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The_undercover_beret

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  1. Please use this thread to share your thoughts, experiences and advice on how to deal with this match-up.
  2. Please use this thread to share your thoughts, experiences and advice on how to deal with this match-up.
  3. Please use this thread to share your thoughts, experiences and advice on how to deal with this match-up.
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  13. Here is another tech with Slayer. After a 2D knockdown: 2D > 9jc (cross-up) > [Delay] Air backdash > J.S. Depending on how much the air backdash is delayed, it can either lead to a double cross-up or a cross-up followed by a fake one. It is possible to combo after J.S with 2K, but Slayer needs to be very close to the ground. It's in the combo thread, second post, "Straight Down Dandy" I apologize for not updating the thread it in a while, I was busy with Xmas. I'll add corner 2HS combos soon.
  14. Throw RC < 5HS < jc < J.SHD2K < J.K < jc < J.SHD < J.2KPD (150 Damage) Throw RC < 5HS JI < hjc < J.KSHD2K < J.K < jc < J.SHD < J.2KPD (151 Damage) Edit: I am blind, Snatcher's had a similar combo without the JI, but it only worked on a few characters. It works on everyone aside from Slayer (May need further testing) and Venom (J.K whiffs). It doesn't work with an hjc on Bedman and Potemkin, a normal jc is necessary. This install is fairly easy, it's possible to simply hold 8 during the RC and 5HS and I personnaly find it easier against some characters (Mainly Sol and Chipp) Also, it's a mind-boggling 1 damage optimization, get the Nobel Prize and the Fields Medal ready!
  15. Coming back to the J.2K YRC tech, it's possible to do c.S f.S (on block) 9 J.2K YRC J.S(1). Which can lead to some interesting mix-ups, such as J.S J.K 2K/6K and J.S 2K/Bloodsucking Universe. J.S J.K 2K: High-high-low mix-up, It's very difficult to mash between J.K and 2K, beats throw and Sol's DP whiffs at that range. if FD is used against J.S and J.K, 2K will whiff. J.S J.K 6K: Triple-high mix-up, not as useful, beats throw but not reversals, same issue as 2K regarding FD. J.S 2K: High low mix-up, beats throws but not reversals, won't whiff even if J.S is FD'ed. If J.S is instant blocked, 2K can be punished. J.S Bloodsucking Universe: Command Grab set-up, can lose to throws if they are timed correctly (can't be mashed), if J.S is FD'ed the command grab will whiff. It has several weaknesses. J.S can be beaten by Blitz Shield and reversals on reaction after the superflash, furthermore J.S will whiff if f.S is FD'ed and can be avoided by jumping back. It also loses to jabs and anti-airs, if they are done before the superflash, however, since f.S is +6 on block and f.S 2K is gapless people who know what they are doing will most likely respect us after f.S. Faust can dodge J.S by simply crouching (Thanks to Loli-Zero for the info). By doing c.S f.S (on block) 7/8 J.2K YRC AD J.S(1), it's possible to get a cross-up/fake cross-up. But it's easily beaten by air throws and anti-airs.
  16. To be fair, as far as notation is concerned, there is no way to wholly satisfy everyone, since we all have our habits. For now, I'll switch to: Throw RC < 5HS < J.SHD < J.2KK < jc < J.SHD To make the combos shorter and easier to read. Thanks again for the help, I tested again, it works on everyone but Potemkin, the timing is a bit awkward on Ky and it's extremely tight on Sol (Not really worth the hassle really, since with J.2KPK, we are losing 3 damage at full health).
  17. Not really answering the question, but under some circumstances there is the YRC Option Select, I have yet to learn how to use it, so I can't tell you tell if it's practical with Slayer. More details there at the bottom of the page: http://www.dustloop.com/wiki/index.php?title=Offense_(GGXRD) 2K is +4 on block, so 2K 2K acts as a frame trap. 6K is - on block, has 20 frames of start-up and we can no longer combo after without RC/CH, so it's not as useful as it used to be. Mix-up wise he is more left/right c.S orientated thanks to his Long Dash Cancel. Otherwise Underpressure is now ±0 on block so It's Late/2K is safer now.
  18. Thanks, I have just tested it works on May, Sin and Millia too. It may work on some other characters, I'll test this later.
