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Kashou

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Everything posted by Kashou

  1. whatever connects -> JI 2HS j.PKK dj.KKS tj.SHS 623S/214214K This is the universal teleport combo. It requires one extra K in the dj section, so dj.KKKS, on Potemkin and Bedman. It does like 10-15 less damage than character specific teleport combos, but it's good to have a stable combo before learning 20 different variations. The first PKK is a little tight on Faust, but it works.
  2. Has anyone found any a bit more universal 2HS 22S combos from a 2D Rekka starter? The ones I've found are character specific, and I'd like to avoid that if possible to some degree. Mid-screen dash c.S 6P c.S 2D 236S c.S JI 2HS 22S j.K(1) j.S dj.K(1) j.P j.K(1) j.K(1) j.S tj.S j.HS j.623S/j.214214K - 171 Damage/215 Damage (Sol) dash c.S 6P c.S 2D 236S 5P JI 2HS 22S j.K(1) j.S dj.P j.P j.K(1) j.K(1) j.S tj.S j.HS(1) SRK - Faust dash c.S 6P c.S 2D 236S c.S JI 2HS 22S j.K(1) j.S dj.P j.P j.P j.K(1) j.K(1) j.S tj.S j.HS(1) SRK - Ky j.PKS does not work after a 2D 236S starter on Sol at least. It works on Ky after some more testing though. Corner c.S 6P c.S 2D 236S 623HS j.D j.236P 4-6-6 j.K(1) j.S dj.S tj.S j.HS(1) SRK/j.214214K (c.S/f.S 236236K) - 179/219(270) Damage (Sol) 63214S 4-6-4 c.S JI 2HS 22S j.K(1) j.S dj.S tj.D j.236P 4-6-P - 168 Damage (Sol) I feel like this combo is more reliable than doing c.S f.S or c.S 5HS because they both whiff on certain characters. Also you can end the regular dust combo with a 214214K to get knockdown and additional damage, but we have probably already covered that.
  3. Updated my original post. I feel like I have most of the important stuff there now, except maybe character specifics and 2HS combos, but I don't find them to be particularly vital. They are still good because it feels like 5HS has way worse hitbox now, so 6P 5HS as anti air doesn't quite connect that well, and 6P 6HS is a gamble. edit: did some moving back and forth - ATG
  4. Most people don't seem to have Xrd yet, seeing as how there's not even a combo thread. I'll post the stuff I have found myself so far. I don't really watch match videos so there's probably better stuff, and the stuff here isn't necessarily good, just possibilities. Also of note: In the corner Chipp can do SF4 style crossups from wall climb. If you end a combo in the corner with 2D (or wallclimb P and just do 22HS after) and cancel into HS teleport into wall climb you can just cancel the wall climb into j.HS, and depending on your timing it will either cross up or not, which also messes up their reversal inputs. So basically every knockdown leads into a 50/50 setup in the corner. Also for the time being I prefer the simpler mid-screen combos because a solid knockdown is so insanely good for Chipp in Xrd, seeing how crazy good Find Me is now. Chipp Stuff All damage is vs Sol unless otherwise stated. On block: c.S 6P c.S 6P 5HS - > Teleport -> 22HS Double-Crossup -> 22K Throw setup -> 22P -> Teleport/Gamma Blade YRC On Block: Gamma Blade YRC -> Teleport -> 22HS Double-Crossup -> 22K -> Throw/Dust/c.S -> 22P -> Teleport Gamma Blade mid-screen hit: dash c.S 5HS j.D - 92 damage If you are a bit further away dash 6HS IAD j.D can work, or even IAD j.P j.K(2) j.D, but it's weird to get it to connect, at least on Sol. dash -> Character specific to knockdown. dash 6HS 632146HS - 167 damage Gamma Blade corner hit: dash 6HS 236S 623HS j.D j.236P 46-delay P - 143 damage dash 6HS 236S 623HS j.D 214214K - 174~ damage On Hit : c.S 6P c.S 6P 2D - 102 damage c.S 6P c.S 6P 2D 236236K - 174 damage Note: You can add another c.S after 6P, but I don't recommend it as it is prone to dropping. On Corner Hit: c.S 6P c.S 6P 2D 22HS 46 -> Oki - 102 damage c.S 6P c.S 2D 236S 623HS j.D j.236P 46-P -> Oki - 155 damage Oki: -> Early j.HS (Crossup) -> Combo -> Delayed j.HS (Not Crossup) -> Combo Combo: j.HS c.S 2D -> 236236K - 168~~ damage The above combo is awful, do this instead: j.HS c.S 2D 236S 623HS j.D j.236P 46-P - 156 damage c.S 2D -> 22HS -> Oki - 90 damage Corner Leaf Throw -> Wall Climb Cancel -> Combo/Oki Combo: 46-P - 100 damage 46-P RC 6HS 236S 623HS j.D j.236P 46-P ->Oki - 159 damage Oki: Climb down -> S (Leaf Throw) Climb down -> P (Can crossup with timing) (This next combo might be slightly wrong as I'm just writing from memory.) Corner Dust-6 combo: 5D-6 6P 6HS dash c.S 6P c.S 2D - 112 damage 5D-6 6P 6HS dash c.S 6P c.S 2D 236236 K - 172 damage or 5D-6 c.S 6P 6HS Leaf Throw Reset 5D-6 5P 6P 6HS Leaf Throw Reset vs Faust. Mid screen Dust-6 combo: 5D-6 dash 6HS 236S 623HS j.D j.236P 46-P - 111 damage Note: This is the only dust combo I've found so far that leads to knockdown from mid screen. Mid screen: (Dashing c.S 6P) c.S 2D 236S 5P j.D - (92)120 damage Personally I'd rather just do a simple c.S 6P loop to 2D into Find Me, but this combo works on most of the cast I think, and does about 20 more damage. You can do AC style j.P j.P j.K(2) j.K(2) j.D combos, but just like in AC, they are wonky as fuck on most characters. Something I personally want to avoid. Note: Only one c.S on Ram. Instakill combo - Opponent under 20% health dash c.S 6P 2D 623S(1) RC IK mode -> IK This combo sucks, but it's cool. In 99% of the cases, just doing a combo into super will finish them instead. edit: i did some pointless moving back and forth and will just quote this post in the combothread - ATG
  5. I dunno if people are still watching this thread, but I can't get the viewer to work anymore. I'm using the same PCSX2 version and setup as when it did work but now I'm just getting Unhandled exceptions. I've tried everything, and downloaded everything that you are supposed to need but it keeps giving me the same error anyway. I got it to work with no issues last time, before I formatted my computer. Or does it HAVE to be the JP version?
  6. It's a great crossup but very risky since you have to know your spacing perfectly. Also BS does not crossup unless you do it raw in almost every situation. 5B-> BS is a crossup I think,, at least point blank, but 5B 5C BS is not, even if you are pretty much 100% on the opposite side. 6D BS isn't a crossup either. It autoblocks the right way just by holding the same direction. You can get about the same damage as from hades RCs so if you're skilled enough to hit them without whiffing it's good. If you whiff you're dead. If you hit you only get combo with RC. Only the ground version is fatal.
  7. You will find that most Chipp combos, even his BnBs, are extremely char dependant for pretty much every character in the game. I don't have access to the game atm but there are corner combos on the first page for Faust. Otherwise you'll just have to experiment with c.S 2D 236S and see what works after that. 5HS iad j.P j.D j.236P 5HS and try out every combination of j.P and j.K until you can either get a j.D or a j.D j.236P knockdown. dash j.P and do the above. I dunno man, Chipp combos are dumb. Merry Christmas. 8)
  8. Here are some more OD combos with different HP amounts than the ones in the OP. I made a cool combo earlier but turned out it used more OD than you can have and in the end it boiled down to the OD combo we already have. OD Corner Combo -> 5B 5C ODc 5C 2D dc D-SRKCOMBO j.D j.214B-214D jc.214D 214214D - 5614 Damage - Builds 29% Heat - 1-30% hp OD Corner Combo -> 5B 5C ODc 5C 2D dc 5C j.C j.214C D-SRKCOMBO j.D j.214B-214D 214214D - 6047 Damage - Builds 32ish heat (Continuous heat buildup cause 10% hp so more than that) - 1-10% hp It should be right, I got tired of rechecking. Edited this post like 9 times. OD Mid screen -> 5B 5C ODc 5C 2D dc 5C 5D(2) 632146D - 4509 Damage - Builds 22 Heat - 1-80% hp OD Corner -> 5B 5C ODc 5C 2D dc 5C 5D(2) 214214D - 5005 Damage - 22 Heat - 1-80 hp These can be good short OD combos to end the match with if your opponent still has a burst.
