PDA

View Full Version : Slayer's Character Specific Combos List



Zaido
07-05-2007, 04:11 AM
Basically, i took some time and tried some combos and then started to find out which combos work on which characters, and also trying variation combos to help with character height, weight specifics... overall the list is incomplete.. and i got lazy..and also i have no idea where to put these... so i thought of making a new thread.. dunno if this is gona help ANYONE at all.. but o wells..

KeyNotes:

- is for gatlings
-> is for links and jump cancels
c.S = close Slash
f.S = far Slash
j.S(#) = jump Slash that makes # of hits
CH = Counter Hit
[8] = press and hold up until you see...
]8[ = release up


COMBO 1
2K -> 2H -> BBU...
(A) 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AN (202), AX (206), BA (227), BR: (208), CH (249), DI (222), ED* (202), FA (198), IN (206), JA (206), KY** (199), MA (206), MI (233), OR*** (182), PO**** (166), RO** (168), SL (184), SO (198), TE** (196), VE (206), ZA***** (200)

* ... c.S -> j.K-2K -> j.S(1) -> Land -> 5P -> j.K-2K -> j.D
** ... c.S-f.S -> j.K-2K -> j.D
*** ... c.S -> j.S(2)-2K -> j.K -> dj.S(1)-2K -> dj.D
**** ... c.S -> j.S(2)-2K -> j.K -> Land -> c.S -> j.S(2)-2K -> j.D
***** c.S-f.S...

(B) 5H -> iad.j.K -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AB (158), ED (193), JO (186)

(C) 5H -> j~ad.j.D-2K -> j.K -> Land -> 5H xx PB

This works on (damage done):
ED (211), KY (204), RO (174)

(D) (6) 6H -> c.S-f.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AB (167), AN (200), AX (202), BA* (221), BR* (201), CH (249), DI (219), ED** (200), FA (194), IN (202), JA* (198), JO*** (187), KY (197), MA**** (198), MI (232), OR (181), PO***** (161), SL (181), SO (194), TE (194), VE (202), ZA (194)

* ... c.S -> j.K... On Baiken, can re-launch with 5K instead of c.S
**... c.S-f.S -> j.S(1)-2K...
***... c.S-f.S -> j.P-K-2K -> j.K -> Land -> 5P -> j.K-2K -> j.D
****... _ 6H -> 5K... (note that there is no (6) before the 6H)
*****... c.S-f.S -> j.S(2)-2K...

(E) (6) 2D -> c.S-f.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AB (160), AN (193), AX (194), BA* (203), BR** (192), CH (239), ED (194), FA (186), IN** (190), JA** (190), JO*** (179), KY (189), MI (223), OR (173), PO**** (154), RO***** (154), SL (173), SO (186), TE (186), VE (194), ZA (186)

*... (6) 2D -> 5P... Also works on Axl for 183 dmg
** ... c.S -> j.K...
*** ... j.P-K-2K -> j.K -> Land -> 5P -> j.K-2K -> j.D
**** ... c.S-f.S -> j.S(2)-2K...
***** ... c.S-f.S -> j.P-K-2K...

(F) (6) 2D -> 5P -> j.K-2K -> j.S(1) -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AX (180), CH* (222)

* ... (6) 2D -> 5K -> j.S(1)-2K...

(G) j.D-2K -> j.K -> Land -> c.S -> j.S(1)-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

Dizzy only (201)

COMBO 2
2P -> 2K -> 2D RC 5H -> iad.j.K -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AB* (148), AN (187), AX (187), BA** (207), BR** (188), CH (230), DI (203), ED (185), FA (182), IN (187), JA** (185), JO* (173), KY (183), MA** (185), MI (215), OR (167), PO (153), RO* (146), SL (167), SO (182), TE (182), VE (187), ZA (182)

* ...iad.j.P-K ...
** ... j.K -> dj.K-2K -> dj.D-2K -> dj.D

COMBO 3
(A) (CH) 2H -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.K -> Land -> 5P -> j.K-2K -> j.D

This works on (damage done):
AB (146), AX (175), CH (218)

(B) (CH) 2H -> c.S -> j.K-2K -> j.K -> dj.K -> dj.D-2K -> dj.K -> Land -> 5P -> j.K-2K -> j.D

This works on (damage done):
AX* (185), BA (200), JA (181)

*... Land -> c.S ...

(C) (CH) 2H -> 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
SO (198), TE* (197), ZA** (202)

*... c.S-f.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D

**... c.S-f.S...

(D) (CH) 2H -> c.S -> j.S(1)-2K -> j.K -> dj.K -> dj.D-2K -> dj.K -> Land -> c.S -> j.S(1)-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

Dizzy only (199)

COMBO 4
(A) 5D -> [8] j.D-D-D ]8[ ad.j.D-2K -> j.K -> Land > c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

This works on (damage done):
AB (152), AN (185), AX (185), BA (206), CH (228), ED (185), FA (180), KY (180)

(B) 5D -> [8] j.D-D-D ]8[ j.H-2K -> j.K -> dj.K -> <dj.D-2K>x3 -> dj.D

This works on (damage done):
BR (191), DI* (202), IN (189), JA (189), JO** (172), MA (189), MI* (213), OR* (168)

* x2
** ... j.K -> dj.P-K-2K -> <dj.D-2K>x2 -> dj.D

(C) 5D -> [8] j.D-D-D ]8[ ad.j.H -> Land -> 5H -> j.H-2K -> j.K -> dj.K-2K -> dj.D-2K -> dj.D

This works on (damage done):
PO* (167), RO** (168), SL (184), TE (198), VE (204), ZA (198)

*... j.K -> dj.H-2K -> dj.D
** ... j.K -> dj.S(1)-2K...

