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Everything posted by Zaido
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2hit DHD is still pretty different through out each character, Millia for some reason was somewhat easy.. you just have to do it some what fast after jH about to recover, for baiken, more delay, some character you have to do direct TK into it after DOT while they are still stick on the wall or about to fall cause of hit box stretch etc.. after my summer class is over i can do some research and see what i can find :X soem stuff i just so happen to find on the whim as i was doing the combo XD... Thx for watching it guys ^^
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that will help alot thx man :D!
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Lol.. i have no idea where to put this link but yea.. i finished my vid :o.. http://www.youtube.com/watch?v=n9PL2Cp_MFQ
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her Anchor can swat slayer to the floor :/...
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hahah, well we will see... maybe when i am bored and have time i might do that :o..
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hmm i am feeling up to the challenge of TRYING to make a Slayer CV.. but since i have no way to record without lag while playing i am gona use the record system to do the combo then replay it and record.. what do you guys think?? will the combo look shitty because its done in record mode? even though i know its limited 15 seconds but what you guys think? no other way to record without lag ;P
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FINAL UPDATE: -DMG added for Sol, Testament, Venom, & Zappa -Added ID combos -Added Extra combos all character dmg listed extra combos or situational combos may be update in near future when i get it down for everyone :O but for now dmg all listed any other changes you guys want?
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#R:just to clarify Bite wasn't really infinite.. max was 9 hits.. 10 if you push it.. since bite after like 8 hits did mass push back. but overall #R has overall best dmg in terms of off of random hits from CH PB BDC wasn't so bad either you can still go through supers and stuff XX: had best BDC he was still a new character then his dmg option was limited in situation but his attacks then were pretty buff. also because his BDC was soo good you probalby only need to Bite most of the time and some pile bunker hits.. Slash: BDC nerfed more so then #R, dmg comes more situational... overall still needs tension to do big dmg.. more of a mix up character, some dmg was easier to get because of some mods. AC: more option to get dmg, stil can mix up... BDC nerfed even more, so it is limited etc... Good dmg for less tension... so to sum it all up, Slayer needs good amount of tension to do any real dmg from XX->Slash AC is the best improvement on using less tension to do pretty good dmg.. also giving him MORE options.
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i remember once i played my friend i did bite he wiggles it i bite again so he wiggles out bite resets, did it x3 and it was making me laugh pretty hard XD.. til he finally jumped out :p
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its ok man, since it summer and i only have 1 class i have a few hours of free time where i can just turn on the ps2 and go to training mode and check out the dmg :X plus while i am at it, i am also lvling up my execution skillz so doing each combo again isnt' so bad since my timing is getting better and better and i don't mess up that much either now XD...
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srry for posting AGAIN. Update: -Character Dmg Added: Order-Sol, Potemkin, Robo-Ky, Slayer -ID Combos also added -remodified some combos -Added some other combos 4 more characters till done!
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you have to make the 5H bounce low, and that is dependent on how low the character is to the floor while the 5H hits if they are too far up, they bounce higher, so i will just junk the idea of doing PB after and do somethign like DOT or another relaunch to knockdown if they are not really that low to the ground, character i have seen work on alot are... Ky though.. cause he has a funky hit box :p
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going with 2K> 2D is good if you have no tension whatso ever..
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http://fikaru75.hp.infoseek.co.jp/ scroll down and only the ones that are yellow "download" is downloadable so far as far as i see it ><
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OK i finally watched the Shazay vids :3 anyways as for comments, ur mix up and all seems to be fine and all, all that is left is master some of the links and combos and your good to go ! though i am only stating the obvious but watevers XD... taht is all i have to really say :o..
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i made a list in the slayer thread, you can check that out for some Combos, and since i put it in a way that it seems unorganized... but o wells..
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Shazay: if not asking too much but can you some how put the vids on Youtube Xd.. i can't seem to view google video ><.... D;... if it is too much to ask for then its ok XD...
