Jump to content
Dustloop Forums

rtl42

Moderators
  • Posts

    2,670
  • Joined

  • Last visited

Everything posted by rtl42

  1. like others have said, depending on the timing of your directional and attack input, the TK move may not come out.
  2. holy crap, i never even saw your reply o_o "counter hit with s /or 6hs> tatami >frc>iad jD" i can only imagine you whiffing this against lighter characters, because you're doing the iad.j.D too low. "Low meaty j.HS Connected: 5HS tatami combo, 2K 2S tatami combo, 6K tatami combo" The j.H has to hit pretty low; that's all there is to it. Practice doing low j.H |> 2K and get that to combo. If you can't get the combo, it means you're probably not doing the j.H low enough (2K comes out quickly, so you shouldn't have any timing issues with linking 2K). By the way, I think that should say 2K-c.S/f.S, not 2S !_! Also, you can try to do j.H |> c.S-2D if you really want the knockdown, i guess. Anyways, once you get the j.H |> 2K link, try the 5H one (this gives you a nice, big combo). "5D jc>j.HS>j.S>j.SD *wait*>j.SD>ad j.SD>j.D" The inputs go like this: 5D -> press and hold 8/9 -> H -> S -> S -> let go of 8/9 -> D... and the rest is just basic dust loop stuff. Another way you'll probably see that written is: 5D -> [8] H-S-S ]8[ D ... The [_] means hold, the ]_[ means release. "tensionless Lightweights: 2K>5S>2D>tatami>SJ j.PD>ad j.PD> 2D jc j.SD> ad j.SD Midweights: 2K>5S>2D>tatami>SJ j.PSD>ad j.PD>5S jc j.D" You'll have to give me details, there are a few possible things that you could be messing up, and I can't really help unless you tell me what part of the combo you can't get. For the 25% fastfall combos, you can't do them if you can't get tatami FRC iad.j.D like in the beginning of the post, so you'll have to practice that, first. "i have also found that when u get up after a knockdown u can actual throw before u stand up complete and interupt attacks that begins that frame(dunno if thats true but i some times do such throws or sth else happens?)" Yes, as long as your opponent is in range, a throw will beat out anything that doesn't have throw invincibility, and throws happen in essentially 0 frames.
  3. fucking rofl
  4. how come you never posted this here :O
  5. he's talking about okizeme.
  6. 6+s+h.
  7. http://blog.livedoor.jp/trf_ggxx/ => http://www.filebank.co.jp/guest/trfggxx/fp/nojiai => Password: nakanotrf Jonio (JO) vs Dora (CH) / N-shima (N島) (OR) Jonio (JO) vs Dora (CH) x5 Jonio (JO) vs Okomukin (PO) Jonio (JO) / Okomukin (PO) vs Dora (CH) / N-shima (OR) Okomukin (PO) vs Dora (CH) / N-shima (OR)
  8. http://gamechariot.com/g3.html => Fourth link, from the left, on the top navigation menu => Middle link, at the top (inside the frame): http://gamechariot.com/g3_080216_final.html Kii FA (黄ふぁ) (FA) vs Akitan (IN) Isa (ED) vs Gura (BA) N (SL) vs FAB (PO) Ken (健) (ZA) vs Iwasaki (岩崎) (CH) http://mac-himeji.sytes.net/ Yuu (MA) vs Nice (RO) Yuu (MA) vs Mid (AX) Yuki (TE) vs Hama-chan (AB) PHK (MI) vs Momi~ (IN) Ken (健) (PO) vs Mokkun (JA) Yuki (TE) vs Mutti (DI) Kuro Neko (黒猫) (AB) vs Yuu (MA) Mid (AX) vs PHK (MI) Susumu (ED) vs Yuu (MA) PHK (MI) vs Mokkun (JA) Yuki (TE) vs Susumu (ED) Yuki (TE) vs Mokkun (JA) PHK (MI) vs Susumu (ED) http://page.freett.com/abcrankingbattle/ => http://page.freett.com/abcrankingbattle/movie.htm Kid (JO) vs Kedako (MA) Iroha (BA) vs Kimchi (KY) Nezu (RO) vs Defure (FA) Defure (FA) vs Kedako (MA) Shou (昇) (MI) vs Kazu (JA) Shou (MI) vs Defure (FA) Kazu (JA) vs Kedako (MA)
  9. air attacks don't necessarily force you to land. (i think MOST don't force you to land; an example of one that DOES force you to land is Baiken's j.H.) so for the most part, you can throw out an attack, and if you haven't landed by the time the attack has fully recovered, you can do something else. (so, if you still have your air movement options, you can do that, too.)
  10. rtl42

