Jump to content
Dustloop Forums

Adelheid

Moderators
  • Posts

    1,593
  • Joined

  • Last visited

Everything posted by Adelheid

  1. That could be cool Also I was setting my execution to pass the time while my computer's hard drive was formatting and I got a bit bored of doing regular combos so I went back to combo video fodder. This one is actually pretty easy, but it looks cool anyway. vs Potemkin, starting position 66 cS-2D-Rensen (FRC), 66 crossunder cS-jD-FB Bomber, jK-djD-FB Bomber, (fall for a bit,) FB Bomber, Bomber |> jump and tech throw into corner
  2. I don't think a combo video should be full of utterly useless garbage, though. I mean, I'm all about spending more tension for only the tiniest of gains, but when you get the same (or better) results with less tension use as a B&B combo, that's somewhat questionable. Plus, as Alex says, Darago's combo isn't even as cool as an already-existing very long Pot-only combo, and it uses 25% more tension too.
  3. You know, I really don't think we should be including combos that are strictly worse than bread-and-butter stuff. And really, there's no point in long combos when you're forced against the corner when the fact of the matter is that you can just cS-2D-Rensen FRC 66 crossunder cS-jD-FB Bomber > bomber loop against every character, for much less tension and damage than what you just said.
  4. Henaki did upload it but that copy was taken down for some reason.
  5. After being confused for the longest time, I realized he was probably referencing the shenanigan seen in Axl: Pulp Fiction Which is black beat as hell
  6. So I had occasion last night where my internet went down at 1:30 in the morning, and I was all "Man! What can I do when my internet is down at 1:30 in the morning? Oh yeah. Bullshit combos." So here's something that looks cool and also involves several rather tricky links and it took me something like two hours to get it off once. vs Faust, from starting locations 66 backthrow, TK FB Axl Bomber, fall until you're rather close to the ground but not minimum height Kokuugeki (FRC), 66 Axl Bomber |> 66 2S-jD-Axl Bomber |> let Faust fall slightly, Rensen (1-hit or 2-hit, 3-hit will drop the combo) (FRC) 9 jH-jD-Kokuugeki
  7. If you frequently do rollercoaster, you're probably doing something wrong, since rollercoaster is bad.
  8. The problem with that, I feel, is that it could be more effectively shown in just any old combo that does that. No reason to loop that; long, ineffective loops just don't look nearly as awesome as more complex combos.
  9. Post 2 (Watches): 1 Post 5 (Darago): 2, 3, 5, 6, 7, 8, 9 Post 6 (Stark): 1, 2, 3, 5, 6, 7, 8, 9, 10 Post 47 (Horokei): 1 Post 53 (Watches): 5, 6, 8 Post 64 (Beowulf): 3, 5 (if it works). Post 81 (faultydefense): 2 These 24 are ones I would say to use. At an average of 8 seconds per combo, Add up to 30 seconds for miscellaneous garbage and something that clashes, this fills out three and a half minutes.
  10. I mean it's That's bad even for j-pop.
  11. I'm not really too impressed with that CMV, honestly. Too much respect, too little meat, most of the combos were basically fluff that wasn't all that cool-looking. Highlights being that mass-Kokuu combo v. Potemkin and the more generic chicanery vs Eddie right at the end. Also the song was pretty meh
  12. Not really seeing the problem with guessing with 5P vs some characters, as a few characters have to see your move coming and do very specific things to get advantage off of it. You should never spam 5P because that takes out the opponent's guessing game, but there's still several characters where anticipating a jump and 5Ping will not particularly hurt you if you're wrong. Johnny comes immediately to mind. Definitely not something to do in most matchups, and this is clearly one of the ones you shouldn't do it, but... Admittedly I just kind of forgot about Ky's fS. I also was pretty sure I mentioned something about jumping to avoid throws. That was supposed to be in there, so I just edited it in.
  13. No, I'm actually DigiPen's Axl player. The Baiken is tolore.