  19. 1) Midscreen combos Collapsed: Basic combos: 2P > 2S > 2D (49) 5P > 5K > 2D (65) 2K/5K/5H > 2D (49/51/77) c.S > f.S > 2K/c.S > 2D (92/101) (c.S > f.s)*2 > 5K > 236K (142) [Crouching] (c.S > f.s)*2 > 5K > 2D (137) 6HS > 214PP (124) AA 2S > J.SHD2K > J.K > jc > J.SHD2K > J.PD (162) 2K/5K > 236K RC > 214KK > 5H > jc > J.SHD2K > J.PK > jc > J.SKD (152/161) (c.S > f.s)*2 > 5K > 236K RC > 214KK > 5H > jc > J.SHD (197) Use c.S > f.S instead of 5H on Ky, Potemkin, Leo and Bedman. Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD2K > J.PD Read the notes in the "Throw RC" section. 6K RC > c.S > f.S > c.S > 2D (78) 6K RC > 5K/5H > 2D (53/68) 5D(9) > J.D*3 > J.KSK > jc > J.SHD > J.214K (138) Helter Skelter > J.H > 2K > 2D (85, doesn't work on Faust, Millia, Elphelt, Millia, May) It's Late or Helter Skelter CH > 5H > jc > J.SHD2K > J.PK > jc > J.SHD (219/165) 2D combo ender can only be done at close range, replace 2D with 236K if you are too far, it deals more damage at the cost of knockdown. Collapsed: Mappa RC: Starter > 236K RC > 214KK > 5H > jc > J.SHD2K > J.PK > jc > J.SKD (161 Damage with 5K as the starter) Use J.KD instead of J.SKD on Millia, May, I-No and Ramlethal. Doesn't work on Ky, Potemkin and Bedman. Delay the first J.D against Sol, Chipp, Slayer, Axl, Venom, Zato-1. (On Potemkin, Bedman, Leo and Ky) Starter > 236K RC > 214KK > c.S > f.S > jc > J.SHD2K > J.PK > jc > J.PKD Weaker version of the combo above, but also simpler on Sol, Chipp, Slayer, Axl, Venom, Zato-1. (On Ky) Starter > 236K RC > 214KK > 5H > jc > J.S(2)KD2K > J.PK > jc > J.KD Alternate route on Ky, higher damage but much harder. 2K > c.S > f.S: 2K > c.S > f.S > 236K RC > 214KK > 5H > J.SHD > jc > J.SHD Sol (167), Slayer (172), Faust (167), I-No (154) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSHD > jc > J.KD Ky (166), Millia (195), May (171), Chipp (211), Zato (176), Ramlethal (171) 2K > c.S > f.S > 236K RC > 214KK > c.S > J.KSHD > jc > J.KD Bedman (140) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSHD > jc > J.SHD Axl (174) 2K > c.S > f.S > 236K RC > 214KK > c.S > J.KSHD > jc > J.SHD Potemkin (143) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.KSKD > jc > J.PKD Venom (162) 2K > c.S > f.S > 236K RC > 214KK > 5H > J.SHD2K > J.PD > jc > J.PSKD May (172) Collapsed: Throw RC: Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD2K> J.PD (150) Both J.D has to be delayed otherwise the last part won't work, 5HS needs to be delayed on Ky, Sol, Potemkin (add a J.P before J.K against him) and Axl. It can be very troublesome on some characters (Sol, Elphelt, Venom, Potemkin...), It's possible to make the combo easier by adding a J.P before the first J.K (147 Damage), by simply ignoring the last part (145 Damage) or by doing c.S f.S instead of 5H (142 Damage). Throw RC < 5H JI < hjc < J.KSHD2K < J.K < jc < J.SHD2K< J.PD (151) Doesn't work on Slayer and Venom and on most characters in the corner. A normal jump is required on Potemkin and Bedman. See the F.A.Q if you don't know how to do JI. Throw RC > 5H > J.KSHD > jc > J.KSHD2K > J.PD Millia (185), Axl (161), Potemkin (141), Bedman (141) J.PSHD2K > J.PD is a lot easier on Millia (181) Throw RC > Walk 5H > J.KSHD > jc > J.S(2)HD2K > J.PD Ky (156), May (159) Delay the J.2K. Throw RC > 5H > J.SHD > jc > J.KHD2K > J.PD I-No (159), Ramlethal (159) Delay the J.2K. Throw RC > 5H > J.KSHD > jc > J.PSHD2K > J.PD Slayer (139), Zato (160), Venom (152) Note: This combo is as powerful as Throw RC < 5HS JI < hjc < J.KSHD2K < J.K < jc < J.SHD < J.2KPD, but harder and the corner carry is a bit worse. On Venom, it is only better than Throw RC > 5H > jc > J.SHD2K > J.K > jc > J.SHD > J.2KPD by 1 damage and also has less corner carry. Throw RC > 6H > 214PK > J.SHD > jc > J.PSHD2K > J.PD Sol (158), Faust (158) J.KSHD2K > J.PD can be used on Faust (161) Throw RC > 6H > 214PK > 236K > c.S > J.SHD > jc > J.SHD Chipp (206) Collapsed: 6P CH: 6P CH > 236K > RC > Forward Dash 6H > c.S > f.S > J.SHD2K > J.PK > jc > J.KD Millia (237), May (213), Elphelt (205), I-No (213) 6P CH > 236K > RC > Forward Dash 6H > c.S > f.S > J.SHD2K > J.PK > jc > J.KPD Sin (210), Sol (206), Ky (209), Chipp (255), Slayer (190), Axl (213), Venom (209) Zato (218), Bedman (186) 6P CH > 236K > RC > Forward Dash 6H > c.S > J.SHD2K > J.PK > jc > J.SKD Ramlethal (207), Faust (198) 6P CH > 236K > RC > Forward Dash Cancel 214KK > 5H > J.SHD2K > J.PK > jc > J.KPD 6P CH > 236K > RC > Forward Dash 5H > J.SHD2K > J.K > jc > J.SHD Potemkin (180) Overall 1~4 less damage than CWH loop, but it's a lot easier, it works on more characters and has slightly better corner carry. Collapsed: Pilebunker (WIP): 214PP or 214KP CH RC > Long Dash > Delay 5H > J.SHD2K > J.K > jc > J.SHD(2K > J.PD) Sol (244), Sin (251), Delay is to avoid the Red Roman Cancel proration. Near Corner: 214KP CH > Long Dash > Delay 5H > J.SHD2K > J.K > jc > J.SHD Sol (244), Sin (251) Collapsed: 5H > 2H combos: Couldn't test the combo on Leo. It should be the same as the Potemkin and Bedman's ones. 5H > 2H > RC > 214KK > 6H > 214KK > 5H > J.SKD Sol (218) 5H > 2H > RC > 214KK > 6H > 214KK > 5H > J.SHD Ky (223), Zato (235), Chipp (267), Axl (230), Venom (224), Slayer (210), Sin (226) Everything needs to be done as fast as possible on Axl, easier with cS instead of 5H (221) Delaying the first 214KK makes the combo easier on Venom, Slayer, 5H > 2H > RC > 214KK > 6H > 214KK > J.SKD Faust (206) Potemkin and Bedman: 5H > 2H > RC > Dash Walk 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.SHD (201) 5H > 2H > RC > Dash 6H > 214PK > 5H > J.SHD2K > J.PD > jc > J.PSKD (212) Only works close. In the next two combos, walking is used to get c.S instead of f.S. It's also possible to dash instead, except on Elphelt. 5H > 2H > RC > (Walk) 6H > 214KS > c.S > J.SHD > jc > J.KSHD2K > J.PD May (237) 5H > 2H > RC > (Walk) 6H > 214KS > c.S > J.SHD > jc > J.PSHD2K > J.PD Millia (262), May (234), I-No (235), Ramlethal (235), Elphelt (???) 5H > 2H > RC > Dash 6H > c.S > J.SHD2K > J.PK > jc > J.KD Elphelt (209) Collapsed: Dust combos: All of those combos lead to knockdown. 5D(9) > Falling J.HD > J.2KD > J.2KPD > jc > J.PKD Sin (114), Chipp (141), Potemkin (100), Axl (116), Eddie (118) 5D(9) > Falling J.HD > J.2KD > J.2KPK > jc > J.D Sin (111), Millia (130), Sol (110), Ky (110), May (113), Chipp (139), Elphelt (110), Potemkin (98), Axl (113), Venom (110), Eddie (115), Bedman (98) Faust: [Easy] 5D(9) > Falling J.D > J.2KKD > jc > J.KD (101) [Hard] 5D(9) > Falling Delay J.D > J.2KD > J.2KPK > jc > J.SHD (104) Slayer: You need to delay the first J.D a lot, otherwise J.2K will whiff. [Easy] 5D(9) > Falling Delay J.D > J.2KKD (79) [Hard] 5D(9) > Falling Delay J.D > J.2KKD > jc > J.PD (90) The J.P is optional for the second combo. 