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Mr.Ownage

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Everything posted by Mr.Ownage

  1. Hello guys! Normally I wouldn't be posting here in the GG Room, but (as of now ) it seems that the +R forums are inactive (possibly because Xrd is much more popular). I play +R (mainly because I don't have neither a PS3 or 4) and I think that what's possible in Xrd isn't in +R and vice versa. That's why I am asking a few questions here, mostly about things I find difficult and about certain combos. Chipp : Is his j.K loop (doing j.K like three times in a row then jumping for another three j.K-s) hard to do or char-specific? I saw it on a combo video but I can't seem to be able to do it on Venom. Any advice for a basic combo which launches, shuriken, IAA (Instant air alpha) and j.D into alpha setups are greatly appreciated! Sol: Has Sol got any combos which don't involve Sidewinder loops or Dustloops? (I know these are his main BnB-s but (for me at least) what matters is new and stylish combos) The CPU did 5K > Bandit Revolver on me and he could combo me afterwards! For me the BR just knocks down and my next hit is OTG. How did he do that? Testament: Any advice on utilizing the trees and nets effectively (trees : I always get hit before I can utilize it ; nets : I find it hard to use it outside of combos) and doing the Badlands loop is greatly appreciated! Ky: Same problem as Sol, I find it hard doing combos that is not VT (Vapor Thrust) loops like 2-3 times. Kliff : I just can't beat this guy. One of my friends uses him against me and no matter what I try to do, he always hits me with what I'm assuming is either 5HS or 5S (a long turnaround and a long downward slash). Even if I FD or airdash to get in I always get hit. Any advice to beat him? That's all for now, but there may be more to come And again sorry for not posting in +R character threads but they seem inactive/dead to me. Oh. I almost forgot two things : Can Pot do long combos and how long do combos in GG go for average? In hits/ combo time?
  2. Hello everyone! I've read on the forums and the wiki that everyone finds instant kills useless. I don't think so that they are of absolutely no value, and I know there's some way to land them easily. However, my prob is, to how to do so. I'll write down the IK-s of chars that I play and tell you what I think about it, and maybe you guys can give me tips about them. Napalm Death : Now this is one I found quite useless. Whenever I try to use it against my friend when he jumps in (he mains Venom) he always beats it with his j.HS. Doesn't this one have invuln frames? May and the Jolly Crew / I'm scared (Zappa)... : These are the best ones imo. Their status as unblockables pretty much screws up overly defensive opponents, which my friend is (I've landed I'm scared, Zappa's IK like three times now.) Rising Force: I find it useful when the opponent whiffs a standing D or uses a long startup projectile move (Use Dark Angel, and you'll regret it!), but nothing else. Seventh Sign / This Week's Climax / Dizzy's IK : lol Joker Trick: I really like it's air unblockable property, my friend doesn't really know how to / uses FD, so he's screwed when I am in IK mode already. X- Laser: Wow. I can just dash under the Venom ball for a free IK! I-no's IK : I find this IK one of the better ones : Fast startup, I found it having invuln frames, I once had about 60 HP left and my friend had about 300 then I landed this against him! So... is there any way to utilize IK-s effectively? Punish situations / slow moves? Maybe a jump in or airdash attempt? Also, off topic- but how do I FRC Millia's S Disc? I reckon some sick stuff could be done with it!
  3. Ahaa! These links and mini-spreadsheet pretty much explains them all! This seems really helpful, will try to experiment with them for a while! Thanks a lot Final Ultima, your answer is the kind of technical data I was looking for! The sheet is interesting though: I thought it was the hits that mattered, and not the time of the combo. Oh well, really helpful information either way! This has pretty much answered my questions (I now know the untech time for all moves). Now my remaining two questions are : Can I close this thread? It's pretty much answered. And are there any timing-assisting tools or something similiar? It's pretty hard keep track exactly how much time I can spend before going onto the next attack. Can Grand Viper do more damage? That's great, but I have trouble clean-hitting it.
  4. Oh. Thanks for the link, it seems useful, but... it still doesn't cover how MUCH untech time I get from attacks. So me dropping SW loops was the reverse scaling (more hits = less time for something else) increasing! Now if there was a spreadsheet or something about moves untech time (espicially Millia, Sol, Ky, Testament and Dizzy, i main them) that would be great!
  5. Thanks guys for the advice but your replies mainly explain the what-s and not the How?-s of the mechanics. It may be my bad, but I forgot to mention that I'm not that much of a beginner( I understand BB (BB= Black Beat here) is invalid combo) but not HOW exactly they happen (Why loops can't have more than 2-3 reps? Why can't I do Millia's j.K into j.D? How is untechable time calcualted / does it have a formula?) For me, the joy IS in doing combos, but it isn't really unique when everyone else does them online isn't it? I'm mainly asking for technical data / explaination and headers here. Don't get me wrong, the advices were good and useful, but some (like the BB) isn't new to me. For instance, a Sol combo I've never seen anywhere else online : (optional cr.K), c.S,f.S,5H, (HS)Fafnir, RC, run, Wild Throw into SW loop. (Please rate it ) TLDR: Good pieces of advice but they don't explain WHAT makes combos valid/invalid and what makes them drop and technical data (like can RC-s reset jump options?) Also, am I right in some chars (like Ky's j.S DJC dj.S, dj.HS VT) having only one fixed air combo "finisher"? My key point here was "maintaining variety"
  6. Hello guys! This is my first time and topic here! I started playing GGXX AC+R not long ago when I saw videos of it. I was like : omg, these kind of combos and moves are possible? And the characters, wow! I guess I'll get in and have some fun too! However, I found out it's not that easy at all. I can't really do any non - black BEAT combos which actually maintain variety (like RC-ing combos into fancy things and not SW / D looping or Vapor Thrust looping over and over again). So, this is why I am posting here. I hope you guys around here could answer my questions about the combo system,and maybe help us all finding variety! 1. Why do I get a black BEAT when I (for example 2H with Millia) launch the opponent and wait a bit for him to fall for other options? 2 : Why does my BEAT turn into black after (for example 2-3 reps of SW) loop into an S or HS normal? 3: Is there any universal (all chars) way to attack the opponent in a way that I can reach the ground first for a relaunch or just continuing? 4: Is there any way to hit the opponent with S or HS then instant air dash into a combo again? If so, which characters can do so? 5: Are RC-s any useful in regards to combos? (I can only do VV RC at the top then S into Bandit for Sol for example that is good for something) Any advice is greatly appriciated! (Sorry for misspells)
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