  9. Mid screen throw-> A+B 214B delay 214D hj.C j.D jc.C j.D j.DSRK - 2743 damage Corner Throw-> A+B 236D 5C j.C j.214C 5C 5D(2) DSRK - 3476 damage OD Corner Throw -> 236D 3C 22C ODc 6D 623D 236C 214D j.D j.214B j.214D jc j.214D 214214D - 5482 damage 50% heat 50% life Mid screen DPS -> 5B 5C 2D RC 5C 214A 5B (5C) 5D(2) 214B delay 214D hj.C J.D jc.C j.D J.DSRK 4000~ Mid screen Range -> 5B 5C 214A RC 6C 214B-214D 6A j.214D dash 5B 5C hj.C j.D jc.C j.D j.DSRK 3427 Corner Combo DPS -> 5B 5C 2D RC dash 3C 22C 236D 5C j.C j.214C 5C 5D DSRK - 4698 damage 50% heat Corner Combo Range -> 5B 5C 214A-214D RC (dash) 3C 22C 236D 5C j.C j.214C 5C 5D(2) DSRK This is my current combo document. I think some of it is repeat stuff because I've been using the OP as reference points. Been staying away from TK Blood Scythe crap cause my failure rate is off the charts.
  10. It doesn't slow down at all in the 10-30 range. But I wouldn't play anybody with higher than that to begin with. I do notice slowdowns when I play against some of the russians so I understand what you're talking about.
  11. There's nothing wrong with the netcode. There's something wrong with your internet connection and the one you're trying to play with. Delay is Delay no matter the netcode. Programming won't make that 30 ms delay suck less, and I bet you guys are sitting on a nice and good 50+ ms with your ADSLs and 8mbit connections. Not to mention distances.
  12. This is the most important combo for any justice to know. Works on Chipp AND ANJI THROW -> 6HS WHIFF FIRST HIT SUPER CANCEL ON SECOND-> 46463214HS
  13. Updated my post with a couple of new characters. Ky made me take a break but I'll get back to that in a moment. I'm discovering new stuff along the way so I'll go back and recheck everything later.
  14. Never mind, had counterhit on So you will have to make do with: Air throw -> RC 6HS j.S(1) j.D dj.S(1) j.41236HS j.HS - 173 damage 50% tension - Knockdown
  15. How to 22S FRC iad: 22S 6, FRC, 6 Press 6 first, then FRC, then 6 after FRC. Don't input 6+FRC, 6 or 6, FRC+6. Easy! *vomit*
  16. 41236HS 6HS 632146HS is probably one of our most damaging combos with a little guard guage. It does 308 damage with 50 guage on Jam. While 50 is a lot, 20 or so is realistic and will make it do quite a bit more than 182 or whatever it does with 0. Too bad it doesn't work on HOS and Sol.
  17. It doesn't give KD without the c.S 6P c.S
  18. Yeah but that combo only works properly with a running start, and then you can go for the loop instead unless they are crouching. In my experience c.S 2D 236S combos are done standing still almost always and now we can go for 236P-D combos from any running hit very easily. That being said my first justice combo sucked but I found a new one that works standing still. c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P - 146 damage 0% tension and it does 157 damage with c.S 6P c.S starter and 1 less j.K hit at the end. Also loop is combo of choice vs justice since you can poke into it with f.S 5HS and even if you're just standing still c.S f.S 5HS iad j.P still connects.
