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fogelstrom

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Everything posted by fogelstrom

  1. Personally I think he's bnb's all give decent oki. It's not good but it's not bad like air tech or whatnot. I have yet to see someone actually go for alternated combos containing special oki besides from 214B, (66), 2C. At this point you can either go for j.2D or 5C. If 5C you can obviously 5C(1), jc, j.2D etc. But that's about it.. otherwise it's just regular knockdown and beat forward rollers with 2A, 5C.
  2. I think you're just doing it to late. Also it's hard to say without The context of the combo you're trying. 6D, 236D works on Haku. I almost only train against him. But as said, starters can mess things up.
  3. Afaik I know Dust went from 20F startup to 24F.
  4. We didn't try anything with 6HS run, well we did 5K, 5K, c.S, 6HS, 2S and probably had to add a small dash there I guess... the timing is a bit awkward but once you get the hang it's just muscle memory. The biggest problem with your idea is how to maintain 80+ heat since it all boils down to having 80 heat 2S after doing one or more 6HS. Btw I can also add that 6HS, 6HS doesn't work with slip recovery lv3 but 6HS, 2S works with slip recovery max so if you're playing against someone that is extremely good with mashing the stick 6HS, 6HS might not work but as I said earlier, you can just go for 2S straight away and it still seems to work. If the combo is done on CH I believe it was 220dmg+ also :D
  5. We fooled around a bit with different variations but when you throw a horse in the pusback is extreme so you're left with f.S after it. Also the biggest point of this find for me personally was that you get knockdown with 2D oki and also full 2D in the combo completely meterless. So you gain a minimum of 4 blocks and can easily set up Lv2-3 Bazooka. If you're quick on the take you can add 236236S, 236S to the end. Only headbutt adds 28dmg if I remember correctly if you wanna go for the kill
  6. Following in MSong's footsteps I recorded a situational combo that occurs for me pretty often since I tend to play alot in high heat. Corner specifik and only works with CH 2K or on crouch but when hitting with the 6HS you have ages to confirm. If they block and get hit by 6HS as starter all the better since the damage really racks up then! 2K, 6HS, 6HS, 2S, 2D, 6P, c.S, 6P http://www.youtube.com/watch?v=kbXLbLGrCsQ Works on; SL, KY, OS, AX, CH, AN, TE, VE, PO, RO You can omit one 6HS but we only tried this on SL and AN. Anything that goes into 6HS obviously goes for this combo. So you can do let's say 5K, 5K, c.S, 6HS, 2S, 2D, 6P, c.S, 6P
  7. It's probably just Dogura's style to not ever play 80 heat. I really think he misses out though with 80 heat getting buffed alongside with first hit of 6P. I try to stay at 50+ at all times. But I guess Dogura wants to mash that super or just feels comfortable knowing he can do alot of stuff and not overheat instead of having buffed normals and specials but a limitation to what you can do and not overheat. A-cho also posted a ranking battle between Roz (KY) and Dogura (RO) for those interested. I prefer GAKU style alot more.
  8. Aw alright. I asked a friend to try out my suggestions as well and he also said that j.236S, IAD, j.P was damn near impossible so unless you're JP I guess you leave that for training mode for the foreseeable future Will be able to play myself at friday as the earliest... but looking forward to more lab works and matches.
  9. Yay M.Song o/ I will definitely try these out when I get the chance. Stupid life interfering with the release of +R so barely getting any play time let alone training mode. *EDIT* I did some comments on videos without even realizing it was your vids. Might as well post my questions about the combos here. http://www.youtube.com/watch?v=Od2iedP0_7U Not possible to do 2S, sj.P,K,D, 623H at the end instead? http://www.youtube.com/watch?v=nAYfON0YxSI How about doing it GAKU style? c.S, j.H, 236S, IAD, j.P, 236S xN? Maybe you can't even do c.S, j.H or it's really hard... I haven't been experimenting anything with that. Otherwise I guess you'd have to use 5HS FRC, j.H etc. instead but that's if you have the meter to spend ofcourse... I also hope we get to see you post some more match vids. The amount of vids of +R Robo-Ky is too damn low!