  14. Ky is one of the more common fights I have, though not as common as it used to be because the DigiPen Ky almost never plays and is hella out of practice. Basically don't jump in. IAD jS works from some distances, but that's not really a jump-in so much as covering your approach. True jump-ins get 6Ped and then you take damage. Ky damage, but still, damage. jH can work fairly effectively in a lot of situations, but I wouldn't say to rely on it, because you shouldn't. If he tries zoning you, Rensen through his Stun Edges. You won't be able to get there in time to oki with anything but 2K, but you shouldn't oki with anything but 2K anyway because 2K is better than Ky. If you need to practice timing it to avoid reversal RTL, get a friend to get down the reversal timing and just practicing 2K vs reversal RTL. EDIT: Originally this said Greed Sever instead of reversal RTL and I don't know why because that doesn't make any sense at all Also practice your running rensens. It's not that hard, and it's super helpful in this matchup for beating out stun edges while still advancing. If you have already committed to running too far to do a running rensen and you see a stun edge coming, FD break and slashback it, then run in. His stun edge, being an obvious one-hit projectile, can be slashbacked without too much difficulty, though this you will need to practice. Luckily it's not anything more than setting up a training dummy to spam stun edge. As for throw setups, most of them are super obvious if you FD him out well. I personally always freaking 2K when I see a throw coming even though that doesn't work, but I can tell you that what you should do when you see a throw coming is fairly simple: If you have 25%, Benten S FRC. If it's a throw, you'll beat it (Benten is throw invulnerable), if you're wrong and it's a low he won't get much damage anyway but it still kind of sucks, if you're wrong and he blocks you have pressure and that's not a combo but it's still good. If not or if you don't want to risk anything but still see a throw coming just 1fj and faultless. You're right about 5P not hitting him standing. If you can, try to do your spacing with fS in this fight, because if generally outranges him and if it counter hits you pretty much get a free combo (or at least pressure if you don't get there and they stagger really well) and it recovers fast enough that if he jumps it you can recover fast enough or at least not get counterhit into free damage. This is one of those fights where you should not try to guess with 5P. It's just not profitable most of the time, and being wrong hurts. 5P is something you need to react with. Same with Rensen, though Rensen's a bit better for various reasons. 2K and to a lesser extent 2H are also pokes you should be using here, and 3P to a lesser extent, but I feel fS is the main one. I'm not sure about this, but I'm pretty sure that chicken blocking is where you 1-frame jump but instead of only tapping faultless you hold it. Air faultless defends against all hits, so basically at the cost of some tension you avoid their mixup.
  15. Rather than be a fantastic jerk, would you elaborate on this supposed correct way to think about the Youzansen FRC? Because right now it's looking a lot like you're just trolling.
  16. Are you saying that full guard bar build > CH Axl Bomber > CH Axl Bomber > CH Axl Bomber > CH Axl Bomber > Axl Bomber > IK during dizzy isn't a legit way to win fights!? I'm pretty sure that no one expects anything in a combo video to ever happen in a match. If it's practical stuff, it doesn't belong.
  17. I wish Ky did RTL more, it would give me more practice timing 2K as early as possible to beat it
  18. I do this IRL from time to time, shit is so class
  19. Instead of simply getting up after ground slide effects, if you have enough hits, you can do a technical recovery at the end of the slide.
  20. Raiei actually has a really weird hitbox that is not at all where it claims to be and if the opponent's sliding hitbox isn't super low it will probably hit. It doesn't work on Slayer or Millia, though, no. Yeah, Darago's 7th listed combo features something like that.
  21. As far as combos with Byakuerenshou go, I'm, uh... Pretty proud of this one. Corner combo, vs Eddie - With Eddie in corner and Axl at other end of screen, Axl: 66, Eddie: 22D, Axl barely dodges with running raiei S, setting up the following combo: CH Raieisageki S, Raieisageki S, 66 cS-5H-Byakuerenshou (RC for Beat 9), Raieisageki S, Raieisageki S, Rensengeki > Sensageki Edit: So I'm trying to make a combo that just has as many Axl Bombers in it as possible, inspired by the Bridget combo in Axl Outstanding Combo Clips. In the corner, vs May, I can get CH TK Axl Bomber, TK Axl Bomber, TK Axl Bomber, TK Axl Bomber, Rensengeki (FRC), 66 TK Axl Bomber, TK Axl Bomber, Rensengeki (FRC) 66 TK Axl bomber, but I just barely can't seem to get another TK Axl Bomber. I just barely whiff every time I get to that point. This is bad, because in its current state the combo only contains exactly as many Axl Bombers as the aforementioned Bridget combo, and that's just not acceptable (since the Bridget combo is automatically cooler since it has that many Axl Bombers plus extra stuff.) I'm pretty sure it's possible, but I just can't seem to do it. If it works, it should be possible from there to do another Rensen FRC 66 TK Axl Bomber Rensen Sensa for a total of 9 bombers... But I'm just not quite sure it works completely. Could someone verify? Edit: Darago thought up this combo, but couldn't get it to work. I, however, just did. vs Anji, from start position: Anji: Butterfly Axl: Rashousen Double CH, TK Kokuugeki (FRC), AD Kokuugeki (FRC) |> 6K-2S-sjH-jD-Kokuugeki (FRC), AD jD-Kokuugeki (FRC), Kokuugeki
  22. On that note, the first combo I list against Chipp is actually supposed to kill him, but it only does 416 damage. The rest of it comes from chipping him through the blocked Rensen.
  23. I'm almost positive I misunderstood you, but in case you actually asked why you shouldn't just run up and TK FB Bomber if you want to try something like that Two reasons, really. The first and more important reason is that I don't want to waste tension on something that could be blocked which is kind of the entire point of hitconfirming in to something that costs meter. The second is that because most people's hitboxes grow a bit vertically when they get hit standing, even if it doesn't appear that way, and it's vastly easier/less impossible to hit cS-TK FB Bomber.
  24. So one thing I've been developing is leading in to bomber loops by getting the opponent airborne with point0blank cS-TK FB Bomber, Bomber. It's a bit character-specific, though. It flat-out doesn't work against May and Baiken as far as I can tell, and a few other really short/weird-hitbox-having characters you either can't do the easier to hitconfirm and generally more practical point-blank 5K-cS-TK FB Bomber or the aforementioned drops the FB Bomber link down to 1 or 2 frames. It's also generally not practical because you have to be right next to them for it to link. But, when you get it off, the damage is huge. Plus, on mid-weight characters with large air hitboxes you can start it from actually fairly far away, and on floaty characters you can (actually, have to) air dash before the bomber, getting more distance still.
  25. No way. The only correct Axl mirror clash is AC K vs AC H. Also, your reason for not having it be Ellegarden doesn't make sense. It would fulfill the pattern, since this CMV will be awesome. Also Ellegarden's a good band
×
×
  • Create New...