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AtTheGates

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About AtTheGates

  • Birthday 12/03/1982

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    frankfurt / Esslingen, Germany
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  1. updated first post a bit: - general cleanup - new revelator dust combos - damage numbers for jam, johnny & jack-o for all combos
  2. Samitto vs Min (JC) Samitto vs Keiichi (VE) Samitto vs Tanabata (SL)
  3. 2015/11/19 samitto @ mikado
  4. http://www.twitch.tv/joniosan/v/23279365 samitt starting at 5:34:10 he uses an interesting OS in the second match - since chipp cannot 6P+6HS on wakeup against sol's oki (either late airdash, or land, 2D, or land, throw), samitto simply throws with 4+HS, then immediately inputs a YRC. If Sol air dashed, you will not be hit this way.
  5. Wasnt able to meet him again unfortunately.
  6. Today last day, and i dont really dpeak much japnese. If he is there, i will ask for el advice.
  7. Asked samitto for matchups: disadvantageous KY SI SO EL normal MI MA FA PO CH SL JAC VE IN LE JO Advantageous AX BE RA JAM ZA
  8. Currently in tokyo for a week, got my ass handed to me yesterday at mikado. I had a few minutes to test combos against the new characters. Johnny has a generous hitbox minus the oddities of old games it seems. 2D,236S,S,S,2HS,22S,j.K,j.S,dj.S,tj.S,HS(2),beta worked against him. In the corner, wall cling crossup j.hs(2), s,2hs,22hs, j.k,j.s,dj.hs(1),alpha, wall alpha worked easily. As for jack-o, her hitbox seems reminiscent of ram. Corner wallcling crossup j.hs(2), s,2hs,22hs,j.k,s, dj.hs(1)alpha, wall alpha, 6hs, tk alpha was easy. As for jam, i can't remember other than that she is a regular lightweight and i didnt have much problems comboing her. Will post more soon. Edit: jam has a thin standing hitbox. Corner wall cling cross j.hs, s,2hs tends zo whiff when delayed, much like against sol and chipp.
  9. http://www.twitch.tv/joniosan/v/18879972 Endou starting at 6h41m Samitto at 7h21m - looks like no warmup and loses 2-0 straight
  10. Susumu @ a-cho
  11. edited the first post and removed the players there since we have their twitter accs in the general discussion thread (redundancy).
  12. if he has one, i wasn't able to find it yet. edit: just found susumu, though: https://twitter.com/gurafuu
  13. it's actually possible to follow up with 6HS against almost all characters after the j.hs(1-2) > alpha combos, however, against several characters you have to delay your first j.HS to create enough space to later get the wall bounce from Wall Alpha. Please note that this has not yet been researched against crouching opponents. This combo is great not only for the damage, but because it gives you susumu style corner oki: just jump back and wall cling after it, then you have a mixup between: let go off wall, j.HS(2)down dash 2D crossup (opponent now in the corner)from a high wall cling, down dash, airdash back re-crossup j.HS(2) > air alpha (opponent out of corner)from a low wall cling, down dash, airdash back crossup j.HS (opponent now in the corner)..and anything else you could think of from the wall (genrouzan etc.) wall cling, j.HS(2) crossup > S(c)(jump install) > 2HS > 22HS > j.KS > dj.HS(1) > alpha > wall alpha > \/ > 6HS > 239P: Ramletharl: 194 damage. Very easy. Chipp: 237 damage. Just like with Sol, you need to hit your j.HS at the start of the combo quite early to make S > 2HS connect, otherwise the pushback will be too big and 2HS will whiff. Zato: 201 damage. First j.HS has to hit lower than usual to push Zato out of the corner a bit to get the wall bounce. I-No & May: 194 damage. Lower j.HS hit like described above. You might want to delay your j.K after the teleport a bit against i-no. Axl: 194 damage. Easy. Sin: 192 damage. lower j.HS hit like described above. Faust & Ky: 188 damage. Easy. Slayer: 177 damage. Easy. Bedman: 166 damage. Note: use j.K,j.K,j.S, dj.HS(1)... ---------- Sol: i found two combos that lead to wall bounce > 6HS. Both are very unreliable. I'd rather use this Combo: ...S(c)(Jump Install) > 2HS > 22HS > max delay j.P,S > dj.HS(2), Alpha, Wall Alpha for 162 damage. Leo: possible but very hard, Leo will enter OTG state when your 6HS hits almost every time since his hitbox is too big vertically. It is still good to know the wall bounce setup though, since you can follow up with a quicker relaunch into a possible j.214214K kill. Just use Bjorn's j.K,K,S, dj.HS(1), Alpha, Wall Alpha variation for 160 damage. Pot: you can get him to wallbounce with a delayed ground chain, then j.P,K,S, dj.j.HS(1), but there is no time for a 6HS, so just don't delay and enjoy the corner knockdown. Millia, El, Venom: No go. Fun Facts You can manipulate the height of your opponent in this combo by delaying your j.P or j.K after 2HS > 22HS. If you max delay j.P against Sol, you can easily do j.P,S > dj.HS(2), alpha, wall alpha.After wall cling, if you want to go for a delayed Wall Alpha, you have time to hold either up or down to adjust your height a bit before you actually do it. No idea if this can fix any combo issues / open new doors, it's probably gonna be useful in only very few instances.
  14. it's possible in Xrd already to move after slow shuriken, no idea if they cut recovery even "more" in revelator. i asked chappu yesterday whether he noticed any changes, he said "no". hopefully something will surface, but it's looking grim.
  15. against ram's j.HS, a good option is to air instant block it, land, then ground throw. other than that, ram is quite hard to anti-air, since she can delay her fall for such a long time with sword summon.
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