    Slayer AC Combos

    all i could get with Jam is: blahblabh j.H -> j.K -> dj.H -> dj.D (knockdown) and the only reason the dj.D hit is because her stupid hitbox is in her foot lol. dj.H -> dj.D didn't work for Bridget when I tried.
  11. now now, match vid discussion plz
  12. lol, by induction on california...
  13. actually i think this thread needs more shrugging
  14. you're the best re: standardized combo notation i prefer using what Gwyrygn has in the Gameplay FAQ sticky as a standard. as for combos, i can do grunt work for you (that's all i'm good for) and i've actually translated the combos from mattariwafuku (the site with Baiken CMs), so if you think that's worth posting, i can post it up. as for "feeding" info, i guess it's a judgment call. the rebuttal to "feeding" info is that the players should spend more time playing and figuring stuff out, but the problem is that some of us don't have a wide variety of competition to try stuff out against. also, some of us just aren't that smart with fighting games, so we need help sometimes to add to that, i guess it depends on what you hope to achieve with all of this: do you want to accelerate the Baiken players here to a "higher" playing level, with perhaps less awareness of all the rough work needed to get there without your help? or do you want to give us the basics, with helpful hints along the way, and let us "find our own way", so to speak? (if it's a helpful analogy, think of any university class you've ever taken, in a subject that's at least a hundred years-old: because the topic is presented so clearly and elegantly, it's often difficult for the student to realize that it took several people to clear such a nice, pristine path through an otherwise dark and murky forest. (i'm hoping you had some good classes/profs, for this to be relevant ) )
  15. the thread title says: "ITT, official stuff".
  16. Everyone has a throw range of 88 dots, except for May & I-No (96), and Potemkin (104), so if your opponents are one of those three, you may be getting thrown before throwing them because you're getting "outranged". if an attack comes out, it means you're out of range, but don't forget that air throws have a bit of vertical range, too (as opposed to ground throws), so keep that in mind when you're lining up for an air throw. btw, what characters do you play? also, some people find superjumping to an air throw to be easier; i don't exactly remember why, and i can't say i find superjumping or normal jumping to make it easier/harder. superjumping gets you up there faster, though, so that may help with timing the throw.
  17. thx!
  18. well... i think that's the first time i've ever watched combos, while listening to Eminem...
  19. http://www38.atwiki.jp/hakoranbato/ => 6th link down, on the left: http://www38.atwiki.jp/hakoranbato/pages/14.html NATO (OR) vs Nage (FA) Daiji (DI) vs Chihou no Hito (地方の人) (BA) NATO (OR) vs Daiji (DI) Nage (FA) vs Chihou no Hito (BA) http://blog.livedoor.jp/ichirui77/ => http://www3.axfc.net/uploader/13/so/C_51725.zip.html => Password: konomi Multi-character CM, "blood on fire". (more of a "gg hype" movie than a combo movie, really.) http://www.geocities.jp/toramusi777/ => Combo Movie link: http://www.geocities.jp/toramusi777/ggxx-combomovie.html Scroll to the bottom to find a Venom CM, "Without Me". http://nakomikomako.blog.shinobi.jp/ => 3/11 entry: http://nakomikomako.blog.shinobi.jp/Date/20080311/1/ => http://www.filebank.co.jp/guest/siogama/fp/combo1 => Password: 7566 Bridget combo movie: 鰤ちょい重 seems to be a partial copy of the Bridget vid from the "Phantasm Infinity" collection, but with a few different combos. the other files are of decreasing quality compared to the first one.
  20. i'll show you next weekend, okay
  21. hm weird, but thx for the responses!
  22. check the frame data. they're both throw invincible, but with different throw invul windows.
  23. for the killing combo in round 1, could you have tried to j.K x2 or something, instead of trying for j.K-2K? (i'm referring to where he techs, but then you hit him anyways) also, how come you consistently went for a really short air combo after BBU -> 2D? at first, i thought maybe you were burst baiting, but you did it even when there was no burst to be afraid of
  24. well, going back to this, i don't see how Sol has any recovery from landing, except after what Teyah said. however, Ky definitely goes into a crouch after landing, but if all you did is jumped up and landed, i don't think you're forced to go through that landing animation. (at least, it seemed to me, when i tried it, that you could hit any attack button and you wouldn't see him crouch down, after landing.) hm, well, maybe this isn't quite what you meant, though. could you give more details?
  25. simplest guess to your first problem is that you probably aren't hitting a down direction, even though it may feel like it. if you're in training mode, turn on the INPUT bar to double-check that you are, in fact, inputting a down direction (to get your super/high jump). otherwise, maybe you're waiting too long in between your down-up motion for the superjump, so you may need to do it faster. those are just my guesses, though. as for landing recovery, i'm pretty sure other characters have it... i'll double-check when i get home in a bit. (if anyone else knows better, by all mean just go ahead and answer his question, dont' wait for me.)
×
×
  • Create New...