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Everything posted by Zaido
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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.
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basic thing is learn the combos, character specific combos and stuff as well learn to just block sometimes, using FD what not BBU is good anti air, but sometimes throwing it out while they airdash from certain distances will just leave you open and lead them to hit you for free. use different jump normals, like jK what not add in some mix up high lows, dash grabs, bites, etc...
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i will watch the matches and hopefully i can provide some good feedback info or maybe take some ideas as well :P
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thign is sometimes you do a Long distance 2K and it might knock them away from 5K range, so i woudl just suggest going to either 2D or you can do a gutsy 2H -> BBU, which might whiff :/...
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the thign he can match range with his range and his projectiles and zoning ability, once he gets a knockdown you can expect his net set up to mix up to then run away set more traps if he gets more knockdown he jsut repeat the process etc... i remember seeing one vid, i forgot the outcome but Slayer basically coudln't do anything, he can always try the DOT super when Testy does the EXE beast that goes from behind..., but Testy always manages to block it and punish after i believe... so only way is to striek when you can , and punish any mistake he might give :/... but then again i havent fought a pro testy yet.. and this is only speculation from fighting my friends mediocre testy...
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logically speaking its very very very hard... liek what dandy stepper said, time i can get in is if he miss layed a trap and i get a BBU on him or soemthign, but his new forward exebeast and stuff really stops my movement clean.. some safe jK and 5K might work as well from a distance against traps, sometimes a 2H but 2H is really unsafe against him imo... and once he gets away... have fun tryign to get back in.
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what is with people and their flashy avatars :/.... anyways... i hate how jam is so freaken light so i ahve to do really crappy version's of "The Rest" when i fight her :/... sometimes i even leads to me unable to end it with the final jD part so i had to bait the tech if she does with an airthrow :O.. also i did somethign really hillarious with slayer was as i was doing the rest i did a miss timed djS, and instead it didn't come out but dj2K did and it whiffed, Jam teched and i air threw her as soon as my dj2K recovered XD... good shit.. luv that j2K XD...
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i do'tn think you can do it with 2K but you can with 5K by jump canceling into a special
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well you added RC so i was like that part isn't really needed :p...
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i do 6K->2K->2H->BBU-> depending on character hit -> the rest or 6K->2P->2K->2D or 6K->5K-> mappa punch if youw ant to you can RC -> c.S pile bunker or 5H->2D
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well first thing is, certain Mappa CH you can just go directly into BBU you dont' even need to RC it imo... you could use that extra 50 percent tension for seomthign else more worth while :X...
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i actually wan tto try doing anti air 2S CH -> dandy step P or K or maybe even S -> low hit under pressure, to 5S -> air combo or soemthignif possible.. gona test it later today maybe...
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depending on the thign usually when i get a 2S CH or crouching slash counter hit, i do iad jH land walk a little 5S-> air combo depending on character weight 5S5S might work etc.. you might even be able to switch iad jH > land > 5H might work as well :X it was posted either do mappa P fient or osemthign also.. to 5S5S or soemthign and also CH 2S is like almost untechable all the way to the ground? so you can use that time to do stuff like walk forward 5S or 5P or watever to help the combo as well..
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just got to make sure you dont' hit them too far away :X
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depending on the character you are fighting, the options you can try doing are: jP>jK>j2K>jK>etc... heavy character like Johnny or what not you will have to add in more jP to get him up to the rigth height... if they are really low maybe you can add in f.S as well to help juggle them more. now if it was counter hit you can probalby wait for the 5S to recover and add other attacks to help get the height right... if you can't get the height right dont be afraid to add in hits to help get the height right cause if it isn't right there is not alot of way for you to really compensate it unless you add those hits in :/... but osmeitmes too many will make them able to tech out more easily.. EDIT: if they are too low for the next jK> whatever you can just do jK>land relaunch combo or using jS(1hit) land 5P which is pretty precise timing :X...
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c.s is what?? close slash? crouch Slash??
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o jeez adler gona be cheeze :O...