Jump to content
Dustloop Forums

blitz

Moderators
  • Posts

    544
  • Joined

  • Last visited

Everything posted by blitz

  1. added some johnny combos to the throw combo list =)
  2. never said it was new to accent core, he said "are there any other links i should know about" and i think one should know about that one. hahaha, funny shit here: on pot in the corner dashing point blank 6K, S(f)-2H -> iad.H -> ad.H, land, 2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (143 damage) As well, here's the non pin version of the pot ground combo i posted: S©-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (167 damage) non-pin of the same corner combo above: dashing point blank 6K, S(f)-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (137 damage) and a more effective version of the original pin ground combo: S©-2H -> iad.H -> ad.H, land, 2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214S, land, 6H (174 damage, 179 if you start from S(f)) nother edit: there's like, a million and one combinations after disc on pot, weird. 6K, S(f) -> 236S, P -> j.K-D -> ad.K-D -> ad.D (100 damage) 6K, S(f) -> 236S, P -> j.K-S-H -> ad.D -> ad.D (101 damage) 6K, S(f) -> 236S, j.K-P-S-H, land, j.K-D -> ad.K-D -> ad.D (104 damage) 6K, S(f) -> 236S, P -> j.P-K-D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (106 damage) 6K, S(f) -> 236S, P -> j.K-D -> ad.K-D, land, S© -> j.K-S-H -> ad.D -> ad.D (109 damage) 6K, S(f) -> 236S, j.K-S-H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (114 damage) 6K, S(f) -> 236S, j.K-S-H -> ad.H, land, S©-2H -> j.D -> ad.K-D -> ad.D (120 damage) and not even a single pin using variant yet named... not to mention, all the possibilities off of dash 6K, S(f)-2H...
  3. not really, just the 6K, S(f) one... the j.H/D, j.K one... and know that a j.K of low enough altitude can combo into 5H-2D now.
  4. HINT: it is nowhere near IL D=
  5. well, i only read the manga, i can't stand the show, sub OR dub.
  6. hahah, i certainly only posted it for the helluvit. There's actually a combo very similar, but knocks down with no pin. Let me go see where I wrote it down, and I'll edit my post to include it here... also: you didn't know 2S is jc'able?! you can things like K-K-2S-P, 2S -> iad.214S, then either land into 2K, or airdash into K-S. The iad.214S causes you to cross up, and the pin will only hit if you are spaced from the opponent correctly. Risky shit, but a good mind game. iad on top of them with slash, or cross them up with iad.K -> 214S... all from 2S. 2S -> 2369P ^_^
  7. screw the frames... anyway, I managed to think of an interesting use for 6K, S(f) link on pot because of trying out that 5H stuff... 6K, S(f)-2S -> iad.K-S -> ad.K-S, land, S©2H -> iad.S-H, land, 2H -> j.D -> 214S, ad.D -> ad.D (only 111 damage, but who cares? =D) ...the first part is pretty safe from burst though, so it might have a use... oh, and some other fun stuff on pot: S©-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.H -> 214S, j.D -> ad.D -> ad.D (177 damage) obviously fullscreen =) edit: improvement of the above! - S©-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D -> 214H, falling j.D (179 damage)
  8. stinkymonz: if you check the most recent japanese millia combovid, johnny can be radically pin looped in the corner. He can also be looped with air FB disc. I find that j.H has a tall enough hit box that it will hit johnny even if you adc into it immediately, as long as you aren't too high for it. This works out, since j.H leads to discs and pin stuff anyway. I plan on posting some more throw combos of him in a few days, too. edit: wonky new combo (on ky for now) I came up with, like, literally 2 minutes ago o.O;; 50% tension + corner: dash S©-2H -> 236S -> FRC, 6H -> 214P -> FRC, dash 2H -> iad.S-H, land, 2H -> j.D -> 214S, ad.D -> ad.D (230+ damage? I need to go check again, I've already forgotten =( ) edit 2: oh, and here's an even HARDER version I just came up with... the potential for damage from this setup is FRIGHTENING, it's now reaching numbers that come close to kill combos with a little guard gauge built up: S©-2H -> 236S -> FRC, 6H -> 214P -> FRC, dash 2H -> 9236D, land, 6H -> 214P -> FRC, dash 2H -> iad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H ... 276 damage. on ky.