5D(9) > Falling J.HD > J.2KD (96) Ramlethal and I-No (96) Collapsed: Straight-Down Dandy: Only works on standing opponents and at close range. Straight-Down Dandy (J.214214S) has to be executed quickly during J.D in the following combos. (c.S > f.S)*2 > Rising J.D > Straight-Down Dandy > c.S > 2D (197 Damage) 2K > c.S > f.S > Rising j.D > Straight-Down Dandy > c.S > 2D (163 Damage) Works on Sol, Ramlethal, Bedman, Zato. c.S > f.S > c.S > Rising J.D > Straight-Down Dandy > c.S > 2D (188 Damage) Works on all of the above and Ky, I-No, Potemkin. c.S > f.S > Rising J.D > Straight-Down Dandy > c.S > 2D (180 Damage) Works on everyone aside from Faust and May Slightly weaker and worse okizeme than Mappa RC, Those combos are situational, but harder to burst because of their lenght. Other combo ender: ... < c.S < f.S < (5K) < 236K. For additional damage. Collapsed: Raw 214KK combos: 214KK > 5H > J.SHD > jc > J.S(2)HD2K > J.PD Sol (214), Slayer (201) Only works if Crosswise Heel is done extremely close to the opponent. 214KK > 5H > J.SHD > jc > J.PSHD2K > J.PD Sol (211), Ky (212), Millia (244), May (215), Chipp (257), Slayer (197), Zato (222), Ramlethal (215) 214KK > 5H > J.SHD > jc > J.KSHD2K > J.PD Faust (215), I-No (220), Sin (220) 214KK > 5H > J.KSHD > jc > J.KSHD2K > J.PD Axl (221), Leo (215) 214KK > 5H > J.PSHD > jc > J.KSHD2K > J.PD Bedman (189) 214KK > Walk c.S > f.S > J.KSHD > jc > J.KSHD2K > J.PD Potemkin (181) Venom: [stable] 214KK > 5H > J.SHD2K > J.K > jc > J.SHD (201) [unstable] 214KK > 5H > > J.SHD2K > J.PD > c.S > f.S > J.KD (209) 214KK > 5H > J.SHD2K > J.K > jc > J.SHD Elphelt (200) Notes: Sol, Ky, Chipp and Slayer: D elay the first J.D as much as possible. Millia: Delay both J.D, the second delay depends on the first one. I-No and Ramlethal: The last J.D will whiff, if you don't delay the first one enough. 214KK > 5H > J.SHD2K > J.K > jc > J.SHD is more stable (206). Zato: Delay the first J.D In general, delaying J.2K makes the combo easier. Collapsed: Anti-air and Air Hit combos: AA > 5P > 9jc > J.PK > ... - If you are far from your opponent or if he is below you (Not guaranteed): [J.P] > J.D (80/74 Damage) - If opponent is way above: jc > J.SHD > [J.2KPD] (105/131 Damage) Last part is characetr and height specific. - If the opponent is above: J.PD2K > J.K > jc > J.SHD (130 Damage) - If the opponent is at the same height: Same combo but delay J.P and/or J.D 5K/c.S/5H... > 9jc > J.SHD2K > J.K > jc > J.SHD > [J.2KPD] Doesn't work if too far from the opponent or if he is too low, last part is character and height specific. 5K < 9jc < J.S(1) doesn't always work, do J.K < J.P < J.K instead. AA 5P CH > 6H > 214PP (126 Damage) Any range, doesn't work too close to the ground. AA 5P CH > 6H > c.S > J.SHD2K > J.K > jc > J.SHD (184 Damage) Only works if you are close and your opponent is high enough, not universal. Air-to-air hits works similarly: Rising J.P > J.K > J.P >.... Falling J.P > 5P > jc > J.P > ... Falling J.K > 5K > J.S(1) or J.K >... Falling J.P/J.K/J.HS CH > 6H > ... 