  10. Thanks for the input Zero. I'm going to play mainly against I-No. 2K 2HS BBU 6HS IAD j.k 5P j.k j.2k j.k dj.k j.2k j.D j.2k j.D Can't use the last j.2K and j.D from this but everything else hits fine. Maybe it's fixable with delay or not... everything is still brand new for me with Slayer. FB Bilepunker combo works nice in the corner but the 5HS, 2HS got me beat... I'll see if En/Tanabata does anything I can copy paste otherwise hah.
  11. Anyone got BBU combos to share for a scrub? Corner/midscreen involving 2K, 2HS. I guess that's mostly when it will be used...
  12. 6239 HS, FRC, dj, j.K, j.P, j.D - 130-138 dmg it's pretty alright. They do end up teching very high so you lose oki and some momentum but I think the dmg is alright for an what would almost be considered an instant overhead I'm sure there are better combos as well but haven't had too much time in training. Also watched through your set, nice post. I'm very new to Rky and videos are really scarce. In dire need of inspiration/motivation now that Koichi color is gone
  13. I second this and would be forever grateful to whoever put their time and effort into this. I would really like to learn Slayer and now that he's normalised in +R he looks alot more fun then he ever did in AC. But I don't know where to start. I've been hitting training mode a few times since +R dropped and just copy paste combos from En or Tanbata as it is now.
  14. I have to agree on everything you just said. 2HS and launch 2S in Genkai 80+ isn't really worth being in Lv3 heat for imo. If I go to Lv3 heat it's still for 5P. After launching with 2S you can barely do anything anyway since you are at MINIMUM 80 heat and will blow up easily UNLESS you spend 25% meter on the force break as GAKU does in the video posted, really sick btw... However there are things that make him better! c.S -> 6P works so no wiffing 2S if you accidently end up to far from your opponent and don't wanna end in just f.S since 214S is (imo) unreliable as well. This is a nice addition. 63214K - Being able to link super after? Hell yes! I thought the window would be larger, maybe it's just now in the beginning, but I tend to do it to late so the super hits OTG, gg waste of 50% meter there. And if you hit with Ky-Denpa you're almost always gonna have 50% to spend. The damage is up from 30 from only grab to 85-100 with super and ender. 6P - Always knock down... just so gdlk! It's a like a whole new world where you can run around FREE! And with the added upper body invul frames it's just so much better. Also you can link in super at some occasions but I haven't experimented with this myself yet, only seen in videos so far. j.623HS - Alright so didn't already have a standing low poke, dust, good frame traps, regular throw, command throw but a SRK you can TK? I'm going to abuse this so hard! You can spend 25% meter on the FRC and get a small follow-up after unless you accidently super jump so you don't have a double jump to spend after FRC. Even though the Heat changes didn't pan out as well as I'd hoped for I'm happy that my Robo is now stronger and more fearsome then ever.
  15. Not the best quality but I'd love some input. Note I'm the blue/brown Akihiko. http://www.youtube.com/watch?v=6zV6wMv191U http://www.youtube.com/watch?v=ks2nz-hMLio http://www.youtube.com/watch?v=c9re40dGlwo
  16. Read and post in the matchup section. For Liz and Yosuke it's kinda specific. But in generally I've found that j.A is a great Air-to-air and with CH it has huge untech-time and mostly I just go into 5AAA_6B so it's around 2k+ dmg atleast. Havn't played around with it in training mode but I'll assume 2B, j.B, 5AAA_6B or 2B, j.B, 5AA, 2A+B, 236A_6B would be possible aswell.
  17. I just did 5B FC, 236B_6C_B+D, 2B, j.B, 5B, j.B, 5AAA_4A_6B and it works...
  18. Thanks for the insight regarding this Chris. Seeing as EU havn't receieved the game yet I can't do much than theory-fight about everything. Maybe people should emply more use of SB Boomerang Hook since it has armor/guard point or whatnot to deal with mashers seeing as it's also supposed to be safe on block. I really need to check that out at home... but I guess it can be thrown if you go for 6C/6D_4A+B... Oh well... it's all just in my head.
