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Kikuichimonji

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Everything posted by Kikuichimonji

  1. Yu 5A is faster than 2A by at least 1 frame. Do meaty 5A instead.
  2. I'll play around with it more. Combo off sweep and 214A after j.2A -> j.d oki: 214A (Izanagi hits) 214B 5B j.C 214B 2B j.c 214A AAA backdash - 4.2k 2AB (Izanagi hits) 214B 5B j.C 214B 2B j.c 214A AAA backdash - 3.85k Both do just around 4k. The sweep combo is trickier, you have to delay the 214B for a long-ass time, it might not even be a cancel at that point. You can set this up with 2 meaty jabs. I recommend meaty 5A because it's 1 frame faster, and if they tech as soon as possible, you're only plus 1-4 frames from my testing. 2A might let them jump. Also, I was testing combos involving sandwiching Izanagi and Narukami between the opponent with 5D starter. I found some REALLY interesting stuff, like 5D dash roll 2B 5B Additional D j.B dash 5A 5C 2B 5B sweep, and 5D dash roll 214A additional D 5B 5C 2C (214A forces crouch, making this a legit combo!) 214B midscreen. When you do the first chain into 5C after additional D, Izanagi will stay on the other side of the opponent to do 5C. He does the 2C from the opposite side as well, basically asking you to hit the opponent with 214B. I think there's a lot of untapped potential here for combos and mixups. When you get the 214B midscreen there I'm not really sure what to do with it besides maybe 5B 5C j.b stuff. I managed to get 5D dash roll 2B 5B Additional D j.B dash 5A 5C 2B 5B 5C 5B but the sweep wouldn't connect at that range. However I think the sandwich combo does more damage than say 5D B Additional D 214B dash sweep, and it works on everyone with no fuss. Your mixup options are definitely different on block, you don't get to do the free fuzzy guard setup but the ability to use that extra 5C to do damage is big. I think you can get a ton of damage midscreen by mixing them up with simple blockstrings into 214A and 2AB. And the same setup should allow you to combo in similar ways off both sweep and 214A. Am I crazy?
  3. Thanks for the combo. Midscreen (starting position, dummy set to jump) I can't get this to work at any range besides point blank. Tested on Mitsuru and Aegis. Any advice? I managed to get 2B (CH) > IAD j.b (1 hit) j.c 214B 5B j.b j.bb dj.b j.c 214A to work, I think it was 2100 damage and relatively consistent. The 5B after the first 214B might be one frame. In my three minutes of testing, I couldn't get this to work unless the opponent was super high. It could be useful if you have the spacing perfect.
  4. What are you guys doing after j.2A -> j.d? Combos, setups, anything. I know you can get 2a, 2a, (j.d hits), 214B, j.2a -> j.d.
  5. I think I stole that word for word from Fluck. It was also in my combo compilation a page back here. What are you guys doing for an anti-air combo? I know 2B j.b j.bb dj.b j.c j.214B works for like 1.7k but I don't think you can always do the 'standard' juggle Mash uses in his 5D combo with 2B j.c 214B 2B j.214A AAA. It's because of height, you have to do the j.c really low to the ground. On counter-hit 2B knocks down even if it's 2 hits right? Something like 2B IAD j.c might make the combo consistent.
  6. I think you can also do air dash j.b after the OMC for two hits into a standard ground confirm. Does anyone know of any frame data? I can't tell if 214A is slightly plus, slightly negative, or even. I thought it was like -1 because of a jump test, and I thought 2A was like -2. Does anyone know if 5A is plus?
  7. 5C and 236C are useful too. 2C is useful as a counter-poke, but it's kind of a trick shot. Without meter, yeah. Use 2a more than sweep because you can't set up legit pressure off blocked sweep, and gatling to 5d is unsafe on block. You could do 2AB > 214 A for a nice little gimmick string, but if they get hit you won't have good oki. You can do stuff like 2B 9 AB 6 j.b for instant air crossups. And throws are very nice with Yu. You don't have to rely on high/lows, he has other options. The important thing is to keep up pressure while not being too unsafe. Honestly my entire offensive game right now is based around comboing into 2AB > 5D, maximizing damage, and then going back into 2AB > 5D. 214A OMC air dash j.a j.b is legit. 214D OMC is pretty nice, a lot of the time I feel like I'm hemorrhaging meter everywhere and I can't find a good use for it.
  8. Meterless, 236D (FC) dash 5C 2B 5B 5C 214D does 2.9k.
  9. Your notes say 5%. Okay, that makes more sense now. Thanks. I've been trying to come up with sweep combos because 2A scales everything to hell. The only thing I can come up with is something like 2AB > 214C > 5A > 5C > 2C > 214B > j.2a, which does around 2.4k. You can OMC your sweep into a full air juggle with say 2B for good damage. Does anyone have anything better, potentially involving Izanagi to make yourself not unsafe? I got 2AB -> additional D -> 214A to combo, but I couldn't even get a 5A off of it. Additional D seems to be very anti-juggle. Edit: You can do 2AB > Additional D > 5A > 5C > 2C > 214B > j.2A. It was around 2.5k I believe. Off 2A damage maxes out around 1.2k or so from what I saw.
