Jump to content
Dustloop Forums

tayloredswift

Members
  • Posts

    20
  • Joined

  • Last visited

Other Info

  • Location
    NYC || Seoul
  • PSN
    yu-me-i

Recent Profile Visitors

512 profile views
  1. I made a video and posted tips about the faust dustloop sometime in january in this thread, look back. also corner disc set backdash 2S j9.D land 6HS(1)(L) j.9pin j.D (hold 4) land 2H {picks up pin} j.S j.D IADF j.S j.HS(2) pin is really good. blitz bait and is burst safe at points.
  2. wow, this is super sick.
  3. that throw 5K j.K IAD j.K list looks complete to me. pretty sure throw 5K j.K connects on bedman but he drops out of the IADF j.K after. corner throw 5S 236S j.K etc also works on Potemkin and Axl
  4. I actually think 1.1 winger is dope just for corner [j.HS pin winger] because it lets you run really interesting setups after due to the tumble state lasting forever.
  5. oh shit that looks real nice too. I think the number of IA(B)D turbofalls you have to do is character specific for height adjustment with this secret garden juggle stuff. I had something working out on both Sol and Ky, but I'd have to spend a bit more time on it.
  6. that faust combo at the end is looking sick, but yeah if you can get the combo idea I listed above to work feel free to use it in whatever way man.
  7. sorry was on vacation. here's a video example: https://www.youtube.com/watch?v=vze7nrOyngw recently realized that you can juggle with secret garden from rose loop stuff so I've been working on a combo that goes like this: Rose Install disc > [TK badmoon]xN IAD j.S turbofall IABD turbofall secret garden~4828 2H j.D dj.D falling j.D land 6HS j.D IAD j.S j.HS etc the timing is absurd, but definitely combo video material.
  8. which characters are you having trouble with? I tested it on the entire cast and it works... so not sure how you're sure it doesn't haha. I can post a video with the character you're having trouble hitting this on to help with the timing. As with full screen pin relaunch combos I've posted before, the timing of the j.S j.HS(1)(L) pin section is character specific (a la the amount of delay before pressing j.HS after xx j.D IAD j.S).
  9. half screen double relaunch combos xx 2HS j.S j.D IAD j.S j.HS(1)(L) pin land IAD j.S j.D land 2HS {picks up pin} j.D IAD j.S j.HS(2) pin etc this can also work at 3/4th screen, but results may vary.
  10. you can do 214P {disc hit} 6HS(1)(L) 9j.214S j.D (hold 4) 2HS {picks up pin} j.D ADC j.S j.HS(2)(L) land 5S2H j.D ADC j.S j.HS(2) pin land dash 6HS(2) secret garden, but it only does like +7 extra damage haha you can also do this pin pickup combo off 2S/2D/tkbadmoon {disc hit} but it's somewhat inconsistent.
  11. cute combo inspired by JUN stuffs: https://www.youtube.com/watch?v=WINWPn0irhE 214P {disc hit} 6HS(1)(L) 9j.214S j.D (hold 4) 2HS {picks up pin} j.D ADC j.S j.HS(2) pin land dash 6HS(2) secret garden also it looks like baiting blitz shield isn't that tough in 1.1; saw a lot of upback delayed airdash, pin secret garden backdash and also using disc YRC to mess up blitz timings.
  12. imo there's no real reason to ever use pin in throw combos for corner carry since turbofall now combos from j.HS letting you carry fullscreen for free. if you want a cool looking corner carry throw combo tho just steal nakamura tech: https://www.youtube.com/watch?v=3Cid_SweQqU also if you don't wanna do anything remotely hard you can even side switch and carry to a corner no matter where you are on the screen :: https://www.youtube.com/watch?v=m_zQ-oAw4tY
  13. do you mean will deep corner j.HS(2) pin land SG~1828 make all hits of secret garden combo? if so the answer is still no. As I already said your proximity to the wall matters, not just the orb going offscreen.
  14. deep corner [j.HS pin land dash 6HS(2) SG] and [j.HS pin land SG] both have their uses; it depends if you think the opponent will up-back/dp/whatever. also it's important to note that when you do a combo like 2HS j.SD IAD j.SHS(2) pin land SG~1646, the first 2 hits of SG will combo but the last 2 will not. This is due to the orb going offscreen and your proximity to the wall. Nakamura does a set-up like this: j.HS pin land Secret Garden~1646: backdash {get pin} dash 2K 5D dash 6HS(2) 236HS 2KK {disc hit} 6HS(2) secret garden (https://www.youtube.com/watch?v=VdckTj2mRNg#t=2m16s) however if you do [j.HS(2) pin dash 6HS(2)] or [backdash] SG~1646 the last two hits will combo if the first do. this leaves you in a position to do meaty 2D/tk badmoon pick up pin into an air combo. additionally, if your combo started farther from the corner you can do 6HS(2) SG~2828. also finally have this dustloop vs. faust corner combo consistently the only tips I can give are after disc hit, wait until the apex of the bounce do 6HS(1) into j.S with an extremely slight delay into j.D; fall quite a bit before doing 9dj.D; hit the last dj.D earlier than you think land 6HS(1) to relaunch and complete the combo. does 201dmg; for reference a standard disc hit combo off 2D does 167 and a relaunch does 193.
  15. j.HS > pin > knockdown just has to do with height. knowing how to delay the IAD, j.S and j.HS per character comes with time, but it is also visually confirmable and you can adjust mid combo. besides that, remembering to use 2 hits of j.HS on males and 3 hits of j.HS on females is simple enough. you get the same set-ups, just better damage on every character. for example: whatever into j.D IAD(E) j.S j.HS(2)(L) pin land dash 6HS Secret Garden works 100% on Sol. however, if you don't want to worry about delays you can just mash IAD j.K j.P j.HS(3) pin etc and it will also work. it's worthwhile to note that j.D IAD j.S j.HS(2) pin knocks down on the female cast as well, but you can get more damage and make set-ups easier by doing j.HS(3) pin. best knockdown? we're just talking about character specific secret garden routes. as long as you knock them down with the pin in the corner you can run any set-up you want...
×
×
  • Create New...