  19. You probably could do 236A_4A_6C+D_4A+B to land atleast the starter. Would cost you 50% so you'd need like 85SP starting the combo to be able to pull off the 236236B at the end.
  20. Too bad it's highly impractical as all the Lv3 SB Boomerang Hook FC combos. Also for that combo the j.A, 2A+B part is very tight and very hard to pull off...
  21. If anyone hasn't watched P4U Akihiko Sanada Practical Combos they should. Oh... if you need to know the combos I took the liberty of typing out every single one. Please be aware that the possibility of something beeing slight wrong in my notations but you got the video to see the combo for yourself. One thing is many of the different _6C_ things could be _6D_ instead since I have not tried out the combos. Same goes for enders with 6C_6B, if it doesn't work do 6C_6A instead and it should work. Without inputs displayed it's kinda hard to know... Enjoy. *A STARTERS* 5AA, 2B, 5B, 2A+B, 236A_6B / 2611 DMG, 19 SP **** 5AA, 2B, 5B, 2A+B, 236A_6C_6A (?) / 2584 DMG, 19SP 5AA, 2B, 5B, 236A+B_6C_B+D, dash, 5B, j.B, j.A, 2B, sj.B(2), j.214A(Followups available) / 3471 DMG 5AA, 5B, 2B, 236A+B_6C_B+D, dash, 5B, j.B, 5AA, 2A+B, 236A_6B / 3735 DMG 5AA, 5B, 2B, 236A+B_4B_6C_6B, 236236B / 4572 DMG **** 5AA, 5B, 2B, 236A+B_6C_B+D, 5AAA, B+D(1), 236236B, 236236B / 5830 DMG **** 5AA, 236A, OMB, 5B, j.B, 5AAA_4A_4C_6A, 236236B / 4447 DMG 5AA, 236A, OMB, 5B, j.B, 5B, j.B, 5AAA, B+D(1), 236236B, 236236B / 5447 DMG 5AA, 236A, OMB, 5B, j.B, 5B, j.B, 5AA, 2A+B, B+D(1), 236236A, 236236B, 236236B / 5123 DMG *CROUCHING ONLY* 5AA, 5B(1), 236B_4B_6C_B+D, 2A+B, 236A_6B / 3527 DMG 5AA, 5B(1), 236B_4B_6C_6B, 236236B / 4024 DMG 5AA, 5B(1), 236B_6C_B+D, 5AAA_B+D(1), 236236B, 236236B / 5301 DMG 5AA, 5B(1), 236B_4B_6C_6B, dash, 2A+B, B+D(1), 236236A, 236236B, 236236B / 6104 DMG *CORNER ONLY* 5AA, 5B, 2B, 2A+B, 236A_4A_6B, 236236B / 4423 DMG 5AA, 5B, 2B, 2A+B, 236A_4A_4C_B+D, 2A+B, 214C_6B, 236236B, 236236B / 5956 DMG 5AA, 5B, 2B, 2A+B, 236A_4A_4C_B+D, 2A+B, B+D(1), 236236A, 236236B, 236236B / 6499 DMG *B STARTERS* 5B, 236A+B_6C_B+D, DASH, 5B, j.B, 2B, j.B, j.A, 2B, j.B, j.214A(Followups available) / 4011 DMG 5B, 236A+B_6C_B+D, DASH, 5B, j.B, 5AA, 2A+B, 236A_6B / 4176 DMG 5B, 236A+B_6C_B+D, DASH, 5AAA_4A_4C_6B, 236236B / 5413 DMG ***** 5B, 2B, 236A+B_6C_B+D, DASH, 5B, j.B, 5AAA_B+D(1), 236236B, 236236B / 6616 