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Everything posted by Kamui Moon
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I also posted a rebuttal indirectly. and by that I mean I didn't post at all! You can still jump during hitstun, and you can certainly still buffer the sj.IAD while in startup. It simply takes longer to hit, giving you aomple amounts of time to buffer in whatever you like. It's not a late delay or any of that jazz that you'd like to make it out to be. Then stop dropping your combos. There's no other excuse out there. You need to have sj.IAD combos down 100% or you shouldn't even bother going for them at all. dashing SV is a great replacement though bro. Kurum: there really hasn't been anything new that seems worth it to learn lately. Everything else is either very situational, way too character specific, or just way too hard to need mentioning. Almost everything results in right around the same damage anyways. Highest damage is with either an sji finish or an extra couple of reps of D loop. Quite a few combos in the first post are a bit uh... lacking in terms of damage, I guess, but they're good enough for someone starting out. Hatred Edge is right, everyone's found their highest damage combo that they're comfortable with and stuck with it.
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My bnb's are more manly than pretty much anything in that vid. not really a good example of what to dream of. :coffee: yeeeeeeeaaaaah, so I've been fucking around more with Johnny combos lately, and I've finally realized just how awesome linking shit after j.D is. lv1 GB j.H, j.D, jc j.H, j.D, 5S j.S, j.H, j.D, jc j.H, j.D generally doesn't work with that goddamn hitbox of his. However, lv1 GB j.H, j.D, jc j.H, j.D, 5S, j.H, j.D, j.S, jc j.H, j.D works like a fucking charm and does a few more points of damage. not only does it make some combos easier, but it generally adds a new twist into my tech trap game and lets me extend some combos where I really shouldn't be able to. I really need to start using it more, but I just hardly use hji combos on most characters. I still don't see how 0 ever landed from a hji combo into tyrant, though. Just can't figure it out.
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Into TR? That's something I didn't think was possible, but I have made some relaunch combos off of hji's. Was 0 using something like j.S, j.D, j.S, jc j.H, j.D? I've actually hit c.S relaunches off of that, and they look pretty damn sweet. But I don't think there's enough time to hit with a TR. What did he hit it off anyways? With lv3 RI or 5H, you can combo straight into j.D, and I'm sure there are probably some characters other than Pot that can get hit by j.D, j.H, j.D, jc j.H, j.D. That shit should be low enough for a TR. @Sesshyru: Slayer and Faust are both pretty easy to dust loop off of throws, and you don't have to dash on either. Better damage than anything starting with a j.K. Just a bit hard to start it on Slayer. Still easier than trying to hit Dizzy with a dust loop though.
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I gave my throw combos awhile ago and they got edited into the first post. All of them are hard as shit. -lol knockdown: do nothing. -easy knockdown: (dash) j.H, j.D -moderate: 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D -hard: 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D --need to dash a bit longer than the previous one. -hard: j.S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, j.H, j.D I found that the key to getting the right height on those is to hit him before he starts to fall. otherwise the followup is just really inconsistent. dust loops off of anything else also are similar. Gunblaze: j.H, j.D, j.H, j.D | dash 5S, j.H, j.D, (j.H) j.D lv2 RI: 2S, 5H scoops him up really easily. He's also one of the easiest to tag with a fafnir afterwards. dash 5S, j.H, j.D, j.H, j.D | dash 5S, j.H, j.D for the corner. Can anyone actually get the fafnir followup with any sort of consistency? I can't hit it on him at all. You really have to hit him at 5S's max height to be able to hit with an hji combo. But since he's so heavy anything that normally would launch high gives that perfect height (lv1 SF, mainly). Doesn't really come up that often though. Johnny's so heavy so you can almost always get away with 5S, 5H, jump install combos, though the corner double jump will whiff. The key I've found to getting Johnny combos down is to watch his height. if you hit him too high after a GB, land into a simple high jump combo. hit him low enough, get the full dust loop. I can't do that kind of recognition in matches, so I drop combos against him all the time.
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KZO shouldn't even be talked about anymore. What has the guy done in the past two years? Nothing. Absolutely nothing. We just hear about him 24/7 because of our resident SV-spamming scrub. I think some of us actually need to give our respect to Inoue, especially since he's come back from Testament. He's right at the same level as kaqn, if not better. Strong defense, flashy combos, and he's right near the top when it comes to baiting damn near anything. Mike's blog is always talking about him racking up huge win streaks with every character, but his main is back to Order now.
