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blitz

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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.
  16. Not going to write a full list (someone else can), but quick and dirty: IRON SAVIOR stops a lot of slayer shenanigans. Sdisc does too, since slayer has nothing that goes under it. These are risky though, so tension on hand for YRC is recommended. His 6K (or back airdash j.H) will stuff iron savor for full combo followup, so don't do it from full screen randomly where he has time to react. These options are DPs for slayers ground game. Treat them accordingly. Also, millia 6K will CH 2D happy slayers for a full run up combo. Mobility + Pin should do the rest of the work here.
  17. IB greed sever? Punish. IB stun dipper? Punish. IB stun edge when ky is too close? Punish. Everything else, FD it and make him work harder to get his optimal spacing.
  18. In the corner? Look, it's not like he can tech out of it because it only hit once. Are you doing the combo off of disc oki in the corner? Omit the first jS. Though, if you take issue with j.H not giving you the damage you want by not hitting enough times in the corner... then why not relaunch them? I assume you are doing this on sol? Sounds like a sol/ino problem(both characters can be made to have the j.H hit only once, and rather simply. I do this on purpose, to maximize damage in relaunches). Relaunching these 2 characters is super easy, just go for it. Delay the H a tiny bit, land into S©2H -> JC jD -> IADC djSH(delay a tiny bit here too). Damage is nice, meter gain is nice, etc. Last delay makes the jH hit closer, netting you a closer knockdown to the opponent. If you are having trouble with the last iad jSH, then do iad j.KPH instead. Mind you, you'll probably be out of auto-YRC range during the actual relaunch cuz' of meter gain. If the relaunch with S©2H is proving too difficult, just use 5K(S©) into jKSD IAD j(K)PH. And just fyi, the higher your opponent is on top of your hair-copter, the more time you'll have to properly execute disc oki. -But yeah, to go back to your original concern: it's all in the timing of how and when you airdash, and how and when you continue with jSH that can determine how many hits. Like, you can get all 3 hits from the position you are talking about, but you'd have to tighten link from the 2H to the jS, and tighten your gatling from the 2H first j.S to the j.D, then airdash late into immediate j.SH. Presto. edit: Dirty Magic is correct. The concept is the same as what I said: the back/neutral jump increases the time it takes to reach the opponent with an airdash. Almost the same way a delayed airdash would.
  19. 1)I don't think the issue had anything to do with the string. j.K-P-K-D -> IAD dj.P-H works on most characters if it's early enough in the combo. 2)I've never had a problem "holding" forward during a dash-buffered H-disc, and don't know how releasing forward before hitting H would help. It's just a matter of timing and hitting the inputs properly.
  20. are you double jumping into airdash? after j.D, you do an IAD (9, 6 or 956) into SH.
  21. If you want to mini-dustloop faust from throw in the corner, you'll need to JI: throw, K-(JI) -> SJC sjK -> sj214S, falling sjD -> DSJC dsjD, falling dsjD, land, pick up pin, 2H/6H -> continue comboing. Not really useful, considering. I could think of some other situations where it could be useful, but nothing common place enough to put time into yet.
  22. double jump into airdash. either 96 or 7/8 -> 66.
  23. Tested. It works fine. But there's zero point in doing it that way. Like someone said in the other thread, throw -> RC, dash IK mode activation, 236236H is much easier. You might not be doing the cancels quick enough, like you should be RCing on the first possible frame of the throw. Visually, you can do it earlier than it looks like you can at first. Then immediately hit all 4 buttons asap. Then buffer a 2626H so you do the microdash immediately after recovering from the IK activation. Someone else already mentioned this a couple posts up I believe. Also, are you meeting all the other requirements for comboing into IK? I guess since this is the "combo discovery" thread, I'll try to be on topic. Here's a midscreen relaunch on sol from throw no tension/pin: throw, K -> JC j.K -> IADC dj.K dj.P dj.H land S 2H -> (j.S) j.D -> IADC dj.S dj.H (101 damage) and yes, it works. You might want to turbofall after 1 hit of j.H, though. If you know you'll be at the wall by the time you get to the 2nd IADC, omit the (j.S) above, and delay the j.H to hit only once, you can catch with S 2H JC j.S j.D IADC dj.S dj.H afterwards. Adds practically nothing to damage (108).
  24. https://www.youtube.com/watch?v=z5ES8zk3gX4&feature=youtu.be ^Millia Auto-YRC Burst Bait Route
  25. anyone see this yet? https://www.youtube.com/watch?v=gXfvB9mkCX8&feature=youtube_gdata_player nakamura showcasing dloops.
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