  10. After the 214B you should do something like dash 2B j.c 214B dash 2B j.c 214A dash AAA.
  11. Mash, your notes indicate that 5B,2B, and 5C all have 5% P2. Just based off your 5D combo, isn't that impossible? I don't think they have any forced proration, the combo isn't affected by switching out one move for another. Also, I was able to squeeze out a bit more damage by switching out the first 2B -> j.C with a 5B -> j.C. The combo works fine if you substitute 2B for 5B and vice-versa as long as hitboxes aren't an issue. What should you do if you manage to hit someone with something like 5d roll through 2A and you still have additional D left? Just another combo into sweep? The sick thing is, if you do 2AB 5D again, then izanagi will still be summoned behind them. The biggest problem here is that you can't really combo into a 214B like normal because of spacing.
  12. Can 5d > dash 5B 2B > 5DD > j.B blockstring? What about 5d > j.b -> dash 2A?
  13. Alright so I put together a list of what people have posted as combos I considered the most optimal. Yu has lots of situations that aren't covered by these. I just started playing this game a day and a half ago, so if I'm wrong just tell me. 5D starter: 5D>5B>5DD>214B>dash 2B>j.C>j.214B>2B>j.C>j.214A>5AAA Does 4211 damage meterless and builds 49 meter Corner throw combo: 2A 5C 2C 214B j.2A (>j.d oki) Corner AoA combo: A+B mashing D 5B 5C 2C 214B j.2A (>j.d oki), does 2.6k. Meterless, 236D (FC) dash 5C 2B 5B 5C 214D does 2.9k. 236D (FC) dash B+D (1) 214214C 2A/2B 5C j.B j.BB JC j.B j.C j.214B (works on Yuu, Naoto, Liz, Yosuke, Kuma, Kanji?) 2AB > 5D(OTG) > jump foward, land 2B > 5DD > 214B > dash 2AB > 5D(OTG) > j.B > 5DD > 2AB > 5D(OTG) > j.B (JC) > j.A > 5DD > j.2A AOA~D FC corner :*A+B mash D 5B 5C 2C 214B j.2A (>j.d oki) AOA~D FC middle :*Just do C version...j.B (2) j.BB JC j.B (2) j.C 214B CH 214A > dash 5C > 2B > 5B > 5C > 214D = 2954 dmg Potentially useful trial mode combos: #22 Midscreen 214 B starter > dash 5B > 5C > j.B > j.BB > dj.B > j.BB > B+D > 236236 C (3584 damage, 50 meter) #23 Corner 5B > 5C > 214C > 5A > 5C > 2C > 214 B > j.2A (>j.d oki) (2477 damage) #29 Near corner FC 2C: FC 2C > 214B > 5C > 214A > 5A > j.B > j.C > 214 B > 5B > j.C -> 214A -> 214214C (5157 damage, 50 meter) Not covered 214D OMC 214 B -> ??? Midscreen throw OMC -> ??? (I'm assuming 214B to something) Midscreen FC 2C-> ??? (dash cancel -> something?)
  14. There's no way to end that with a sweep near the end to set up D again is there?
  15. A little thing that might be useful for some people is that when doing j.b as a jump-in, if you gatling to the second j.b it whiffs. You can do a little mixup involving whether you're going to do a 2 hit j.b or a one hit j.b into 2a. This is on top of fuzzy guard j.b double jump j.a stuff.
  16. If you blockstring into 5p (say from 5k), it won't whiff on crouching Milia. I also have a suspicion that if you do a meaty 5p, she can't crouch it. As far as I can tell from testing, air dash j.s j.hs whiffs on her when crouchblocking a bazooka. To beat this, you can either not air dash and do s or hs while falling (or do s p for double overhead she has to block), or you can do a very delayed j.hs at the end of your air dash. Don't ever 2hs against grounded Millia, she can easily punish your whiff. Far slash is great, and she cannot easily punish this whiff (and she will make you whiff, because she is so fast). 5k is great because it beats basically everything she has but obviously doesn't lead to anything. Her best response to you poking with 2k is to do her overhead 6k over it (it's low invincible). Far slash will beat her overhead as a poke. Millia can beat 5s by doing disk and seeing if you are dumb enough to throw your arms into it. This isn't really a good option for her, it's just her best response. Once you have 60% meter, Millia has to respect your ability to do random level 3 horse to catch a backstep, sweep, or other poke. You need to kill her if you hit her here. Millia's backstep is very good and the only real way to punish it is to guess and level 3 horse. In oki situations, robo dash is too slow to punish. Robo has lots of ways around her mixups between backstep, guess 5h/throw, wakeup uppercut, and delayed wakeup. 1 frame jumping out of her midscreen mixups can definitely be worth it. In the corner, if they have a disk out and you have meter, you can still wakeup level 3 uppercut. If you're going to make a guess, it's not necessarily a bad one to wakeup uppercut. You also get an air combo from the super in that spacing with dash 5k 5s, dash 5s (if you don't dash far enough you'll get far slash), or dash 5h frc. If you think she's going to hairpin, jump up to meet her. Don't block it on the ground. As a general rule, if she's in the air, you want to be airborn. If she's on the ground, you want to be on the ground. Because Robo is so heavy, Millia can do j.hs j.d combos which lead to better oki involving the bubble. The mixups are horseshit even compared to her obscene disk wakeups, and you basically have to block two successive guesses at least and then you're in a disadvantageous situation in the corner. If she does instant overhead kick(?) be prepared to block a falling overhead/empty jump low/fake empty jump low air dash overhead mixup. If she gets you in the corner, be willing to use FD a bit to mess with her blockstrings and spacings.