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Srry for the double post. Update: -Dmg Correction on some character (figure out it was not 8 but 0 or vice versa) -Added ID combos From ABA up till Johnny -Added an alternate combo (6H) after BBU combos from ABA up till Johnny now i am gona take a break and do others later on.. 11 more characters to go... UPDATE: -Characters Dmg added: Ky, May, Millia -ID combos also added -Added some 6H Combos for Millia and Ky -one of Ky's combo altered(Simpler and more dmg) 8 more characters to go!
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i am kind of sad i can't get google video to load up :/.... wtf D:...
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Update with Dmg and number of hit for next 3 characters: Baiken, Bridget, Chipp also added some extra alteration combo for them as well.. EDIT:added 2 more Update with Dizzy, and Eddie also with some added combos and changes of old ones to make it easier or more damaging EDIT2: updated with another 3 more character, Faust, I-No, and Jam... same old same old Dmg and some added combos
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6P is only used for stuff liek May's Dolphin, Sols Wall fly kick, move such as Faust's Scalop thrust, and stuff liek that.. going throw stun edge :O.. etc... as for FLJ, i used it once on wake up jump in and did a TKed version to escape a VV XD... ahah also.. for Dust feint, i have seen it being used on wake up after air combo knockdown with jD, since they will bounce on the floor you can do it in a way that you feint it to bait a wake up Move..
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http://www.youtube.com/watch?v=Z3lbZj-l8kQ <---this one? it also has awesome OTL vs Niga action :O
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those combos have some particular difficulties from the 5H hit hieght, the jump delay to airdash is also key, its basically you try to get max height of the jump and using hte jump momentum with airdash to help the airdash speed to close in.. to get the hit in.. its very strange but yea.. there are too many palces to mess up for that combo.. and i woudl only suggest using it if you have confidence :p but yea 2D combo is the best way... heck some combos with 2D might even end up with more dmg then the 5H ones.. example are ED, Johnny, and ABA ones... @dandy: yea that is true too.. EDIT: ok i updated the first 3 characters ABA ANJI and AXL combo dmg with hits.. any request for other character htey want done FIRST can tell me and i try to get theri dmg and hits done, if not i wil just slowly take my time and do it in order.. O yes.. i also had to modify some of "On AXL" combos cause i find the new modification seems alot more consistant then the previous! EDIT2: some numbers for dmg might be wrong cause i can't tell if the damn number is a 8 or a 0 sometimes and stuff D:...
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i did that too but it doesn't come out right.. on the dust loop website so i just left it on my notepad while i did this one. as for dmg points and what not.. i will work on it after when my hands are free :X... as for combos that i listed.. usually the first combo or combo with the JumpAD part in it after 5H launch after BBU.. those combos are not as practically easy persay.. so combos that revolve around the 2D connecter are more ideal since they work in mid screen as well as corner.
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Basically, i took some time and tried some combos and then started to find out which combos work on which characters, and also trying variation combos to help with character height, weight specifics... overall the list is incomplete.. and i got lazy..and also i have no idea where to put these... so i thought of making a new thread.. dunno if this is gona help ANYONE at all.. but o wells.. KeyNotes: - is for gatlings -> is for links and jump cancels c.S = close Slash f.S = far Slash j.S(#) = jump Slash that makes # of hits CH = Counter Hit [8] = press and hold