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blitz

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  • Birthday 07/30/1985

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  1. That last one. I can't airthrow in xrd to save my life, especially not after yrc D:
  2. oh, btw, that throw combo with sj.k -> pin works on a couple other characters. The full list: bedman, slayer, faust, elphelt, axl, sol, millia, potemkin. if it works on sin, i personally can't get it.
  3. Ok, with the above and what Taylor added, all 5K -> j.K -> iad K-P/S-H combos are listed. I'd add that both axl and slayer can be hit with 5K j.K iad j.K-S-H, off which continuation is possible. There's also some interesting corner variations that hit quite a bit of the cast. Currently making a vid that showcases these among other things. here are the useful ones: vs sin midscreen: throw, 5K-JI -> SJC, sj.K -> IADC, sj.K-S-H. Works on a few others. vs bedman/slayer/faust in the corner: 5K -> SJC, sj.K -> 214S, falling sj.D, (pickup pin)2H -> JC, j.D -> IADC, dj.S-H(2) -> 214S, land, 214H.
  4. I got a comprehensive list of throw combos at home, I'll post it later tonight. Edit - also noticed a nice corner combo in recent vids, MI vs mi: Corner low air dash j.S land S -> 236S, winger, land, 6H(1) -> j.214S, falling j.D, land, 2H -> j.S-D iadS-H
  5. so in recent vids, I saw a few fun things: 236H, 5D -> YRC, 2S God, I'm gonna have so much fun trolling people with that... on faust, woshige used 5K-2K-2K after Hdisc, presumably to give the disc time to hit his incredibly low profile crouch. on Elphelt, Nakamura was using double jump after Hdisc in the corner into low airdash mixup. Also, being generally ultra safe with oki options, even backdashing into SG after j.H(2) -> pin, and back jump to forward jump. The former seeminly to bait reversal super, the latter to avoid burst. Good stuff. on sol, Naka doing j.H(2) -> pin ender into lust shaker, 2(pick up pin)36H is also interesting.
  6. Oh hey, somebody else is finally doing double relaunches. Neat.
  7. from what I'm seeing, she is still top tier. To explain for fruits: SG takes away sol's ability to jump out of millia's setups, without putting millia in harms way. It does more than that, but that's really the high point of using it. Properly executed, of course.
  8. ^funny, that's like this one combo i was messing with on sol awhile back. the max spacing for it was, at the start of the match, airdash over sol and start with: S-2H > JC jD > IAD jS (L)jH > j214S, land, IAD jS jD, land, pick up pin, 6H > JC jD > IAD jS (L)jH > j214S, land, 6H > JC jS jD > IAD jS jH If I remember, did pretty good damage. Tried the iad sd on a couple other characters, found it a bit clunky timing wise. And since the damage isn't as good in the corner on characters you can straight up jD pin airdash jD, and only about 20 or so more than regular relaunches, it's just sorta meh considering the difficulty. If you are close enough to the corner, but not close enough for jD > pin, ad jD, then sure. Oh, don't bother with the extra launch. Just end with pin into secret garden. the 2nd relaunch just does a tiny bit more damage anyway. Oh yeah, on some characters, you can do this in the corner... raw 6K or low airdash jK jS land S/H into: 236S, 236236S, 236S, 2H -> aircombo.
  9. A relaunch combo from the ground on axl: Sc-2H > JC, jD > IADC, (slightly delayed)djS-(delayed)djP-djH(1), land, Sc-2H > JC, jS-jD > IADC, djS-djH Also, have a tensionless throw combo on axl: THROW, K > JC, jK > IADC, djK-djS-(super delayed)djH(1), land, Sc-2H > JC, jD > IADC, djS-djH > 236K
  10. Something I've found useful: OS YRC on standalone specials that have bad recovery, like raw tk badmoon. Not that it'll help if they block it, but if for some reason they burst your badmoon, you can tap YRC during its animation, and as long as you have green tension, it'll be harmless . Same goes for using 236S in the corner for combos, usually a good burst point for the opponent, as you can just sneak it in after hitting 236S. And tk badmoon after Hdisc still benefits from this. Another point you can add OS YRC is on the badmoon input, though it only works when you cancel it from something. 2369P+S+H. To put it all together, here's a possibility: close slash into 2369P+S+H then P+S+H x2 while badmoon animates. Also, instead of mashing out yrcs, especially during aircombos, double tapping seems to handle both bursting after and bursting before the hit. like say, doing jS-jD as jS-j(K+S+H+D x2) > IADC... but when you do the first jK+jS+jH+jD, you do it immediately after hitting the jS, like you are doing S~K+S+H+D. the second tap after that is what will give you the air gatling. Also works after the IADC, but then it's a lot easier to just airblock after IADC and delay a djP-djH to account for a burst at that point in the combo, especially in the corner.
  11. For throw combos with RC, in order to side switch or because the character can't be comboed by S(f) > 236236S, I do this: THROW > RC, dash236H, 6H(1) > 214K(roll; switches sides), dash 2H > JC (jS)-jD > IADC, djS-djH -dash236H input = 236,6H. Also, the dash 2H can do funny things, resulting in doing it facing the opposite side, but still end up on the correct side when you do jump S/D afterwards. Also, on most characters, you can replace dash 2H with dash 6H. But with the exception of a few characters, it'll whiff unless you get the dash and 6H timing "just so". I know I have it on stream somewhere, I'll post the vid in this post when I find it. If I remember right though, I think S(f) -> 236236S does more damage. EDIT: found it https://www.youtube.com/watch?feature=player_detailpage&v=EFnOg7s4ZN8#t=2859 EDIT: also in that same round, a pinless/tensionless corner carry combo https://www.youtube.com/watch?feature=player_detailpage&v=EFnOg7s4ZN8#t=2927 combox for that: POINT BLANK S-2H -> JC, jS-jD > IADC, djS-(delayed)djH(2), land, K > JC, jK-jS-jD > IADC, djP-jH > 236K EDIT: just to point out, the above combo is more lenient the more momentum you have going into it.
  12. also, here's the one on elphelt: https://www.youtube.com/watch?x-yt-cl=84503534&v=EFnOg7s4ZN8&x-yt-ts=1421914688&feature=player_detailpage#t=11652 the combo: THROW, 5K -> JC, jK -> IADC, djK (delayed)djP djH land 5K -> JC, jK jS jD -> IADC, djS djH
  13. in case anyone was curious, here's the throw combo on sol:https://www.youtube.com/watch?feature=player_detailpage&v=EFnOg7s4ZN8&x-yt-ts=1421914688&x-yt-cl=84503534#t=11336 died before it ended, but the whole thing would have been: THROW: 5K -> JC, jK -> IADC, djK (delayed)djP djH land S© 2H -> JC, jS jD -> IADC, djS djH(and turbofall after 1 hit of H if not in the corner).
  14. ^yeah, I found that while working on corner throw combos. You can also follow the 5K -> sjK -> 214S falling jD with land (pick up pin) 6H -> jS jD -> IAD djS djH -> 214S for an SG ender.
  15. There are times when S© will not combo to 2H, but in those situations, 5H-2D will connect.
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