  17. Ok, if you're getting air thrown I think your timing is WAY off. Worst case scenario, they tech right before the j.p and you should land before they actually could air throw you. I think if you're getting air thrown, your air dash is way too high up. No way for us to tell, if the air dash isn't low enough though it should be obvious by watching videos of people doing the combo. From my experience, no. It's actually a rather lenient combo in terms of spacing. Just make sure you get cl.s because far slash is way slower. No, you should learn the manual timing for the jump so you can do the IAD shortcut (9,6). This is what improved my own consistency the most. Like zdravkelja said, you can hit j.p rather early after the air dash. Also I know that 5s 5hs doesn't work on everyone in that juggle. On some lighter characters you just whiff the 5h. I think dash 2p 5h or dash 2s 5h might make the combo work, but I'm not sure. These are usually the same characters that 2d rekka 5h whiffs on, which makes me sad. After 2d rekka against these characters, I think your best bet is either dash 5p into air combo or running j.p into air combo.
  18. Thanks for the link. Actually never knew you could ID with s hs like that! He could probably have gone into a missile loop there. Totally worth it if it stuns them. And then if you can get a heat 2s because heat doesn't build as fast on missiles... That changes the command grab into a round stealer.
  19. I think that the change to the command grab is more a buff than anything. Throw invincibility should help him a lot on that move. And Robo needs meter more than he needs 60 damage. Higher float also means that you might get more time to set up oki. Heat 2s xx mat and still combo is ridiculous. I wonder if the frame disadvantage is different on heat 2s. Heat 2h might help when using it as a pre-emptive anti air with people jumping around at half screen. Usually I do it because it's safe and if they air dash they get blown up. Now, even if they don't air dash, you still have a missile coming down which might give you enough cover to sit on a mat for a while. I think they really want Robo Ky players to focus on the 80% heat. Lots of his changes make managing 80% heat easier - air missile builds less so you can probably do one at 80% and not explode. Edit: I don't think anybody has talked about the fact that in the loktest video he combos from command grab with no roman cancel. That's huge, especially if you can get something like 5k cl.s into an air combo. Or just 5h FRC.
  20. What's the best combo off dust midscreen without meter? I've just been doing j.d xx jump j.d missile, hah. In the corner I know you can do like six different impossible dust variations to get to missile loop. I've also been trying to figure out if you can do something like j.h xx force break and then dash split to air dash back in their face for a 50/50 but I haven't been able to get it to work because my execution is bad.
  21. Any tips for meaty bazooka timings and spacings? Is timing/spacing different for level 2/3? People can't, say, mash jab or throw you out of properly spaced bazookas right? Trying to make people respect my buttons on their wakeup. I understand some overdrives/uppercuts beat bazooka. When I land a Robo Dash on low meter it's probably worth letting it charge right? I've seen people cancel it into a mat and I just get confused then. Right now I'm just doing simple juggles like (whatever into) 2s 5h FRC 5h FRC j.s xx jump j.s j.h xx missile. However, one of my opponents started teching forwards here and I end up in the corner. I've seen people talk about comboing into j.d instead in air combos but I don't understand the advantages even if it hits fully. After a j.s xx TK force break, I know I can do a j.k as an overhead but I'm not sure about the best combo option here. j.k 2k 2s? Thanks for any replies.
  22. Let's see if this forum still exists. What should I do after a ground throw? The spacing seems really awkward and I don't want to get wakeup thrown. I couldn't really set up a crossup even with a FD cancel because I'm so close unless I just do IAD j.d crossup which is funny but not very useful. When I do a j.hs, how should I combo off it? It feels really weird to combo off, especially as a crossup. I know if it hits low I can do c.s -> 2d at least but is that consistent in the FD cancel situation? Is it worth trying to do anything out of a FRC teleport besides j.d? Is 2d xx rekka, 2hs xx 22hs j.p j.d xx alpha blade consistent? I got it to work on Slayer midscreen and it seems like it would be better and easier than 2d rekka dash 5p. Should I avoid 6k in general? When I do 5hs xx alpha blade RC, often I go flying across the screen. Is that me doing the cancel too early or late? I'm sure I'm not accidentally doing TK air alpha because of damage. How should I deal with someone I think is going to burst? I know you can air throw bursts or jump and block, and then punish, but it seems so much harder and riskier to bait a burst than to do it. Thanks.
  23. You cancel the middle of the dash into the overhead. You can cancel the airborn part of the dash into the special.
  24. By hop you mean his forward dash right?
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