up until you see... ]8[ = release up COMBO 1 2K -> 2H -> BBU... (A) 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AN (202), AX (206), BA (227), BR: (208), CH (249), DI (222), ED* (202), FA (198), IN (206), JA (206), KY** (199), MA (206), MI (233), OR*** (182), PO**** (166), RO** (168), SL (184), SO (198), TE** (196), VE (206), ZA***** (200) * ... c.S -> j.K-2K -> j.S(1) -> Land -> 5P -> j.K-2K -> j.D ** ... c.S-f.S -> j.K-2K -> j.D *** ... c.S -> j.S(2)-2K -> j.K -> dj.S(1)-2K -> dj.D **** ... c.S -> j.S(2)-2K -> j.K -> Land -> c.S -> j.S(2)-2K -> j.D ***** c.S-f.S... (B) 5H -> iad.j.K -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AB (158), ED (193), JO (186) © 5H -> j~ad.j.D-2K -> j.K -> Land -> 5H xx PB This works on (damage done): ED (211), KY (204), RO (174) (D) (6) 6H -> c.S-f.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AB (167), AN (200), AX (202), BA* (221), BR* (201), CH (249), DI (219), ED** (200), FA (194), IN (202), JA* (198), JO*** (187), KY (197), MA**** (198), MI (232), OR (181), PO***** (161), SL (181), SO (194), TE (194), VE (202), ZA (194) * ... c.S -> j.K... On Baiken, can re-launch with 5K instead of c.S **... c.S-f.S -> j.S(1)-2K... ***... c.S-f.S -> j.P-K-2K -> j.K -> Land -> 5P -> j.K-2K -> j.D ****... _ 6H -> 5K... (note that there is no (6) before the 6H) *****... c.S-f.S -> j.S(2)-2K... (E) (6) 2D -> c.S-f.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AB (160), AN (193), AX (194), BA* (203), BR** (192), CH (239), ED (194), FA (186), IN** (190), JA** (190), JO*** (179), KY (189), MI (223), OR (173), PO**** (154), RO***** (154), SL (173), SO (186), TE (186), VE (194), ZA (186) *... (6) 2D -> 5P... Also works on Axl for 183 dmg ** ... c.S -> j.K... *** ... j.P-K-2K -> j.K -> Land -> 5P -> j.K-2K -> j.D **** ... c.S-f.S -> j.S(2)-2K... ***** ... c.S-f.S -> j.P-K-2K... (F) (6) 2D -> 5P -> j.K-2K -> j.S(1) -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AX (180), CH* (222) * ... (6) 2D -> 5K -> j.S(1)-2K... (G) j.D-2K -> j.K -> Land -> c.S -> j.S(1)-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D Dizzy only (201) COMBO 2 2P -> 2K -> 2D RC 5H -> iad.j.K -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AB* (148), AN (187), AX (187), BA** (207), BR** (188), CH (230), DI (203), ED (185), FA (182), IN (187), JA** (185), JO* (173), KY (183), MA** (185), MI (215), OR (167), PO (153), RO* (146), SL (167), SO (182), TE (182), VE (187), ZA (182) * ...iad.j.P-K ... ** ... j.K -> dj.K-2K -> dj.D-2K -> dj.D COMBO 3 (A) (CH) 2H -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.K -> Land -> 5P -> j.K-2K -> j.D This works on (damage done): AB (146), AX (175), CH (218) (B) (CH) 2H -> c.S -> j.K-2K -> j.K -> dj.K -> dj.D-2K -> dj.K -> Land -> 5P -> j.K-2K -> j.D This works on (damage done): AX* (185), BA (200), JA (181) *... Land -> c.S ... © (CH) 2H -> 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): SO (198), TE* (197), ZA** (202) *... c.S-f.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D **... c.S-f.S... (D) (CH) 2H -> c.S -> j.S(1)-2K -> j.K -> dj.K -> dj.D-2K -> dj.K -> Land -> c.S -> j.S(1)-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D Dizzy only (199) COMBO 4 (A) 5D -> [8] j.D-D-D ]8[ ad.j.D-2K -> j.K -> Land > c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D This works on (damage done): AB (152), AN (185), AX (185), BA (206), CH (228), ED (185), FA (180), KY (180) (B) 5D -> [8] j.D-D-D ]8[ j.H-2K -> j.K -> dj.K -> <dj.D-2K>x3 -> dj.D This works on (damage done): BR (191), DI* (202), IN (189), JA (189), JO** (172), MA (189), MI* (213), OR* (168) * x2 ** ... j.K -> dj.P-K-2K -> <dj.D-2K>x2 -> dj.D © 5D -> [8] j.D-D-D ]8[ ad.j.H -> Land -> 5H -> j.H-2K -> j.K -> dj.K-2K -> dj.D-2K -> dj.D This works on (damage done): PO* (167), RO** (168), SL (184), TE (198), VE (204), ZA (198) *... j.K -> dj.H-2K -> dj.D ** ... j.K -> dj.S(1)-2K... (D) 5D -> [8] j.D-D-D ]8[ ad.j.H -> Land -> 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.D Sol only (198) Feedbacks, additions and what not is appreciated as well.