2) Corner combosMidscreen combos also work in the corner. Collapsed: Basic combos: 6P > c.S/c.S f.S/5H¹ > jc > J.SHD2K > J.K > jc > J.SHD 5D (6) > c.S > 6HS > 214KK > 5HS > 9jc or 9hjc > J.SHD (144 Damage, Use c.S instead of 5HS on Potemkin) ¹ Depends on the character, the distance from the corner and if it was used as an anti-air. Starter > 236K RC > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.SHD (171 Damage with 5K as the starter) Doesn't work on Bedman and Potemkin. (On Potemkin and Bedman) Starter > 236K RC > Step 5H > 2H > c.S > J.SHD2K > J.PK > jc > J.KD (154 Damage with 5K as a starter) Collapsed: 2K > c.S > f.S: 2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.K > jc > J.SHD2K > J.PD Sol (177), May (183), I-No (183), Zato (187), Sayer (164), Venom (177) 2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.K > jc > J.SKD2K > J.PD Faust (174) 2K > c.S > f.S > 236K RC > Dash > 5H > 2H > c.S > J.SHD > jc > J.SKD Chipp (226), Axl (185), Potemkin(161) 2K > c.S > f.S > 236K > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.SKD Millia (203) 2K > c.S > f.S > 236K > 5D(6) > c.S > 6HS > 214KK > 5HS > jc > J.KD Ramlethal (177) 2K > c.S > f.S > EW > c.S > J.SHD > jc > J.KSHD2K > J.PD Bedman (181) 2K > c.S > f.S > EW > 5H > J.SHD2K > J.SK > jc > J.KD Ky (204) Collapsed: Throw RC: Throw RC > 6H > 214PS > c.S > J.SHD > jc > J.KSHD2K > J.PD Millia (194), Chipp (207), Faust (163), I-No (167), Axl (167) Throw RC > 6H > 214PS > c.S > J.SHD > jc > J.PSHD2K > J.PD Ky (161), Sol (160), May (164), Slayer (146), Ramlethal (164) Delay J.2K on May and Ramlethal. Throw RC > 6P > c.S > f.S > J.SHD > jc > J.PSHD2K > J.PD Venom (157) Throw RC > 6P > c.S > f.S > J.SHD > jc > J.KSHD2K > J.PD Zato (167) Throw RC > 6P > c.S > f.S > J.KSHD > jc > J.KSHD2K > J.PD Potemkin (140) Collapsed: 6P CH: 6P CH > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KD Works on eveyone but Faust and there is slightly better route for Bedman and Potemkin. J.KPD and J.SKD can be used instead of J.KD on some middle-weight characters. 6P CH > 6H > 214PS > c.S > J.SHD2K > J.SK > jc > J.SHD Potemkin and Bedman (213) 6P CH > 6H > 214PS > c.S > J.KD2K > J.SK > jc > J.SHD Faust (225) The first half of the combo has to be done as fast as possible. 6P CH > 6H > 214PP RC > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KD (258) Doesn't work if 6P is done too close from the corner, 6H will whiff. Unstable on lighter characters and Faust. 6P CH > 5H > Eternal Wings > J.SHD2K > J.PK > jc > J.KD (256) Recommanded on lighter characters and Faust, a bit weaker than the combo above but much more stable and works at any distance. Collapsed: Pilebunker (WIP): 214PP or 214KP RC > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KPD Sol (220), Sin (223) 214PP or 214KP RC > 214KK > 6H > 214PS > c.S > J.SHD2K > J.PK > jc > J.KPD Sol (222) 214PP CH > (Walk) 5H > 2H > c.S > hjc > J.SHD2K > J.PD Sol (259), Sin (266) 214PP CH > 214KK > 5H > J.SHD2K > J.PK > jc > J.KD I-No (257) 214KP CH > 214KK > Delay 5H > J.SHD2K > J.PK > jc > J.KPD Sol (248), Sin (255) Collapsed: 5H > 2H combos: There is a wide variety of air combos possible after 5H > 2H, they are separated here in two categories: - 4 basic ones, which cover all of the cast and which work with 6K RC > 5H > 2H as a starter. - The optimized ones, tougher and with a broader range of routes. The damage are listed for every characters, in case somebody find better routes and to underline the differences in damage between the basic and advanced routes. Basic 2H combos: 5H > 2H > c.S > J.SHD2K > J.K > jc > J.SHD Ky (224), Potemkin & Bedman(205) 5H > 2H > 5P > J.PKD2K > J.K > jc > J.SKD Millia (226), Elphelt (188), Ramlethal (200) Use J.PD on Elphelt. 