouldn't use it off of 2HS RC or something dumb like the challenge combo. Some confirms people won't be comfortable learning it for. But at the very least, any time you land 214P/K P or 6HS > 214PP in the corner you should confirm with RC > 214KK > 6HS > 214PS > c.S > j.SHD. It works on everyone but Potemkin and Bedman, and is pretty easy on most characters. Edit: oh and it's late CH 214KK into CWH loop is the bomb. I think that one is practical enough that people should learn it. It does like 210 on sol IIRC. I win a lot of rounds with that combo. Sent from my iPhone using Tapatalk
  17. No, just straight into 214KK after RC.
  18. If I understand frame data in regards to gatlings right, it's: 5K - 6HS 6 frames C.S - 6K 10 frames C.S - 6HS 7 frames Sent from my iPhone using Tapatalk
  19. So I once said that you couldn't get meaty it's late off of 2D knockdowns on most characters. It appears I was flat out wrong. The fastest face down wake up time is 48F (I-no and Slayer). On these characters if you do dandy step, under pressure, AND it's late as early as possible, it will hit meaty enough for 2K > 2D to combo. However, it's a reaaally tight link. On 49-50F wakeups it feels pretty hard too, but I was able to get it way more consistently. On anything above that its pretty easy. Some characters have such long face down wakeup timings that it will whiff if you don't delay it. Anyways, sorry for the misinformation. Also, if I didn't already post this, you should be able to get Helter Skelter to combo into j.HS > 2K > 2D if it hits meaty, even on the characters it typically wouldn't work on (Milia, Zato, etc.)
  20. Also, if you notice an opponent consistently throws you out of teleport mixups (exe 2D knockdown double dash), try doing a throw bait. You can do a BDC Mappa instead of the second dash. Or you can cancel the second dash into and instant j.2K and combo into falling j.K 5P j.PKD j.2K stuff. However I wouldn't do this against Sol, because his OS throw button is K, and it's 3 frames (whyyyyyyyyyyyyyyyy) You can even do a long dash for the second dash, and you will pass all the way through and be unthrowable (or at least the timing changes, I'm not sure). It's tricky to punish their whiffed normal though, unless you do something like long FDC P Mappa Sent from my iPhone using Tapatalk
  21. Yo. First of all this is the combo thread. Second of all, everything you listed is probably talked about in the last 20 pages of general discussion. Read through some of that, and if you can't find the answers to the "issues" you've discovered ask a specific question and someone can probably tell you what's up with XRD slayer. Sent from my iPhone using Tapatalk
  22. 2S is still good, you have to throw it out early to CH IADs and double jump falling attacks. It's not a reactive antiair any more, you have to use it as a neutral read. But CH leads to 214K-K 6HS 214K-K (5S) j.KD midscreen and 214K-K 6HS 214P/K-S 5S j.SHD in the corner (probably doesn't work on Potemkin or Bedman though). It's 180-200 damage meterless if I recall. Even though it doesn't have invuln, it's really important in some matchups because of its tall hitbox (may for example). 5P is a reactive antiair, so it's safer then throwing out 2S, but can be blown up if it's the only one you use. 6P is incredible in this game, but only useful as an anti air at certain spacings. On CH confirm into Kmappa. You can then FDC jump and throw them if they tech. Or, if you have meter, you can RC K Mappa into 214K-K for the same combos you get off of 2S CH. In defensive situations, there are very few situations where your AA will connect and not CH, so you should always pre-buffer counter hit confirms in these situations. 6HS is a little slow to use defensively, but is quite good in neutral or wakeup/pressure to catch people holding up. It's a preemptive anti air, but it usually won't beat jumping moves clean, so it's best to use before they even leave the ground. It's really good for keeping opponents from jumping out of the corner for example. If you do happen to land a counter hit, you can link 5S and air combo if you haven't already buffered a dandy step Sent from my iPhone using Tapatalk
  23. I've noticed Hase and Taka use IAD j.S after whiffed UP setplay on the corner. I haven't tried working it into my mixup game yet, but my guess is you're getting a slighter slower overhead (compared to its late) that also blows up mashing and throw OS. It also beats Potemkins backdash, so it looks like a strong option. Sent from my iPhone using Tapatalk
  24. Against Potemkin Hase demonstrates that you can combo off of Helter Skelter into j.D j.2K j.K 5P j.PKPD Sent from my iPhone using Tapatalk
  25. That video is a gold mine. At 2:15 he does a CWH Loop after RCing pilebunker. For some reason I never thought to look for that. Must be way better damage then RC 6HS Pilebunker At 5:00 he lands an AA 6HS Kmappa, and links a c.S on Sol allowing him to air combo into a knockdown. At 5:10 he lands CH 2HS and confirms with Kmappa RC into CWH loop. This one works the same as 6P CH CWH loop conversions, but I missed it as well. What's even cooler is that when the CWH loop doesn't work properly because it hits do deep that 6HS hits behind slayer, he actually reacts with 5K Kmappa. I run into this problem occasionally with wonky starters, but always just whiff a CWH in the wrong direction or watch them fall down because I recognize its going to side switch but didn't know what to do. In other portions of the video he does the corner variation off of AA 6HS k-step CWH. He does it off of AA CH 2S. He does it a few times off of raw AA CWH. Basically anytime he recognizes the height (especially from the kstep version) he converts into the loop for big damage. I'm so excited to see it in use. After I found all those confirms in the lab I was certain someone in JP had already figured it out, so it's cool to see Nasu use them so heavily in tournament matches. I will definitely be paying more attention to match footage he's in. Also interesting to note that a few times instead of linking a 6HS after CWH he does a raw EW. I've only tried canceling EW from a linked 5HS or 6HS there, but I bet it does more damage raw. I'll have to lab it out. When I land a crosswise loop and I have meter I usually just end in 6HS pile RC 6HS pile for like 20-30 more damage depending on the proration, but maybe the EW route nets more damage because there's no RC proration involved. Plus I'm sure you get a knockdown if you end with an air combo Sent from my iPhone using Tapatalk
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