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delays. Try messing around with them. Pretty much every character has a different one. You might have to delay between the j.H and j.D on character x, you might have to delay your jump on character y, you might have to use neutral jumps on character z, etc. I don't know about everyone else, but I just picked up on little tricks myself as I practiced it more. Work on the easier characters first off of lv1 Gunblaze - such as Pot, Testament, or Zappa. then work your way to other characters and landing it off of anything you can think of. also high jump combos are pretty easy. They're much easier than dust loops. Maybe try working on it in parts? like hitting a jumping opponent with a c.S and try and hj.S, j.H, j.D. Then maybe try and hit it off of actual launchers? then work your fingers up to jump installs, high jump installs, etc. shrug
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You'd need to use a BHB to iad to the other side of someone to keep them from getting in the corner. People can shake out of the stagger on that shit.
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Yup. A programmable stick is the only option to land a combo like that. Seriously, just disregard that entire combo video. The combos have an unparalleled technical skill, but they're completely and utterly useless. If you want practical big combos, dust loops, and iad loops all in one, watch this: http://www.youtube.com/watch?v=kJ0unYFGKx4 I'm going to be at that tournament in West Chester on the 21st. If you have anything, ask me there and I'll try and help firsthand or move this discussion to the general discussion topic or something. This is just supposed to be matchup tips vs. Pot afterall.
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jH can work as a crossup. Though getting a 200 hit combo afterwards? Not likely at all. Try jumping over someone when they're waking up, then doing a low air dash back to the other side of them. You're too far to really combo any normals after that, but you can hitconfirm the jH into a Fafnir. j.D and j.K can also work as crossups in the same way. vid example @~2:40 http://www.youtube.com/watch?v=Fv7WqhQIgsU And for loops on Pot, there's obviously dloops, but he's also an easy target for the IAD loop. something into 5H, IAD j.P, j.S, j.H | 5H, IAD j.P, j.S, j.H | sweep Missing a jH, jD there buddy. GB, dash j.H, j.D, dj.H, j.D | j.H, j.D, dj.H, j.D, BRP. You can do that off of basically anything against Pot.
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http://www.geocities.jp/toramusi777/ New Venom combo video- "Roman" Produced by: F, N-O, and マッド Music: KOKIA-たった一つの想い
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That's not what he's talking about. He's talking about tk'ing specials to ji them. Like a 5H, tk lv3 RI into a ji combo or something. sji combos are a different story. They do have a lot of practical use, but tk'ing specials doesn't really much practical use.
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We're talking about charge canceling lv3 RI. Just tiger knee the third hit (2147D). Do you really need an example of lv3 Savage Fang into dust loop? That is the combo, my friend.
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How often do you really get a lv3 RI combo anyways? I only get those off of occasional punishes or like 2H RC combos. I would rather just blow my lv3 on mixups and save that Tension instead though. Midscreen BRP combos can usually get some easy knockdowns, like: lv3 BRP dash 5H, j.H, j.D, lv2 BRP. Or lv3 BRP, 6H The only decent midscreen and corner knockdown you'll get off lv3RI is the one I posted just a little bit earlier. lv3RI, TK CC, dash j.H, j.D, j.H, j.D, lv2 BRP. And that's with nearly a full charge gauge. Or you could just blow some Tension with a lv3RI, TK lv2/3 TR, 6H combo. lol, good shit MissedFRC
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eh, I really like this combo for a lv3 RI combo. http://www.youtube.com/watch?v=Mw8NEKXwa1c light/midweight variation. Add a c.S for heavies.
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launch=stuff that launches. lol. c.S, ID (not including j.H, j.H, HS MS), FB MS, 2D>SA FRC, etc. Basically anything in the corner.
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Yup, if you want knockdowns on ABA there are two things you need to aim for: FB DHM or j.H. Doobie curve loops still do work though, just not off of 6H. midscreen Throw dash 6P, 6H, P/S ball, 6H, Warp IAD (j.K), j.S, j.H corner launch dash 6P, 6H, P ball, 6H, Warp IAD j.S, j.H, j.D | c.S(1), jc j.H -long delay on the j.H, j.D gatling. corner Throw, [s doobie, 2S]x5 -can't really find a decent 6P, 6H loop that does more damage. ABA combos are hard but you can make some really really sexy ones. Some other things to take note of: combos ending in f.S+ball>doobie/DHM are really unreliable. Depsite ABA being a heavy weight she usually floats too high off of a 6H bounce for stuff like that. I'll try and think up some matchup tips when I finally get around to playing Josh with him.