DMG **** 2B CH, j.B, 5B, j.B, 5B, j.B, 5B, j.B, 5AA, 2A+B, 236A_6B / 3536 DMG, 30 SP 2B CH, 214C_6C_B+D(2), 5B, j.B, 5B, j.B, 5AA, 2A+B, 236A_6B / 3856 DMG 2B CH, 214C_6C_B+D(2), 5B, j.B, 5AAA_4A_4C_6A, 236236B / 5166 DMG 2B CH, 214C_6C_B+D(2), 5B, j.B, 5B, j.B, 5AAA_B+D(1), 236236B, 236236B / 6098 DMG 2B CH, j.B, j.A, 2B, j.B, j.214A+B_B+D(1), 236236B, 236236B / 5113 DMG 2B CH, j.B, j.A, 2B, j.B, j.214A+B_6C, 236236B, 236236B / 5455 DMG *Killrush A STARTERS* 236A(CH)_6C_B+D, dash 5B, j.B, 5AAA_6B / 3216 DMG 236A(CH)_6C_B+D, 2B, j.B, j.A, 5B(1), j.B, 5AAA_6A / 3362 DMG 236A_4A_6C+D_6B, 236236B / 3577 DMG **** *THROW STARTERS* Lv2 Throw, 4A_6C_4B(charge)_4D_6B, 236236B / 3546 DMG **** Lv2 Throw, 4A_6C_4B(charge)_4D_6B, 236C_B+D(1), 236236B, 236236B / 4580 DMG **** Lv2 Throw, 4A_6C_4B(charge)_4D_B+D, 2A+B, B+D(1), 236236A, 236236B, 236236B / 5462 DMG *6C+D crossups* 236A(block)_6C+D_4A_6B, dash, 5AA, 2A+B, 236A_6B / 3011 DMG 236A(block)_6C+D_B+D, dash, 5B, j,B, j.A, 2B, sj.B, j.214A / 2327 DMG 236A(block)_4A_6C+D_6B, dash, 5B, j.B, 5AA, 2A+B, 236A_6B *ALL OUT ATTACK STARTERS* AOA_D, 5B, 236B_6C_B+D, 5B(1), 236A_6C_6A, 236236B / 5433 DMG **** AOA_D, 2B, j.B, 5B, 236B_6C_B+D, 5AA, 2A+B, B+D(1), 236236B, 236236B / 6739 DMG **** AOA_D, 2B, j.B, 5B, 236B_6C_B+D, 5AA, 2A+B, 236A, 236236A, 236236B, 236236B / 7388 DMG *Lv1 B-Corkscrew CH* Lv1 B-Corkscrew Fatal CH, OMC, dash, 2B, j.B, dash 5B, 236A_6C_B+D, 5AA, 2A+B, 236A_6B / 4100 DMG Lv1 B-Corkscrew Fatal CH, OMC, dash, 2B, j.B, dash 5B, 236A_6C_B+D, 5B(1), 236A_6C_6A, 236236B / 5608 DMG Lv1 B-Corkscrew Fatal CH, OMC, dash, 2B, j.B, dash 5B, 236A_4A_4C_B+D, 2A+B, 236C_6B, 236236B, 236236B / 6665 DMG *Lv2 B-Corkscrew CH* Lv2 B-Corkscrew Fatal CH, dash, 2B, j.B, 5AAA_4A_4C_6B, 236236B / 5106 DMG Lv2 B-Corkscrew Fatal CH, dash, 2B, j.B, 5B, j.B, dash, 5AAA_B+D, 236236B, 236236B / 6162 DMG Lv2 B-Corkscrew Fatal CH, dash, 2B, j.B, 2B, j.B, 5B, j.B, 5AA, 2A+B, B+D, 236236A, 236236B, 236236B / 7085 DMG *Lv3 B-Corkscrew CH* Lv3 B-Corkscrew Fatal CH, 236C_B+D, 5AAA_4A_4C_6B, 236236B / 5417 DMG Lv3 B-Corkscrew Fatal CH, 236C_B+D, dash, 5B, j.B, 5AAA_B+D, 236236B, 236236B / 6516 DMG *5B FC STARTERS* 5B, 236B_6C_B+D, 2B, j.B, 2B, j.B, 5AAA_4A_4C_6B, 236236B / 5527 DMG **** 5B, 236B_6C_B+D, 2B, j.B, 2B, j.B, 5AAA_B+D(1), 236236B, 236236B / 6551 DMG **** 5B, 236B_6C_B+D, dash, 5B, 