  9. 5P ftw. And hooray for j.P interrupting pot air normals =D (don't deny it)
  10. o.O are you caught up on one piece? =) The latest stuff is just over the top hilarious!
  11. i didn't mean it as advice o.O just pokin fun.
  12. Gomu Gomu No Starship!!
  13. alright, now that I have a setup again, here's a pretty standard tension combo I figured out on pot that does pretty efficient damage from anywhere on the screen: S©-2H -> 2369D, land, dash 2H -> iad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (186 damage)
  14. on pot, you can do stuff like 2H -> 2369D, land, dash 2H (and you can do 2H -> late cancel 236S, j.K-D, which broken dust put in his ac millia combo vid if you want to go look, but it really isn't all that damaging an option) and aha! 5H -> 236S. You should actually do it early enough so that they land on the disc, and then do like, j.H instead of j.K-D, since you have time to get a more damaging normal in. And if you nail an air 236D, you usually want to follow up with a 2H or dash under 2H. I'd give you more detail, but I don't have the game in front of me, but I'll definiteyl see if what you are trying to do checks out during the gathering today.
  15. most times, it will be j.P-(P-)2S -> dj.S-2S etc.
  16. EXACTLY.
  17. well, at midscreen, you can do 214P -> FRC, j.K, land, j.K-S-H or j.K-D and then just continue with something. The same goes for 2369P -> FRC, cept you can actually do that one, land, and 5K to start the combo. In the corner, you can do something like this on pot I think: S©-2H -> iad.S-H, land, 6H -> 214P -> FRC, 236D, then launcher into air combo. I have some ideas for followups, but without the game in front of me, I can't say for certain. Maybe 214P -> FRC, air fb disc, land, 6H -> 236S, 5P -> etc or maybe 214P -> FRC, air fb disc, land, 2H -> j.214S, falling j.H, land, pick up pin 2H -> etc... and a note on comboing from the ground... Quite a few characters get hit by one of these: 2H -> iad.H -> iad.H, land, S©-2H 2H -> iad.D -> iad.S-H, land, 2H or j.K 2H -> iad.H -> ad.S-H, land, 2H or j.K 2H -> j.H -> (ad.H/D ->) ad.S-H, land, 2H or j.K 2H -> (j.K-)D -> ad.S-H -> ad.D, land, 5P or S©-2H 2H -> (j.K-)D -> ad.K-D, land, 5P or S©-2H etc. And of course you got different numbers, but I just assume scaling so usually, a combo where you get an air fb disc in will do around 200, and if not it'll do around 180. Most single launch combos though will do roughly 160 to 175 on average. By the way, if you check out the senzuri action woman CV, kagematsuri actually showcases quite a few combos that are in my combo throw guide, so if you want to put video to some of the things I wrote up, that's a good way to catch a glimpse.
  18. Just looks like a classic case of not reacting to what your opponent is doing. Looks like you play on autopilot a bit too. BAIT that sol player, you ran into way too many BBs, VVs, GFs, and GVs. Looks like execution is a problem too (that's just practice) but also not using good combos (no IAD on sol? No follow up aircombo on CH yoyo return?) and it's hurting you for when you DO touch him. Once you touch someone, you have to keep that momentum and be ready to mixup or bait instead of yoyo return -> KSMH that misses and he gets away... should have been doing yoyo return, dash j.P-2S -> dj.S-2S -> yoyo set5/3/6/etc. -> fdc airthrow or roger get, or yoyo glitch -> razor roger, and so on. Or, if he had a burst on him at the time, you could have baited that, or dashed and airthrew him into some okiseme, etc. take advantage of a situation, if sol is doing gunflames without frc, iad.K-S-2S right over the flames. If you need to get out? roll fdc or something or backdash a 2D. Or, just block and punish him for doing a blockstring that ends in friggin BR (you should IB the second hit and ground throw him). Remember that you don't always have to be DOING something that's risky. doing jump punches over and over is asking sol to VV you or airthrow you. It's not just the moves, it's how you space them so that they can't punish you for them, and end up making mistakes because of it (which you take advantage of). I dunno if that helpful, because I'm really tired o.O anyway, I'm done for now, maybe an edit later.