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You don't have to dash if he's dead in the corner. j.H, j.D, dj.H, j.D | j.S, j.D, dj.H, j.D, BRP You will need to dash if you switch out that j.S for a j.H, but it's only a two damage difference. Besides, I usually drop my shit against Sol if I dash into it. I never get the second j.D to hit/hit right. Full dls on Sol are just too inconsistent.
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I'd say that a Fafnir combo would be best from that crossup j.H. It's much harder to dustloop out of that kind of hit. Oh, and speaking of that Sanma match, I really don't think that a 3 rep dustloop is impossible in a match anymore. As a matter of fact, a 2 1/2 rep is possible on most mid weights and heavies without even needing to dash after the first rep. a 2 1/2 looks like... (insert launcher) dash j.H, j.D, j.H, j.D | j.H, j.D, j.H, j.D | j.H, j.D, lvX BRP and a 3 rep... (insert launcher) dash j.H, j.D, j.H, j.D | dash j.H, j.D, j.H, j.D | j.H, j.D, j.H, j.D, lvX BRP The combo Sanma uses makes finishing the second rep easier. It gets easy to tech that fourth j.D since you'll be trying to delay it, but if you're just going to dash in and 5Sc, j.S, j.H, j.D, you don't really have to worry about giving yourself the same amount of cushion you need to hit with another j.H. This shit is as damaging as Slayer and is manly as fucking hell to boot.
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More from a-cho. Koto (BA) vs Kouryuu (CH) DC (JO) vs RF (FA) Efute (MA) vs Dry Ace (AN) Dry Ace (AN) vs Woshige (MI) N-O (VE) vs Nezu (RO) Nezu (RO) vs Dry Ace (AN) N-O (VE) vs Woshige (MI)
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There's lots of options. Check the first post of the combo thread for the easier ones. lv2: depends on how much charge I have. >150% lv2 GB, lv1 GB, dash [hj.S, j.H, j.D, lv1 SV]/[j.D, JC j.H, j.D | dust loop] <150% lv2 GB AC 5S JI (5H) ji combo lv3 (corner) lv3 GB AC, lv1 GB, dash dust loop, lv2 BRP lv3 GB AC, 5S, dust loop, lv2 BRP (mid) lv3 GB AC, 5S, 5H, hj/ji combo
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Oi, be sure to have the enemy on back/forward tech. That is techable. And doing 5S, 5H after a throw does have too much pushback to hit the double jump. Dashing in before the 5S will allow it, but really there are better throw combos out there. Please do check the first post for all of the combos you'll need. And then more than you'll need, like that CC combo you were trying. It might be first, but it's relevance is extremely low. Oh, j.H isn't jump cancellable for anyone in the cast. You can't JC everything.
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You can dustloop out of a corner throw on all three of those characters. No dash for Slayer, but a short one for Ky and Potemkin.
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Find the correct delay time that works for whatever character you're trying to dustloop. Just basically try to delay your gatlings as long as possible. The first j.H, j.D needs to be delayed so that the enemy is at a low enough height for a relaunch and the dj.H, j.D should be delayed long enough for you to be already falling. Practice the easier characters first to get a "feel" for it (Po/Za/Te all have the same timing basically).
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Just hold up while doing them. That's really it. You do have to hit it pretty fast, though. 5D, [8] j.H, j.H, ]8[ j.S, j.K... Not everyone in America is bad. I just know I have some terrible habits that I can't break.
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Yes, it's "sort of" possible. As a matter of fact, my normal midscreen HJI combo of late is a deep 5Sc HJI hj.S, j.H, j.D, JC j.S, j.D. You can get a BRP if it was 50% or less away from the corner. I don't know, I just prefer it to the normal j.P, j.H, SV followup since I usually only get a 1-hit SV. Works on everyone but Johnny and Robo. And it's kinda tough on May. Actually, I've been messing with a bunch of midscreen stuff lately just for lulz. 5D, j.H, j.H, j.S, j.K, j.S, j.H, j.D, JC j.P, j.H, SV will work on pretty much everyone. Which is nice since I always drop IDs. Hell, you can hit Slayer with the corner 5D combo at midscreen. All this oki discussion just reminds me how American my play is.