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AigisPlayer

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Everything posted by AigisPlayer

  1. Its teleport > 2D
  2. You can try using rekka 1 (236a/b) to catch em. You can moonsmasher (214214A/B) after rekka 3 (j.236a ) if they are high enough in the air, but B moonsmasher will not hit. For example using sweep > 236b~delay B~C > 214a~a > A or SB moonsmasher should work. (Also you can do 236a/b > dp (1hit) 236236B as well doesnt have to be sweep into dp) Also I stated in the combo thread who jump loops dont work on so you can check there. (Sorry on mobile and i can't remember exactly everyone)
  3. I tested 5c>j.b on Liz before and got it to work but then there are times it would just miss. anyone else get this problem?
  4. For sweep > 236B~delay B you input the 236B and wait for them to fall a little before performing the 2nd part of the rekka. Its just you waiting a sec between rekka 1 and 2
  5. i tried this, but sometimes it was giving me less damaging combos or even just the same amount (by around 19 less damage) is this with specific starters or something?
  6. it SHOws the correct info for me
  7. Sho can go X>Y>X as long as Y is 5C, so 5B>5C>5B or 2B>5C>2B both possible, but not something like 5B>2B>5B. 5B sadly can't be jump canceled on block, grounded move that you can jump cancel on block is 5A. wiki might to be corrected, because this is minazuki info (he can jump cancel 5B/2B on block and can't 5B > 5C > 5B) not sho ._.
  8. He can still do it, was one of the first things i tried "You pissed me off!" Sho taimu 2014
  9. i finally got around to watching this.... these mixups are bananas! safejump off of sweep?! never knew that was a thing but how is that 5aaa > C teleport working at 7:48? he can air turn after 5aaa or somethin?
  10. You sho about that? "You pissed me off!" Sho taimu 2014
  11. I have seen j.236ab > 214AB combo'd have not tested that or tried j.236AB > 2a for myself yet "You pissed me off!" Sho taimu 2014
  12. I listed in the combo thread who it works on, anyone except sho/minazuki, labrys/shabrys, akihiko, kanji, teddie, naoto, junpei, rise "You pissed me off!" Sho taimu 2014
  13. Wow that flowed so fast i missed the j.236b too... huh thats interesting havent seen that much "You pissed me off!" Sho taimu 2014
  14. looks like he's doing 2A just after 5aaa finishes recovering, was a counter hit combo as well to make it easier. also yes he super cancels his air DP which takes off more blue health on top of the blue health he lost from the DP
  15. with adachi being recently released, i just tried 5C > jc > j.B > j.C on him and got it to work, so combos using that should work against adachi
  16. Fatal combo for the tall characters that can be hit by 5C > jump cancel > j.B awakening Fatal 2C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > 5B > Sweep > 236B~delay B~C~214A~A > 214214AB | 5449 damage +38sp -75 with super for everyone else Fatal 2C > 5B > 5C > 236B~B~C~235A~A > jump cancel > delay j.B > 2B > sweep > 236B~B~C~214A~A > 214214AB | 5508 damage +36sp -75 super end non awakening (for tall characters) Fatal 2C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > jump cancel > j.B > j.C > 5B > 5C > 5B > sweep > 236B > DP(1 hit) > 236236B | 4619 damage +32sp -50 super end (everyone else) Fatal 2C > 5B > 5C > 236B~B~C~236A~A > jump cancel > delay j.B > 2B > sweep > 236B > DP(1hit) > 236236B | 4710 damage +30sp -50 super end
  17. this is mostly to give a note about sho's character specific combo. some things to note about sho/his combos and moves: if you're dropping DP > super, the trick is to cancel into super right before the 2nd hit. Also, while B is the main version after DP, 236236AB can work in the corner. 236236B does not NEED to be in the corner, but midscreen you will switch sides, so it's better in the corner to keep them in. After Sho's 236A/B/AB or 214A/B/AB you can follow up with the next part of the rekka just by pushing A/B/AB, or if you want to use his high speed movement, push C/D/CD. No direction needs to be held, just as long as you push the button, however after highspeed movement you do need to do the input for the special move you want. in the combos below, 214214B for a ender is not possible to my knowledge since it has more startup, at least not without OMB. these combos were already posted, but i'm just letting you know which super goes to which combo 5AA > 5B > 5C > 5B > sweep > 236B > DP > 236236B 5AA > 5B > 5C > 5B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB *IN AWAKENING* 5AA > 5B > 5C > jump cancel j.B > j.C > 5B > 5C > 5B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB (could not get the "5B > 5C > jump cancel j.B" to land on naoto, teddie, kanji, minazuki/sho, labrys/s.labrys, akihiko, junpei, and rise) OMB combo (I only have one so far) Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > DP > 236236B or Throw > OMB > 2C > 5A > 5C > 2B > sweep > 236B > delayed B > C > 214A > A > 214214A/AB if you do 2C too early, you'll either miss or they will land behind you, possibly dropping the combo. this is also my first post like this to a combo thread, or even dustloop for that matter so please let me know if i messed up something so i can fix it.
  18. Given sho's crazy mixups, you guys think it's better to use meter towards that, or prioritize landing a super with the meter instead? Personally i think save for mixups but i'm curious which option people think would be better for him.
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