2B, sj.B(1), j.214B_6C_4A_6B, 236C_B+D(1), 236236B, 236236B / 6840 DMG 5B, 236B_6C_B+D, 2B, j.B, 2B, j.B, dash, 5B, j.B, 5B, j.B, 5AA, 2A+B, B+D(1), 236236A, 236236B, 236236B / 7725 DMG 5B, 236B_6C_B+D, dash, 5B, 2B, sj.B(1), j.214B_6C_4C_B+D, 2A+B, 236A_6C_6A, 236236B / 6297 DMG 5B, 236B_6C_B+D, dash, 5B, 2B, sj.B(1), j.214B_6C_4A_6C_B+D, 2A+B, 236C_6B, 236236B, 236236B / 7341 DMG **** 5B, 236B_6C_B+D, dash, 5B, 2B, sj.B(1), j.214B_6C_4A_6C_B+D, 2A+B, 236A, 236236A, 236236B, 236236B / 7977 DMG **** 5B, 236C_B+D, 2B, j.B, 5B, 236B_6C_B+D, 5AA, 2A+B, 236A_6C_6B, 236236B / 6401 DMG 5B, 236C_B+D, 2B, j.B, 5B, 236B_6C_B+D, 2A, 236A_6C_B+D, 5AA, 2A+B, 236C_6B, 236236B, 236236B / 7654 DMG 5B, 236C_B+D, 2B, j.B, 5B, 236B_6C_B+D, 2B, j.B, 2A, 236A_6C_B+D, 5B(1), B+D, 236236A, 236236B, 236236B / 8271 DMG 5B(1), 236C, 5C, OMB, 2C, 2B, j.B, dash, 2B, j.B, 5B, 2B, sj.B(1), j.214B_6C_4A_6C_6B, 236236B / 7634 DMG 5B(1), 236C, 5C, OMB, 2C, 2B, j.B, dash, 2B, j.B, 5B, 2B, sj.B(1), j.214B_6C_4A_6C_B+D, 2A+B, 236A_6B, 236236B, 236236B / 8946 DMG 5B(1), 236C, 5C, OMB, 2C, 2B, j.B, dash, 2B, j.B, 5B, 2B, sj.B(1), j.214B_6C_4A_6C_B+D, 2A+B, 236A, 236236A, 236236B, 236236B / 9649 DMG 5B, 5C, OMB, 2C, 2B, j.B, 5B, 236B_6C_B+D, 2B, j.B, 5AA, 2A+B, 236A_6C_6A, 236236B / 8296 DMG **** 5B, 5C, OMB, 2C, dash, 2A, 2A+B, 236A_6C_B+D, 2B, j.B, 5B, 236B_6C_B+D, 5AA, 2A+B, 236A_6B, 236236B, 236236B / 9655 DMG **** 5B, 5C, OMB, 2C, dash, 2A, 2A+B, 236A_6C_B+D, 2B, j.B, 5B, 236B_6C_B+D, 5AA, 2A+B, B+D, 236236A, 236236B, 236236B / 10255 DMG **** *BOOMERANG HOOK FC STARTERS* Lv3 SB Boomerang Hook FC_6C_4B(charge)_4D_4A, 5C, 2B, j.B, 2B, j.B, dash, 5B, j.B, 5AA, 2A+B, 236A_6B / 6134 DMG Lv3 SB Boomerang Hook FC_6C_4B(charge)_4D_4A, 5C, 2B, 5B, sj.B(1), 214B_6C_4C_6B, 236236B / 7439 DMG Lv3 SB Boomerang Hook FC_6C_4B(charge)_4D_4A, 5C, 2B, j.B, dash, 5B, j.B, 5AAA_B+D, 236236B, 236236B / 8272 DMG Lv3 SB Boomerang Hook FC_6C_4B(charge)_4D_4A, 5C, 2B, 5B, sj.B(1), 214B_6C_4C_B+D, 2A+B, 236A_6C_6A, 236236B / 7991 DMG Lv3 SB Boomerang Hook FC_6C_4B(charge)_4C_4A, 5C, 2B, j.B, 5B, 236B_6C_B+D, 5AA, 2A+B, 236C_6B, 236236B, 236236B / 9020 DMG Lv3 SB Boomerang Hook FC_6C_4B(charge), 5C, OMB, 2C, 2A, 2A+B, 236A_6C_B+D, 2B, j.B, 5B, j.B, 5B(1), 236B_6C_6B, 236236B / 9711 DMG Lv3 SB Boomerang Hook FC_6C_4B(charge), 5C, OMB, 2C, 2A, 2A+B, 236A+B_6C_B+D, 2B, j.B, 5B, j.B, 