  19. All combos lead to knockdown unless otherwise specified. In my post I will list all the good combos I find BY CHARACTER because everything is so character specific for Chipp. Will keep updating this one. vs. Anji 2K c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D - 82 damage 0% tension Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I'm salty.) c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D - 140 damage 0% tension Corner Only c.S 2D 236S 5HS j.D j.236P - 140 damage 0% tension From jump in (j.S) c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D - 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs. c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.K(2) j.D - 188 damage 25% tension c.S 2D 236S 5HS 41236K-D f.S 5HS iad j.P j.S dj.S j.HS j.623S - 200 damage 25% tension - NO Knockdown Corner Only c.S 2D 236S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 195 damage 25% tension dash c.S f.S 5HS 236P-D c.S 5HS iad j.P j.S dj.S j.HS(1) j.623S - 215 damage 25% tension - NO Knockdown dash c.S f.S 5HS 236P-D c.S 5HS iad j.K(2) j.D - 203 damage 25% tension j.D CH 6HS iad j.K(2) j.D - 114 damage 0% tension j.D CH 6HS 41236K-D c.S 5HS iad j.K(2) j.D - 189 damage 25% tension Corner Only j.D CH 6HS iad j.K(1) j.D j.236P - 130 damage 0% tension CH 6K 6HS 41236K-D c.S 5HS iad j.K(2) j.D - 165 damage 25% tension Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S 5HS j.D - 214 damage 50% tension 41236K FRC 5HS iad j.K(2) j.D - 126 damage 25% tension vs. Roboky c.S 2D 236S 5HS iad j.P j.D j.236P - 116 damage 0% tension c.S 2D 236S 236K 5HS 41236K-D - 131 damage 25% tension Corner Only c.S 2D 236S (delay + hold 4) 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P - 165 damage 25% tension j.D CH c.S f.S 5HS iad j.P j.D j.236P - 105 damage 0% tension Corner only j.D CH c.S f.S 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P - 154 damage 0% tension 41236HS 6HS iad j.P j.P j.D j.236P - 103 damage 0% tension (depending on iad timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed j.236P 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage) Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S f.S j.D - 175 damage 50% tension 41236K FRC 2S 5HS iad j.P j.D j.236P - 118 damage 25% tension vs. Justice c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P - 146 damage 0% tension c.S 2D 236S 5HS 41236K-D 5HS iad j.P j.D j.236P 181 damage 25% add delayed f.S or 2S before 5HS for harder combo and 8 more damage dash c.S f.S 5HS (or standing c.S 5HS) 236P-D delay until near ground 5HS iad j.P j.D j.236P - 193 damage 25% tension c.S f.S 5HS iad j.P j.S j.HS c/f.S 5HS iad j.P j.S j.HS c.S 2D - 175 damage 0% tension alternatively c.S f.S 5HS iad j.P j.S j.HS c/f.S 5HS iad j.P j.S j.HS c.S 5HS iad j.P j.D 181 damage Situational with back towards corner dash c.S f.S 5HS 236P-D 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 232 damage 50% tension vs. Jam c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.K(1) j.D j.236P - 133 damage 0% tension Corner Only c.S 2D 236S 236K 5P j.D j.236P - 133 damage 0% tension CH j.D dash 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P - 199 damage 25% tension CH (close or running or corner) 6K 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P - 176 damage 25% tension CH 6K dash c/f.S 5HS iad j.P j.D j.236P - 96 damage 0% tension dash c.S f.S 5HS 236P-D -> Look below Close trajectory -> c.S 5HS jump DELAY j.P j.K(2) j.K(2) j.D - 206 damage 25% tension Far trajectory -> f.S 5HS j.D - 193 damage 41236HS dash 6HS iad j.P j.D j.236P - 125 damage 0% tension 41236HS far 6HS c.S 5HS jump delayed j.P j.K(2) j.K(2) j.D - 180 damage 25% tension 41236D 6HS 6HS iad j.P j.D j.236P - 162 damage 25% tension vs. Chipp c.S 2D 236S dash 5P j.P j.P j.K(2) j.K(2) j.D j.236P - 145 damage 0% tension c.S 2D 236S 236K RC 6HS iad j.K(2) j.D - 201 damage 50% tension c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 252 damage 25% tension 6K CH dash c.S 5HS iad j.P j.D j.236P - 141 damage 0% tension Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS j.D j.236P - 197 damage 25% tension Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 242 damage 50% tension (You can do 1 more damage with 6HS iad j.K(1) j.D j.236P FRC loops, but this way you don't have to FRC, and 2S is easier to land than 6HS.) j.D CH 6HS iad j.K(1) j.D j.236P - 159 damage 0% tension j.D CH