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AtTheGates

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Everything posted by AtTheGates

  1. HS, iad. j.p is really hard. if you cant get it to connect, practice, practice, practice. as for j.D to 236p, thats odd. are you sure you cancel the j.D into 236s fast enough? maybe you try to link the 236p after j.D.
  2. leaf throw frc is basically just another launcher - so yes, you could go into an alpha frc combo that way. also, if you just wanna practice (and dont care for damage), then try 2d,236s, dashing p, j.p,p,k[2],k[2],D,236p FRC.
  3. i thought the rei part was disappointing. nothing new at all. combo into many LPs, gravity loop, yay.
  4. i kept telling people isa is a beast, but people argue like "pc is at a-cho he must be better"
  5. i dont understand what AA combos you are referring to - the best way to land a j.D, alpha FRC is usually after a very short air combo, close to your enemy & close to the ground. This is usually achieved by going into alpha after 2d,236s, p, j.p.... or a floorslide combo (floorslide by j.D CH or 6k CH, or gamma blade, then dash, 2s,5hs, iad. j.p, j.D,236p). as for following up after forcebreak, if you use the loops against heavy chars that i posted, they are all corner only - as noted. For other followups (against light chars), midscreen is possible but very spacing specific and not worth the trouble / tension. oh, and i hope you play accent core - j.D, 236p only combos in AC.
  6. comboing j.D, land, relaunch is possible vs. various chars. i am working on a list right now, but since this list is related to a "new" setup i will present in my combovid, it won't get released anytime soon the factors: what you want to do is to get a very specific angle of momentum out of alpha FRC. you achieve this in the case of the vs. SOL combo by immediately going into j.D after you jump, then alpha. the problem obviously is, this does not work against all characters. other examples where this combo works are: vs. AXL & SLAYER: corner: 2d,236s, d.HS, j.D, alpha FRC, j.D, \/, relaunch the sol setup works against several other chars, too, afaik.
  7. shoto, did you post your faq yet? is it fully translated? if so, maybe it should get linked on the info page or something. or get its own sticky.
  8. check videoposting thread? there are a couple of new filebank vids (abc ranking battle i think) with robo vs. chipp. actually, pretty hilarious vids - robo slashbacks chipps 236s 3 times during the match, always following up with 236236s super.
  9. http://www.dustloop.com/forums/showpost.php?p=178684&postcount=40 if you have questions (why i do this and that, why i fuck up here and there), fire away.
  10. [TD]Xenophobian vs. [FiD]AtTheGates 4 x Jam vs. Chipp recorded in september '07 http://www.youtube.com/watch?v=M_G8u4kzTdE http://www.youtube.com/watch?v=jDniW4nZYr4 http://www.youtube.com/watch?v=e7TEv2dB7ts http://www.youtube.com/watch?v=3MUHQxgIx7Q
  11. AXL RISING THROUGH THE TIERS! ...of my floor slide combo list, that is. i updated with more info on comboing him (hit him from as far as possible), and added a new combo i have from one of the 2,3 chipps that can be seen in the current TRF filebank 3v3 matches. the idea is to combo your opponent with iad. j.P,S, then triple jump K,K[2],K[2],D. you need to delay most of the moves after j.S including the first j.K. an alpha blade after j.D makes things easier but might leave you in a worse position after knockdown. this combo should work vs. several chars, eg. zappa. i might research this more if i have the time.