5H > 2H > c.S > J.KD2K > J.SK > jc > J.SHD2K > J.PD Faust (222) 5H > 2H > c.S > J.SKD2K > J.K > jc > J.SHD Sin (221), Sol (216), May (222), Chipp (264), Slayer (203), I-No and Axl (223), Venom (218), Zato-1 (229) Optimized 2H combos:Note: Most of those combos have to be done while Slayer is extremely close to the corner. J.D jc combos: 5H > 2H > c.S > jc > J.SHD > jc > J.S(2)HD2K > J.PD Sol (236) (Super difficult) 5H > 2H > c.S JI > hjc > J.SHD > jc > J.S(2)HD2K > J.PD May (242), Axl (242) (Super difficult) 5H > 2H > c.S JI > hjc > J.SHD > jc > J.KSHD2K > J.PD Faust (236), Leo (233) 5H > 2H > c.S > jc > J.SHD > jc > J.KSHD2K > J.PD Ky (238) 5H > 2H > c.S JI > hjc > J.SHD > jc > J.PSHD2K > J.PD Sin (237) 5H > 2H > JI c.S > hjc > J.SKD > jc > J.PSHD2K > J.PD Zato (238) 5H > 2H > c.S > jc > J.SHD > jc > J.KSHD2K > J.PD Potemkin (219), Bedman (220) 5H > 2H > c.S > jc > J.SHD > jc > J.SHD Chipp (270) J.D2K combos: 5H > 2H > c.S JI > hjc > J.SHD2K > J.SK > jc > J.SHD2K > J.PD Sol (226), Ky (228) (Stable) 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PKD May (228) 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PSKD Slayer (210) 5H > 2H > c.S JI > hjc > J.SHD2K > J.K > jc > J.SHD2K > J.PD I-No (235), Venom (230), Zato (242) 5H > 2H > 5P > hjc > J.PSKD2K > j.PD Millia (218) 5H > 2H > 5P > jc > J.PKD2K > j.K > jc > J.SHD2K > J.PD Ramlethal (210), Elphelt (204) 5H > 2H > 5P > jc > J.PKD2K > j.PK > jc > J.PD Elphelt (190) (Easier version) Collapsed: Dust combos: 5D(6) > (5H > 2H)*2 > c.S JI > hjc > J.SHD2K > J.SK > jc > J.D Sol (179), Ky (180), Axl (185), Leo (179) 5D(6) > (5H > 2H)*2 > c.S JI > hjc > J.SHD2K > J.PK > jc > J.D I-No (184), Venom (179) 5D(6) > (5H > 2H)*2 > c.S > J.SHD > jc > J.PSHD2K > J.PD Chipp (232) 5D(6) > (5H > 2H)*2 > c.S > J.SHD > jc > J.SHD Potemkin (165), Bedman (165) 5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.SK > jc > J.D Sin (168) 5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.PD May (170), Faust (165) 5D(6) > 6H > 5H > 2H > c.S JI > hjc > J.SHD2K > J.PD > jc > J.D Slayer (152), Zato (175) 5D(6) > 6H > 5H > 2H > 5P > J.PKD2K > j.PK > jc > J.PD Elphelt (150) 5D(6) > c.S > 6HS > 214KK > 5H > J.SHD2K > J.PK > jc > J.D Millia (181) 5D(6) > c.S > 6HS > 214KK > 5H > J.SHD2K > J.PD Ramlethal (157) Collapsed: Eternal Wings Combos/Dead On Time RC: F.A.Q: Collapsed: "I can't do J.P at all after J.2K, do you have any advise?": The J.2K > J.P link can be quite tricky, especially in long combos. Unfortunately, there isn't a magical formula to make this easy as pie, the key word is practice. A recurring problem is J.P never coming out, it happens when the J.P is done too early. You need to wait until the end of J.2K animation to press J.P. At first, you could try practicing the link from a raw J.2K, by setting the CPU (Preferably Potemkin) to jump. It will help you understand J.2K better, its animation and how long it lasts. When and only when you can get it consistently, you should try moving on to something harder, like Raw Crosswise Heel or Mappa RC combos. It is recommended to start on lighter characters like May and Millia, as they are the easiest ones to combo. Against middle-class weight characters like Sol and Chipp, you need to slightly delay the first J.D of the combo, which can be very difficult at times, it is possible to circumvent the problem by doing c.S or c.S f.S instead of 5H in the combo, however it will lower the