far 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 239 damage 25% tension 41236HS 6HS iad j.K(1) j.D j.236P - 160 damage 0% tension 41236D 6HS 6HS iad j.K(1) j.D j.236P - 204 damage 25% tension vs. Johnny c.S 6P c.S 2D 236S 236K 5HS j.P j.K(1) j.K(2) j.K(2) j.D - 158 damage 0% tension c.S 6P c.S 2D 236S delayed 5HS 41236K-D c.S 5HS j.D - 182 damage 25% tension CH j.D dash c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.D - 107 damage 0% tension c.S f.S 5HS 236P-D -> Look below: Close trajectory -> c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.236P - 197 damage 25% tension Far trajectory -> f.S 5HS j.D - 187 damage 25% tension The close trajectory combo is very prone to dropping and I recommend using the simpler one. 41236HS 6HS iad j.K(2) j.D - 111 damage 0% tension 41236HS 6HS 41236K-D c.S 5HS j.D - 164 damage 0% tension vs. Ky c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 161 damage 0% tension c.S 2D 236S (delay+hold 4) 5HS 41236K-D f.S 5HS iad j.P j.D j.236P - 188 damage 25% tension I find that if you don't hold back to get that pixel more spacing and delay the 5HS you won't get them high enough to hit the iad j.P. I don't like this combo. Against Ky you can always combo c.S 5HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him. c.S (f.S) 5HS 236P-D c.S 5HS j.D - 186 damage 25% tension c.S (f.S) 5HS 236P-D c.S f.S 5HS 41236K-D - 211 damage 50% tension j.D CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 130 damage 0% tension Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS j.D - 163 damage 25% tension Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P - 207 damage 50% tension 6K CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 110 damage 0% tension Corner Only 6K CH c.S f.S 5HS 41236K-D c.S 5HS j.D - 142 damage 25% tension The 50% j.D CH combo should work with 6K too, but I'm having great difficulty landing it so I can't be sure. 41236HS dash c.S f.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 129 damage 0% tension 41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.236P - 138 damage 25% tension 5D 8 dj.D \/ 6HS iad j.P j.K(2) j.D j.236P - 123 damage 0% tension 5D 8 dj.D \/ 6HS 632146HS - 177 damage 50% tension Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will iad. Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land. vs. Bridget c.S 2D 236S 236K 5P j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 135 damage 0% tension Corner Only c.S 2D 236S 236K 5P j.D j.236P - 135 damage 0% tension Corner Only c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P 177 damage 50% tension (dash) c.S (f.S) 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 211 damage 25% tension j.D CH dash c.S f.S 5HS jump delayed j.K(1) j.K(2) j.K(2) j.D j.236P - 135 damage 0% tension Corner Only j.D CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P - 185 damage 25% tension Corner Only 6K CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P - 163 damage 25% tension 41236HS 6HS iad j.K(1) j.D j.236P - 131 damage 0% tension 41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 144 damage 25% tension vs. Slayer (dash 2K) c.S 2D 236S dash 5P j.D j.236P - (69) 105 damage 0% tension You CAN do other combos but they are prone to dropping. c.S 2D 236S 5HS 41236K-D 2S 5HS iad j.P j.D j.236P - 177 damage 25% tension c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 190 damage 25% tension 6K/j.D CH 2S 5HS iad j.P j.D j.236P - 90/106 damage 0% tension 6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 124/141 damage 25% tension Above 6K/j.D combos are more reliable, below are more damage. 6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P - 99/118 damage 0% tension 6K/j.D CH 6HS 41236K-D c.S 5HS iad j.P j.D j.236P - 157/178 damage 25% tension 41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P - 118 damage 0% tension 41236HS (dash) 6HS 41236K-D c.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - 165 damage 25% tension 41236K FRC 5HS iad j.P j.D j.236P - 123 damage 25% tension vs. Testament (dash 2K) c.S 5D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - (101) 161 damage 0% tension c.S 5D 236S 5HS 41236K-D f.S 5HS iad j.P j.K(2) j.D - 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.) c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 200 damage 25% tension Works anywhere. 