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lambda-head

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  1. Against which characters are you trying to do tkBL > dash > 5K ? It only works against certain characters after throw > 6K > BL, I do remember it working against Anji and other characters with similar weight only. 6K is often a better option than 5K for badlands loops, maybe you could try it instead? Are you sure you're actually inputting a tkBL and not a grounded badlands? If there is dust at testament's feet as he leaves the ground then you're doing it right, otherwise try delaying your tkBL input after throw > 6K > BL.
  2. I just tried this against the training dummy set to roll forward on wakeup, and I can't catch him with corner 236C > dash back > 236D, regardless of its height or how early I input 236D. Is the timing/spacing supposed to be very difficult to get right? It doesn't seem possible to me, could you please check on your end?
  3. Hello everyone, I've been tinkering with corner combos and found an interesting combo ender which gives damage comparable to air combo > calamity sword and unescapable 236D okizeme, except for characters with feet-invincible moves of course. The idea is to finish with a tk calamity sword when the opponent is high enough in the air, typically from a dash back 4B > 2DD > tk calamity sword. It is crucial for the calamity sword to be tk'ed, because the aerial version has much higher minimum damage than the ground one. Here are some combos I use, and for damage comparison the ones with dashback 4B > air combo > calamity sword ender: corner forward throw > 4B(2) > 2147D > 5C > 6C > 236D > 214DC > 236C > dash back 6A > (delay) 5C > 6C > 236C > dash back 4B(2) > 2DD > tk calamity sword 4766, 50% meter, knockdown. 4B > aircombo > calamity sword does 4813 after the first 236C, 4829 after the second 236C. corner airdash BC > 4B > 2147D > 5C > 6C > 236D > 214DC > 236C > dash back 6A > (delay) 5C > 6C > 236C > dash back 4B(2) > 2DD > tk calamity sword 5836, 50% meter, knockdown. 4B > aircombo > calamity sword does 5814 after the first 236C. I won't list every combo this works with, but almost everything which ends with 5C > 6C > 236C > dash back 236D okizeme works by doing dash back 6A > (delay) 5C > 6C > 236C > dash back 4B(2) > 2DD > tk calamity sword. The 6A is there so the opponent is as high as possible after the last 236C, which makes dash back 4B(2) possible. From there, tk calamity sword is a bit tricky, I usually input 6321476D or a full 360D. The reason I prefer this setup to dashback 236D okizeme is because every character in the game can escape the latter with a forward roll. 2DD > tk calamity sword > land > 236D, on the other hand, will catch all rolls, and the damage is really nice too.
  4. If the first TK badland whiffs or only hit once against characters like May, you're most likely inputting the TK BL too early or doing a ground badland instead. The window for inputting the first TK BL against light characters such as May is larger than it looks, so you should delay the tk BL a bit. It's easier against Bridget and Baiken too. I don't think anyone took the time to list the best badland loop for each character, so I'm going to list the ones I use. In my opinion these 3 options are the most practical: 1- BL > [tk BL] * N It does the best damage against May, Bridget, Jam, Millia, I-no and Dizzy. It's also the practical choice for Axl, Zappa and Eddie, though there are variants that do more damage. You should be able to get 6 reps against the lightest characters, 5 for I-no Millia and Dizzy, 4 for everyone else. You can go for a 7th rep against the lightest characters, but at the cost of the knockdown, so I don't recommend it. 2- BL > tk BL > 5HS > BL > tk BL Works pretty much all the time against Slayer, Chipp, Johnny, ABA, Ky, Robo-Ky, Testament, Faust and Eddie. It's spacing specific though, if unsure go for variant number 1. 3- BL > tk BL > dash > 6K > 5HS > BL > tk BL Works best against Sol, Order Sol, Anji and Venom. Also works sometimes against Zappa and Axl. Once again it's spacing specific. These 3 variants cover every character but Potemkin, against which you have the brain dead easy [5HS > BL] * N loop. Note also that there are almost no viable setup for badland loops against Dizzy. The main setups for badland loops are: ground throw: throw > 6K > BL > tk BL > ... against faust and baiken: throw > dash > 6K > BL > tk BL > ... corner 6P/2K/2D: (6P/2K > 5S) > 2D > HS Exebast > 6K > BL > tk BL > ... HS Exebeast counter hit: HS Exebeast CH > dash if necessary > 6K > BL > tk BL > ... after midscreen 1-hit BL setup: 1-hit BL > land > 5HS > BL > tk BL > ... midscreen up close 2D (after a blocked S Exebeast FRC for instance): 2D > HS Exebeast > 6K > BL > tk BL > ... midscreen 6P/2K at a very specific range only against very light characters: (6P/2K) > 5S > 5S > 2D > BL > tk BL Basically the 2D has to hit the opponent as far as possible for this to work. Omit the second 5S if far enough. Badland loops look cool, hit hard and give a lot of meter, but they are really difficult to execute properly and do not push the opponent toward the corner. Also, no meter gain after a Beast FRC or Gravedigger, which makes them only really useful in specific tensionless setups. 1-hit BL are much more important to master in my opinion. I hope this helps . I can do a similar post for 1-hit badlands if anyone is interested.
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