5B, j.B, 5B, j.B, 5B(1), 236A_6C_6A, 236236B / 10445 DMG Lv3 SB Boomerang Hook CH, dash, 5B, 5C, OMB, 2C, 2B, j.B, j.A, 2A+B, 236A+B_4C_4B_4D_4A+B_4D_4B_4D_4B_4D_4B_4D_4B_4D_4B, 236236B / 10017 **** Lv3 SB Boomerang Hook FC_6C_4B(charge), 5C, OMB, 2C, 2A, 2A+B, 236A+B_6C_B+D, 2B, j.B, 5B, j.B, 5B, j.B, 5B, j.B, 5B, j.B, 5B(1), 236C_6B, 236236B, 236236B / 11587 DMG **** Combos that I feel are actually stable combos worth learning, atleast before going into the really more advanced ones for a slight dmg upgrades.
  22. Today I bring you some new technology from Sweden (wtf? Yeah I know...!) Me and a friend was playing around in training mode and found out a thing or two that was a bit mindblowing. You can cancel cyclone-moves to 2A+C. So for example you can do 236A_4A_6C_2A+C, j.B on block to bait throws or just to stay on your opponent. Combos possible (but not limited to) 2A+C, j.B, 5AA, 236A_4A_6B 2A+C, j.B, 5AA, 236A+B_6C_B+D <insert ender stuff> 2A+C, j.B, 5AA, 236A+B_4B_6D_B+D, 2A+B, 236C_6B 2A+C, j.B, 5AA, 5B(1), 236B_6C_B+D, <insert ender stuff> (crouch only) 2A+C, j.B, 5AA, 5B(1), 236B_4B_6D_B+D, 2A+B, 236C_6B (crouch only) 2A+C, j.B, 5B(1), 236B <inser ender stuff> (crouch only) The timing for 5AA after hop j.B is kinda trycky, you have to really wait out the landing recovery and also for 5B(1) be sure to cancel to 5B as late as possible for maximum vacuum else you might wiff the first hit of 5B. Obviously everything is much easier with CH. Another tip is that you can cancel out the landing recovery completely by canceling to a special when you land so you could do. 2A+C, j.B, 236A_4A_6B That is roughly 2.1k dmg (without CH) and it's easy as hell to "confirm" and even if people block you're safe on the Hook.
  23. R-Action = Furious Action. The Japanese just say R-Action instead. So B+D. My only tip is also to watch japanese matches with great players such as Kubo or Gob.
  24. Thanks for the info. Might aswell drop the idea due to expenses then.
  25. Is there any information regarding on what _ARCADE SYSTEM_ +R will be on or does anyone know this information? I just assume it's gonna be on the Taito Type X2 but I'd love to know for sure since I'm personally thinking about buying 1 or 2 Atomiswave arcade cabinets and beeing able to plan ahead is worth gold.
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