damage. Collapsed: "What does JI means and how do I use it combos?": JI stands from Jump Install, it's an advanced guilty gear technique which allows double jumps after a high one. For more details: http://www.dustloop.com/wiki/index.php?title=Movement_(GGXRD) So how is it done? Whenever it is written ... > c.S or 5H JI > hjc > ... You need to press or hold 8 then either input c.S or 5H and high jump cancel like you normally would, if it was done correctly, you will have access to your double jump. Other methods include: c.S / 5H > 8 > hjc or even c.S > 8 > f.S > hjc for combos like 6P CH > c.S > f.S in the corner. I recommend practicing the JI by starting with Throw RC > Hold 8 > 5H > hjc, since it is the easier version. The window for 2H > Hold 8 > c.S is a lot narrower , you need to the c.S as soon as possible. Links:https://www.evernote.com/shard/s522/sh/8d073dd6-3489-4688-82df-1ef42957caf3/a5bb37f80ea862f16efa0249e1e5dba6 - Evernote with a lot of combos from Top japanese players. https://www.evernote.com/shard/s500/sh/528feb64-39e6-42a9-b4f7-7615aee181f6/1f6f6185cf7ae5be3f1b6056a7be8c28 - Translation of the evernote above Thanks to:Reox8888: For testing Throw RC on most of the cast. Loli-Zero: For Straight-Down Dandy Combos, finding and testing 2HS Jump install combos. Snatcher: For optimizing several combos. RoBoBOBR: For providing additional JI methods in the F.A.Q.
  20. Ok, I can start making the template now and send you a beta for tommorow with basic combos. Thanks for the help! (And I thought I was the only one who had problems with Venom's hitbox) It's actually doable (140 Damage on Sol, with J.P J.K jc J.S(1) J.K J.D), albeit near useless and extremely tight on some characters. Sadly, it doesn't work. 6K RC (5HS) 2HS c.S does though, but it might not be universal. Is there a XRD Slayer Skype group? That would be pretty useful too share techs and tips and help in making the combo thread.
  21. Here are some useful anti-air combos, fairly intuitive but they are some intricacies. AA 5P J.P J.K ~ After the J.K: - If you are far from your opponent or if he is below you: (J.P) J.D (Not guaranteed) - (80)74 Damage - If opponent is way above: ~ jc J.S(1) J.HS J.D (J.2K J.P J.D) - 105(131) Damage Last part is char and height specific. - If the opponent is above: J.P J.D J.2K J.K jc J.S(1) J.HS J.D - 130 Damage - If the opponent is at the same height: Same combo but delay J.P and/or J.D 5K J.S(1) J.HS J.D J.2K J.K jc J.S(1) J.HS J.D (J.2K J.P J.D) - 142 Damage Doesn't work if too far from the opponent or if he is too low, last part is char and height specific. The 5K J.S(1) is tricky and requires quick reflexes, 5K J.K J.P J.K Stuff works as well, if you find that easier. (It might also work where the former one can't, but I need to test that more thoroughly) On Counter hit: AA 5P CH 6HS 214PP - 126 Damage Any range, doesn't work too close to the ground. AA 5P CH 6HS c.S J.S(1) J.HS J.D J.2K J.K jc J.S(1) J.HS J.D - 184 Damage. Training mode combo, only works if you are close and your opponent is high enough, it's not even universal. Also possible with 5K/c.S CH. Edit: Air-to-air hits are fairly similar to those combos (Rising J.P J.K J.P J.D; Falling J.P 5P...) Again feel free to correct everything that is wrong. Also, is anybody planning to make a combo thread? I'll gladly land a hand or make it, if no one else is doing it.
