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Wolf Pup TK

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Everything posted by Wolf Pup TK

  1. The purpose would be that (if the combo I suggested works) you can start a combo into astral when your opponent has more life than the shorter version we already know, which would make it more useful. Also, I had to edit the combo, because I made a stupid mistake on it. It should have been: 5B > 3C > 214D~~C > 5C > j.Cx5 > astral
  2. Hey, I just had an idea for a potential combo into astral: 5B > 3C > 214D~~C > 5C > j.Cx5 > Astral I think with tight enough execution this might be able to work, since the last j.C hits just as you land, meaning you've got 0 lag afterwards. I'm not sure though... I'll see if I can test it out.
  3. I couldn't ever recommend command grab or 214~B on wakeup... You've got 6 frames of counter-hit state on either before your invul comes out. Really not worth the risk, and guaranteed to fail if your opponent is timing his wakeup hits properly. 241D~B is the poor-man's shoryuken. Invul from frames 7-15, with the hitbox coming out on frame 11.
  4. Personally, I wouldn't discount anything because of difficulty. At most add a note next to the combo. The harder we push ourselves the better we get! Besides, didn't Slayer players need to use 1 and 2 frame links? I'm sure we'll eventually collectively get the timing down. :D My only tip about dashing is that if you're getting 6C when you don't want it, try 664C. Other than that it's just getting really comfortable with the timing.
  5. Does 5C for relaunch after corner Jakou work on every character? I'm guessing not... I've seen it used on Rachel and Tager at the very least...
  6. I'm not aware of any possible followups from a non-CH 214D~B, but I will check this and report any findings.
  7. Great work so far! :D This is more of a long-term task that we should do collectively, but it would be great to figure out how much heat is gained from each combo, along with how much heat is needed to start certain combos that use heat sometime after the first hit of the combo. (Maybe you can start with 35 instead of 50)
  8. 5C has better proration, but is usually harder to start a combo with because of it's longer startup time. Also, if you hit from too far away, you won't connect with 214D~C. But yes, if the initial hit for any of these is 5C instead of 5B, I think it would work and have slightly better damage.
  9. Sounds like a good idea. I wouldn't mind signing up for this, but I'm not pro at all. I'll default ownership to anyone more experienced than me who's up for the task (Eclipse, you interested?). Otherwise, I'll start it up in a few days. Combos I've seen that aren't in the guide (compiled from this thread and this vid): 2A>5B>3C>214D~C>(dash)5C>2C>4D~D>214B# 5B>3C>214D~C>(dash)5C>2C>4D~A>4D~D>214B# [3011] 5B>3C>214D~C>(dash)5C>(JC)jCx5>(land)2C>4D~D>214B# 236D(wallbounce)/CH 2147B>214D~C>665B>2C>623D>2B>5C>#214B (confirmed?) 214D~~A(CH) > 2B > 3C > 214D~C > 5C > 2C > 4D~D > 214B# [1934] 6C (CH) > dash 3C > 214D~C > 5C > 2C > 4D~A > 4D~D > 214B# [3392] 6C (CH) > 5D~D > j.2C > 236236B > 214D~~C > 5C > 2C > 4D~D > 214B# [4552] 214D~~B (FC) > 7jump > j.6D~D > j.B > 5C > 2C > 4D~D > 214B# [2917] 214D~~B (FC) > 6Dx3 > 623D(RC) > dash 214D~~C > 5C > 2C > 4D~A > 4D~D > 214B# [4434] 236236B > 6Dx2 > 623D > 632146C [5768] 236236B 214D~~C > 5C > j.Cx5 > 2C > 4D~D > 214B# [4471] Corner: 236236B(FC) > 6Dx2 > 623D > 5C > 2C > 2147B > 5C > 2C > 2147B [5072 damage] - Can followup with another 236236D, but combo was dropped afterwards - Rachel specific? 236236B (FC), 6D~A (x3), 623D, 3C, 236236B, 2D~A (x3), 2D~D, j.CxN, dj.CxN, dj.214B [7094 damage] 214D~~B (FC) > 6D~A (x3) > 623D > 2B > 5C > 2C > 4D~D > 214B# [4090] 236D (CH) > 5C>2C>4D~A>4D~D>214B# [2912] 5B > 3C > 214D~~C > dash 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > 214B# [3683] 236236B (FC) > 6Dx2 > 623D > 2B > 5C > 2C > 4D~D > 214B# [5470] Opponent in corner: 236236B 214D~~C > 5C > j.Cx5 > 2C > 4D~D > 214B# [4471] Throw: B+C 6D~A, 6D~A->623D (hit with tip, not corner), j.6D~D(land), 2C->4D~A, 4D~D, j.Cx5->dj.Cx5->214B 4B+C > 5D~D > j.Cxn > 2C > (4D~A) > 4D~D > j.Cx5 > j.Cx5 > 214B [2937] 236C > 5B > 3C > 214D~~C > 5C > 2C > 4D~D > j.Cx5 > dj.Cx5 > 214B [1821] 236C > 5B > 3C > Astral (corner) 4B+C > 6Dx2 > 623D > 2B > 5C > 2C > 4D~D > 214B# [3736] There are a few more combos from the end of the vid that i didn't have the patience to finish writing.