6K/j.D CH 2S 5HS iad j.P j.D j.236P - 93/112 damage 0% tension 6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 132/153 damage 25% tension You might have to delay the 6HS to get proper bounce height. Works midscreen only, less reliable. 6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P 106/124 damage 0% tension 6K/j.D CH 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 166/187 damage 25% tension 41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P - 126 damage 0% tension 41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 175 damage 25% tension 41236K FRC 5HS j.P j.P j.K(2) j.K(2) j.D - 124 damage 25% tension vs. Zappa (dash 2K) c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P - (101)161 damage 0% tenson Corner Only (dash 2K) c.S 2D 236S 5HS j.D j.236P - (90)135 damage 0% tension c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.P j.D j.236P - 187 damage 25% tension c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P - 200 damage 6K/j.D CH 2S 5HS iad j.P j.D j.236P - 93/112 damage 6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P - 132/153 damage 25% tension vs. Millia (2K) c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P - (92)147 damage 0% tension c.S 2D 236S 236K RC 6HS iad j.K(1) j.D j.236P - 201 damage 50% tension 41236HS (dash) 6HS iad j.K(1) j.D j.236P - 149 damage 0% tension 41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 205 damage 25% tension Corner Only 5D 8 dj.D \/ j.P j.K(2) j.K(2) j.D j.236P - 105 damage 0% tension vs. Ino (dash 2K) c.S 2D 236S j.P j.P j.K(2) j.K(2) j.D j.236P - (76)121 damage 0% tension c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P - 174 damage 50% tension dash c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 207 damage 25% tension 41236HS (dash) 6HS 41236K-D 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P - 180 damage 25% tension vs. Faust c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P - 124 damage 0% tension j.D CH 5K 5HS iad j.P j.D j.236P - 100 damage 0% tension vs. Everybody except Sol, HOS BURST SAFE - These combos cannot be bursted if they are in the corner and you space the 6HS properly. near corner CH j.D 6HS 632146HS - 182 damage(on justice) 50% tension CH j.D Dash 6HS Super connects on Testament, RoboKy, Johnny, Chipp, Kliff and Bridget outside of the corner. Can possibly connect on more but I wouldn't attempt it since j.D usually doesn't hit at optimal hight to utilize this. 41236HS dash 6HS 641236HS - about 180~ damage 50% tension
  20. http://www.youtube.com/watch?v=9I2NpzhPvOM#t=21s Can someone in this dead forum explain this combo to me? I can't get it to work even if I manage to TK the alpha blade perfectly (at least it seems like its perfectly timed to me) and have slash on turbo on my stick. The f.S won't connect. Also if I do a j.S like that before the alpha blade won't even connect in the first place.
  21. PSN: KashouCanavi Location: Sweden Also add me on Skype @ kashoucanavi It's such a hassle to try to communicate through PSN.
  22. Looking for Europeans to netplay with. Add me on Skype @ kashoucanavi and the same on PSN. Way too few players over here who don't think they are too good for online.
  23. Against Johnny, Chipp can do a rather easy j.D CH slide combo. j.D CH dash c.S 5HS forward superjump j.P j.P j.P j.K[2] j.K[2] j.D 236P Ends with KD and does 146 damage! Works everywhere.
  24. I have over 100 matches played now, and I find the netplay to be fantastic. Given I have only played against other people in Sweden and mr.norway Nattak, but it is still very good against Rank 4 connections. I do recommend some strats for playing against people though. If you want to play against a friend or something, one of you make a game, and just leave all settings off and hope nobody hops in. You could try connection quality on or something idk. And then the other guy just spams search until you find eachother. If it doesn't work you might wanna swap it around cause the lobby sucks ass. Inviting is/was almost impossible and it usually results in shitty connections even with players who you usually have good connections with.
  25. This feels like the appropriate place for this so: http://sv.twitch.tv/kashoucanavi We're two guys from sweden who stream our matches on occasion. We are not amazing players but do join my channel if you want! Unless you have AC+R VODs to watch of course.
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