  12. taken from http://ggxx.jugem.jp/ : link to TRF http://blog.livedoor.jp/trf_ggxx/ there you can find a link & PW to 10 filebank 3v3 vids: murasaki(BR) / dora(CH) vs renkon(CH) / orione(AX) / hamuretto(MA) murasaki(BR) / dora(CH) / natsume(DI) vs ishimaru(CH) / batako(ZA) / otone(音音)(MA) yan(JA) / keba(A.B.A) / 滅斗(MA) vs ishimaru(CH) / batako(ZA) / otone(音音)(MA) yan(JA) / keba(A.B.A) / 滅斗(MA) vs ishimaru(CH) / batako(ZA) / otone(音音)(MA) gami(RO) / shiroubei(KY) / satou~(JO) vs renkon(CH) / orione(AX) / hamuretto(MA) achira(KY) / taku(SL) / chikkusa(VE) vs yan(JA) / keba(A.B.A) / 滅斗(MA) achira(KY) / taku(SL) / chikkusa(VE) vs AZ(JO) / bashi(SL) / yabu(FA) ishimaru(CH) / batako(ZA) / otone(音音)(MA) vs AZ(JO) / bashi(SL) / yabu(FA) murasaki(BR) / dora(CH) / natsume(DI) vs yan(JA) / keba(A.B.A) / 滅斗(MA) murasaki(BR) / dora(CH) / natsume(DI) vs achira(KY) / taku(SL) / chikkusa(VE) achira(KY) / taku(SL) / chikkusa(VE) vs yan(JA) / keba(A.B.A) / 滅斗(MA)
  13. updated my list with a new jam combo (feat. relaunch after forcebreak, gonna be in my combo too in another variation). that sol setup i talked before: 2d,236s, d.p, j.D, 236p, FRC, wait, j.D, \/, s©,HS, iad.j.p,D,236p. should work vs. several chars, i got variations against slayer, axl. and in other news, i now got about 1,5 minutes of material for my combovid. no bullshit, no fillers, just combos. i'm going to show a "new" setup in it that can lead to massive damage (overhead option: 25% tension, 200+ damage, 50% tension = 250 damage). right now, i am researching the "low" option. things are progressing nicely, i found some new ways to get damage and knockdown in that situation today =)
  14. yes, and thats the reason why you SHOULDN'T get hit by it in the first place - since you would want to slashback or instant block her 6hs anyway.
  15. update 5k that you now can cancel into 2d. it's gotten even stronger that way. i use it quite a lot in accent core. as we all know, it rocks vs. HOS, but i also use it vs. pretty much everyone else, like dizzy etc.
  16. newest batch of gamechariot vids gave me some new inspiration for combovid material (and practical stuff). check out combo list for updates (copyright samitto wherever i took something from him). nothing big though - small stuff here and there, vs jam, slayer. also, interesting situation vs sol: corner combo into d.p, j.p,j.D,alpha, FRC, j.D, land, relaunch (!). gonna research that next week.
  17. finally, a new batch of chipp matches on GC. will update with impressions.
  18. 6k RC j.p, land, combo is fine - if it kills. otherwise, it's a waste of tension.
  19. the only way to use an FDC of the 2k to cancel an air dash is using SBC instead - i posted about this in another thread here. air dash, then immediately 1k,slide to S+HS. before you can input another move, there is a slight "slashback stop", so you have to wait a couple of frames. it's possible though. why this works? - you can cancel an airdash relatively early into a normal or into slashback - you cannot cancel into faultless defense during an airdash thus, you have to cancel the j.1k into SB.
  20. i love those matches. very, very good 3v3. especially the aba is just sick and clearly shows why aba is a counterpick to pot (easy mode doublekey combos & unthrowable dansai). also, its hilarious when the announcer is like "HOKUTO! HOKUTOOO!" after a coast to coast jam combo and 2 x dizzy in 2 rounds vs, hos, haha. and abegen is crazy. very unique style, lots of improvisation and stuff i've never seen before. nasty: after a corner HPB vs buri, 2p OTG, slidehead - hits buri just as he wakes up. also, he tried using 2hs FRC to avoid fausts burst, too bad it didn't work because of delay
  21. stating the obvious = best.
  22. oh come on, it's testa vs. slayer ;P
  23. who knows. maybe you have to hit the FRC on the first possible frame, and the HS, too - right after the "FRC-stop".
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