  10. Awesome! I used yours to make a variant for 1680x1050 desktops (off-center to adjust for the windows taskbar on bottom) Preview, click for actual wallpaper:
  11. Isn't it supposed to be: 3C, zaneiga, dash, 5C?
  12. I only realized this now, but... I have NEVER seen or used Hazama's counter assault. Has anyone ever looked into this?
  13. Combo video repost from the Gameplay Discussion thread: http://www.youtube.com/watch?v=CgT2Vz4dx14
  14. Yes: When you play a troll, you gotta expect to get trolled back sometimes. This is Hazama's way of reminding us (Hazama mains) who the REAL troll is at the end of the day. Seriously though, I haven't found much use for it. I guess maybe if you're playing against a 4-primer character you might be able to get some primer pressure... sort of... but not really. Other than occasionally throwing it out just because you can, I really don't know why you'd want to use it.
  15. On that note, 236D is a good move to end a blockstring with due to its range and +1 frame advantage. 6C also works if you're close enough because you just might end up getting a CH off it.
  16. Can someone please explain what are level 1 mixups, level 2, etc?
  17. Excellent video and a handy reference, for sure! By showing the inputs though, I meant more something that shows the timing of the inputs.
  18. I feel like his combos are all very practical (minus a few silly but cool looking ones). I think his most difficult combos are the Jayoku and 214D->B combos that involve multiple 6D->A into Jakou, as well as the really flashy Jakou into j6D->D. I haven't found many good mixups, but you can try doing a crossup jB by jumping out of a blockstring. Also, I'm not sure how effective this is, but you can try throwing out a chain and doing a very quick followup, like B->C->6D->C->jB. Don't that my word on that one until you try for yourself.. might be totally bogus/too slow. Actually.... if someone could make an instructional video showing the more difficult combos and some text that appears as input each of the inputs is required, it would be extremely helpful, or even a regular compilation video so there would be one place to reference them all.
  19. As far as I know, you can follow up 623D with a j6D->D on any character, but the timing is very strict, and you need to hit with the very tip of Jakou or you won't have enough time. I'm just repeating what I was told. I've never done this successfully on anyone. EDIT: Oops, I keep mixing the names Jayoku and Jakou. ^^;
  20. I'm very confused about something that I see a lot of better players do but just cannnot seem to do myself. For any combos that require canceling a chain after hit into another chain (Jayoku, 6Dx3, etc), I pretty much can NEVER hit the second chain. I know I'm not hitting from too close and getting the wimpy hitstun, but it either misses them, or they tech out just before the chain hits, or they're to far away to connect with the second one. At the moment I just do one D now, since it's all that'll hit.... stuff like 214D->B(CH), 6D, 263D. I'd really like to get those extra Ds in there. Does anyone have any advice?
  21. I seem to have a LOT of trouble canceling 5D into 214D when it connects with a sledging Tager. Is there some weird delay I need to take into account? EDIT: Regarding hit and run. How do you pressure from a distance when Tager has spark ready?
  22. Just for confirmation, this stuff only works against people with no reversals, right? I may very well be missing something, but I think Hazama is actually at a disadvantage against characters like tager after doing a <launch, j.CxN, 214B> combo. Since Hazama lands right on top of the opponent, and tager can just tager buster. Jumping away isn't an option because of atomic collider. I end up having to backdash. In general... does anyone have advice on a good way to pressure characters on wakeup if they have a reversal?
  23. So, I'm trying to start using the charged/blue 214D->C in my combos now... the timing is really tight! Does anyone know how many hits you can have in your combo after 3C before there isn't enough time for the blue 214D->C? I've been able to pull it off with 4 so far.
  24. That's why I put (66) instead of 66. Doesn't that mean optional?
  25. Here we go: Shorter combo: <whatever> 3C, 214D->C, (66) 5C, j,Cx10, 214B Longer combo: <Any 1 hit, or 5C>, 3C, 214D->C, (66) 5C, j,Cx5, land 2C, 4D~D, j.Cx10 214B I've confirmed the longer combo using 5C as an opener, and using 5C for the launch... but I'm not sure if I've done both in the same string. I'll test it out later.
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