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Pervert_Q

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Everything posted by Pervert_Q

  1. no not at all. If I get to 3 , I get there. I never let up pressure just to charge to 3. Generally I'll get there 1-3 times a match if im doing my usual right. I try to make people eat counterhits every couple of rounds, I don't want to get too predictable. About the only time I'll stand and charge to 3 is if I throw someone to the corner and they wall-stick but it's too far to really do anything. If its just barely out of range and enough for a rock-it to connect I'll do that and then try to air throw them out of a tech and then set up for a relauncher.
  2. and besides if or if not bhb is not slip recoverable I sometimes like to mix up and not combo intentionally to try to force someone to react so I can land a free counterhit depending on what they do. CH's lead into insane dmg so I think its well worth it.
  3. Are you sure that its impossible to slip recover from bhb lvl 1 or 2? Because in that i'll never go for mix up again. The only reason I say tacking 20 or 30 or maybe a little more dmg is mainly because "unless your standing back and charging" by the time you do pokes and mix up into charge cancel to gain charge meter, by that time hopefully you've done a good chunk of damage to your opponent. That's the main reason why I say maximize the damage.
  4. the 15-20 ish was a rough generalization, I wasn't being exact. Well said though. I like this character because you don't have to play him cookie cutter. In fact, I don't alaways use the most logical combos for maximum damage, because sometimes I'd rather mix up. Then again this is for ground combos not air related combos. I tend to do the bnb k,s,HS into bhb level 2 (frc) either into another combo ( if they don't slip recover) or mix up if they do. For maximum damage its generally sugested to do a lvl3 brp for maximum ground damage or comboing into fafnir from a meaty jump HS. It's definately an each to his own type of character
  5. It just depends on if you really want to push your dmg to the limits in whatever current situation your in. If I do a gb crossup I want the "maximum" damage I can get out of it or I mine as well not do it at all. Running gunblaze generally isn't used unless your trying to catch a jumping opponent. In that case standing 5s into SJI is really your only option. 15-20 may not make much of a difference but if you push the dmg on all of your combos those 15-20s add up. Just because he does big damage off of a lot things doesn't mean you shouldn't maximize your damage. It's like if i'm playing regular sol and I do command grab, d.HS j.s. sidewinder ch and then only followed it up with one more loop and a finisher. Potentially ( being that you worked on the combo with most characters) you could get 4 or 5 clean hits then a finisher. Even though the damage gets quite prorated after a while IMO it's still worth maximizing damage. This pretty much applies to every character in the game. It's like a slayer player not using d.s relaunches because it's harder to do than the typical air combo into a dust for a knockdown. However, If you don't want to spend the time training to maximize all your damage your options listed earlier are the way to go and are also a lot easier than having to judge height/distance on different characters.
  6. I didn't say CH specifically I said if their standing and get it or on CH It's doesnt work if you hit them while they are in the air because they can tech early So basically if you do a gunblaze cross up and they dont jump you can do the whole combo I listed earlier doing 250 ish dmg
  7. and seriously, for 100 ish more dmg it's well worth it, being why I use it all the time. The combo doesn't change very much char to char. It's only minor changes in timing and the combo itself isn't difficult to begin with.
  8. Yea I use that one every once in a while if it's against a character I don't play against enough to do my combo reliably. with my combo I listed with no follow ups on axl 221 with ending it with storm viper or brp ending with brp level 3 you can follow up with 5s and jump hs, dj dust or the SJI combo on axl = 242 , probably 250ish or more with SJI combo. When I'm less incapacitated later I'll end the combo with SJI and see how much more dmg it is.
  9. ah, i thought you were referring to using 5s instead of just jump hs,d dj hs,D relaunch. Yea sometimes it's just best to go for a knockdown instead of a 3rd relaunch.
  10. The main concern is just getting the tip of jumping Hs hitbox to connect really early when your trying to relaunch with J.Hs, D dj HS, D
  11. You can get it on every char without 5s
  12. A combo that I do often but hardly see it used off of a level one gunblaze ( hitting them on the ground not in the air, since if it hits them in the air they can tech early) or CH. lvl1 gunblaze. Run and jump really really really deep. Hs, D. dj Hs. D. Now you should have them in the corner and at the specific height that you can jump hs,D dj Hs D. for followups it depends on what charge i have at the time. If I charge keep on lvl 2 I'll follow up with level 2 storm viper and do something after that, or I'll just brp for a knockdown and free charge. If its level 3 ... well This combo also changes depending on character weight so you have to do a lot of experimenting to get it to work correctly on everyone. Pervert_Q is online now Report Post Edit/Delete Message
  13. good points, maybe ill throw it in and see how it works out. All the combos i generally do so far do good dmg anyway. It just seems that the lvl3 brp wall bounce is kind of odd. Does the timing change a lot from char to char on follow ups ? I wouldn't really say bhb frc combos are a waste of meter. I find that at most times I have more meter than I know what to do with.
  14. Who cares about brp lvl3 from a 5HS, seriously ? If you have 3rd level you could do something way more practical like level 3 rockit into JI combo level 3 BhB into a ID combo or if you have some meter frc the ac and do another bnb combo into another bhb into a ID combo level 3 tyrant rave omega then combo off wall bounce
  15. anyone have any other stupid level 3 specials to level 3 super combos ?
  16. update from what i can gather you only have 1 or 2 frames to get those two level 3s in a row
  17. Didn't see if this was posted yet but my current favorites k,s,hs, 236 p<lvl2>, d(frc), dash, k,s,hs, 236 S<lvl2> RC, j.hs, j.d, j.hs. j.d, brp1 stupid combo in corner, ID j.hs, j.d, j.hs, j.d, brp level 3, land 632146, hs level 2. then... whatever Ive noticed it possible to get a level 3 on that super after land but you don't have many frames to get it off.
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