  22. I have just tested this combo (and I love it), it's indeed universal, however, it seems that the second c.S has to delayed a little on Ramlethal and May, otherwise they will be able to tech in the air and therefore ruin our okizeme. Depending on your starter or the character you are fighting, I think you can try delaying the c.S (or even walk forward a little) or use 5HS instead. Actually, I don't think you can get J.2K J.K after CWH c.S f.S, but only J.2K J.P J.K, because of hitstun scaling or it has to be extremely difficult (I couldn't get this once on anybody). It works fine without f.S or with 5HS instead though.
  23. I messed around with K.Mappa RC combo and Throw RC against everyone, here are the results. When there are several routes which work on a character, I only listed the "optimal" one. Feel free to report any mistake or better combos. Mappa RC: 5K K.Mappa RC CWH 5HS J.S(1) J.HS J.D J.2K J.P J.K jc J.S(1) J.K J.D: Sin, Faust, Millia, May, Elphelt, I-No, Ramlethal - 161 Damage (on Sol) Edit: It works on Sol, Chipp, Slayer, Axl, Venom, Zato-1 too by doing 5HS J.S(1) J.HS and J.2K J.P as fast as possible and delaying the first J.D. 5K K.Mappa RC CWH c.s f.s J.S(1) J.HS J.D J.2K J.P J.K jc J.S(1) J.K J.D: Sol, Ky*, Chipp, Slayer, Potemkin, Axl, Venom, Zato-1, Bedman. - 151 Damage (on Sol) *Skip f.S on Ky. Instead of using J.S(1) J.K J.D, it's possible to do J.K J.P J.D or simply J.K J.D. Deals similar damage (± 1) Edit n°2: For the 2 combos above, doing J.2K J.P J.D grants a better olizeme against some characters. 5K K.Mappa RC CWH 5HS J.K J.S(1) J.K jc J.S(1) J.HS J.D - 153 Damage (on Sol) Much easier than the combos above, worse oki, works on most of the cast. (Corner) 5K K.Mappa RC 5D(6) 5HS 2HS ~ ~ c.S f.S 2K 2D - 162 Damage (on Sol) ~ (c.S f.S)*2 2K K.Mappa - 176 Damage (on Sol) Doesn't work on May and Ramlethal. 2HS needs to be slightly delayed on Faust, Elphelt, Slayer, Eddie. Much more difficult. Edit: There is a better combo, check Loli-Zero post below. Throw RC: Throw RC 5HS J.S(1) J.HS J.D J.2K ~ Combo ender ~ J.P J.K jc J.S(1) J.HS J.D: Bedman - (144 Damage on Sol, 127 on Bedman) ~ J.K jc J.S(1) J.HS J.D: Faust, Elphelt, May, Ky* - 145 Damage (on Sol) ~ J.P J.K jc J.S(1) J.HS J.D J.2K J.P J.D: Sin, Millia, Sol*, Slayer, Chipp, Axl, Venom, Zato-1 - 147 Damage (on Sol) This one can be quite difficult on some characters, if you are having issues do one of the combo above instead. ~ J.K jc J.S(1) J.HS J.D J.2K J.P J.D: I-no, Ramlethal * Against Sol, delay the 5HS * Against Ky, delay 5HS and the first J.D Throw RC c.s f.s J.S(1) J.HS J.D J.2K J.P J.K jc J.S(1) J.H J.D J.2K J.P J.D: Potemkin - 127 Damage (on Potemkin) Not related, what is the optimal combo from 5D midscreen? I do 5D(9) J.D*3 J.K J.S(1) J.K jc J.S(1) J.HS J.D - 133 Damage (on Sol) But I have no idea whether it's optimal or not.
  24. 8k? What is the combo? The only 2A Mugen combo I saw dealt 6.4k without OD.
  25. It's actually possible midscreen but it requires OD: Air Hit CH Guren < Kishuu < OD < 5C < Zantetsu < CT < 5C < Kishuu < 2C < TK Hotaru < AD J.2C < 5C < Shippu (level 2) 7871 Damage, OD 80% Health, 8 magatama At full health: ~ < AD J.2C < 2C < hjc < J.B < J.2A < Tsubaki 7251 Damage Doesn't work close to the ground. If Guren is not done too far away from the opponent, the CH is not even required. If you can use this combo in a real match, you should start playing the lottery.
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