  19. for sanoshi~su! <3 Battle of gimmicks! I fail at starship FRC online TT3TT That's what I get for playing keyboard i guess...
  20. TGS: well, double relaunch combos are worth it the combos is comprised mostly of short reps of higly damaging normals. Because the key to getting damage for millia is really 6H, 2H, and air 236D. These are what give her the push for her combos to go over 200. So i predict that the most damaging combos millia has are really air FB disc loops + pin 6H ender. Like against ky, theoretical combo would be: 2H launcher -> 4 TK air FB discs -> relaunch to 214S, land, 6H somehow. cuz 36 + (50 x 4) + 36 and ending with 6H after a mix of j.S, j.H, and j.D will push that FB damage very high. Though because of how 236S works now, you don't have that extra damage off the 6H -> 236S in the corner you used to have against testament and eddie. But I think for efficiency's sake, "pin loops" are the things to look for in terms of damage without tension. A lot of characters still get hit by 2H -> j.214S, falling j.D/H, land(pick up pin), 2H and others get hit by late cancel 214S after a low ad.D into land(pick up pin), 2H or S©-2H. Without pin, the only way to really get damage is through the FB's though. Most times, you can construct a combo in the corner (if you used pin to get in) that allows you to recover the pin either before launching them or during the combo itself. Most times, this'll be your ad.S-H, land, 2H variations early on in the combo, or j.D -> ad.S-H -> ad.D, land, S©-2H variations, since usually there will be a lax enough timing on the relaunch to press down before juggling them with either 2H or S©. luigi: thanks ^^;
  21. yeah, that's true...
  22. just messing around, found a really fun (and extremely damage) combo on jam =D (not a throw combo, for once): midscreen, no tension, pin: S©-2H -> j.H -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (204 damage) =D trick to doing it: j.H -> ad.H is as delayed as possible, and so is ad.S-H (to get them low enough for the land 2H), then after the 2H, jump cancel immediately and delay the j.D as much as possible (i jump straight up for this), ad.D is delayed too, and so is the ad.S-H. The ad.D -> 214S, delay the 214S to get as low as possible, so they will be in stun long enough for the 6H to hit. I don't usually explain combos, but this one is weird, i'm hyped on coffee, so i figured "why not". Plus, a lot of variation methods are used in this combo. If you aren't close enough to the corner to connect the 2H, do this one instead: S©-2H -> j.H -> ad.H -> ad.S-H, land, j.K-D -> ad.K-D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.D -> ad.D (189 damage) anywhere on the screen, this works. also, a corner disc combo =D 6K -> 236S, P -> j.K-D -> ad.H -> ad.S-H, land, 2H -> j.D -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D -> 214S, land, 6H (153 damage). Pretty much same timing involved, except the first ad.S-H is really really delayed (same principle as the 214S, land, 6H after the j.D, the 5 frame recovery is manageable when close to the ground during the ad.S-H, the H itself being delayed a tiny bit from the S to utilize the falling momentum best).
  23. practice with a friend (who plays, lawlz), and have them emulate a situation in training mode. Find and practice proper responses to these situations. Then, do the same for him.
  24. yeah, seriously, he totally dropped a bomb on all of us =P Especially with that fuzzy guard shit (knew it was there, didn't think there were so many variations...jesus christ)
  25. OMGOMGOMGOMGOMGOMGOMGOMG http://www.youtube.com/watch?v=4aFavwoUS3s kuno millia combo vid. ... I've been theorizing about and testing FB disc + badmoon cross up setups FOREVER and kuno finally goes and vindicates me! *cries tears of joy* PS: oh... relaunch with j.H -> ad.D -> ad.S-H after an iad string and j.K-D -> ad.S-H -> ad.D after slash disc... hawt.
×
×
  • Create New...