(D) 5D -> [8] j.D-D-D ]8[ ad.j.H -> Land -> 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.D

Sol only (198)
Feedbacks, additions and what not is appreciated as well.

rtl42
07-05-2007, 05:35 AM
holy fuck good job, i appreciate the effort !___!

Villainous
07-05-2007, 06:49 AM
Wow that must have taken a lot of time to put together, thanks man!

LB
07-05-2007, 04:49 PM
wow, superb job there zaido. :)

i'll try these combos and try to post up damages as well. if i find anything new, let's add it.

however, this has way too much information. idon't think any sane person will want to memorize 80 different combos for all the cast.

we really need to separate out what works for who, and try to put them into categories. that way, we might only need to memorize ~20 B&B combos for most damage for all situations, etc.

so next steps:
- catagorize
- damage
- more combos?

what do you guys think?

rtl42
07-05-2007, 06:56 PM
yes

MacArthur Blunts
07-05-2007, 08:46 PM
OMFG you are king.

AleXander
07-05-2007, 11:33 PM
I agree with LB. Also maybe instead of listing all the combos for every character, List 1 combo, and list all the characters it works for.

So after you get all the damages, get the most damaging combo per first hit, per tension spent, and per location to the corner, then list all the characters it works for....thats what i would do anyways, if i wasnt so lazy.

Zaido
07-05-2007, 11:49 PM
i did that too but it doesn't come out right.. on the dust loop website so i just left it on my notepad while i did this one. as for dmg points and what not.. i will work on it after when my hands are free :X...

as for combos that i listed.. usually the first combo or combo with the JumpAD part in it after 5H launch after BBU.. those combos are not as practically easy persay.. so combos that revolve around the 2D connecter are more ideal since they work in mid screen as well as corner.

Villainous
07-06-2007, 02:58 AM
Yeah, I'm having trouble getting down the 5.H into jumping AD whatevers.

Usually I'm too low to do multiple hits: IE the Ky combo, and if I try to slow it down to get higher, jump into air dash is too slow and they can tech.

Maybe I just suck at that particular combo, but it does seem like it'd be more reliable if I could actually land it as opposed to BBU 2D combos.

DandyStepper
07-06-2007, 03:51 AM
The good thing about trying to land those 5hs AD jd 2k jk etc combos is if you get the timing wrong, you still get the knockdown, as opposed to using the 2d where alot can happen.

Zaido
07-06-2007, 03:53 AM
those combos have some particular difficulties from the 5H hit hieght, the jump delay to airdash is also key, its basically you try to get max height of the jump and using hte jump momentum with airdash to help the airdash speed to close in.. to get the hit in.. its very strange but yea.. there are too many palces to mess up for that combo.. and i woudl only suggest using it if you have confidence :p but yea 2D combo is the best way... heck some combos with 2D might even end up with more dmg then the 5H ones.. example are ED, Johnny, and ABA ones...

@dandy: yea that is true too..

EDIT: ok i updated the first 3 characters ABA ANJI and AXL combo dmg with hits.. any request for other character htey want done FIRST can tell me and i try to get theri dmg and hits done, if not i wil just slowly take my time and do it in order..

O yes.. i also had to modify some of "On AXL" combos cause i find the new modification seems alot more consistant then the previous!

EDIT2: some numbers for dmg might be wrong cause i can't tell if the damn number is a 8 or a 0 sometimes and stuff D:...

Kairi
07-06-2007, 04:33 AM
good job thats a big write up. sticky?

I don't have teh game still so I can't confirm combos =(

but I trust there all right, so sticky.

Zaido
07-08-2007, 03:46 AM
Update with Dmg and number of hit for next 3 characters: Baiken, Bridget, Chipp also added some extra alteration combo for them as well..

EDIT:added 2 more Update with Dizzy, and Eddie also with some added combos and changes of old ones to make it easier or more damaging

EDIT2: updated with another 3 more character, Faust, I-No, and Jam... same old same old Dmg and some added combos

Zaido
07-10-2007, 07:01 AM
Srry for the double post.

Update:
-Dmg Correction on some character (figure out it was not 8 but 0 or vice versa)
-Added ID combos From ABA up till Johnny
-Added an alternate combo (6H) after BBU combos from ABA up till Johnny

now i am gona take a break and do others later on.. 11 more characters to go...


UPDATE:
-Characters Dmg added: Ky, May, Millia
-ID combos also added
-Added some 6H Combos for Millia and Ky
-one of Ky's combo altered(Simpler and more dmg)

8 more characters to go!

Zaido
07-12-2007, 04:21 AM
srry for posting AGAIN.

Update:
-Character Dmg Added: Order-Sol, Potemkin, Robo-Ky, Slayer
-ID Combos also added
-remodified some combos
-Added some other combos

4 more characters till done!

LB
07-12-2007, 06:24 AM
that's hella dedication.

if work wasn't fucking me in the ass right now, i'd help.:(

sorry~~~

Zaido
07-12-2007, 06:28 AM
that's hella dedication.

if work wasn't fucking me in the ass right now, i'd help.:(

sorry~~~

its ok man, since it summer and i only have 1 class i have a few hours of free time where i can just turn on the ps2 and go to training mode and check out the dmg :X

plus while i am at it, i am also lvling up my execution skillz :v: so doing each combo again isnt' so bad since my timing is getting better and better and i don't mess up that much either now XD...

Zaido
07-13-2007, 05:17 AM
FINAL UPDATE:

-DMG added for Sol, Testament, Venom, & Zappa
-Added ID combos
-Added Extra combos

all character dmg listed

extra combos or situational combos may be update in near future when i get it down for everyone :O but for now dmg all listed

any other changes you guys want?

koogy
07-13-2007, 02:24 PM
my only suggestion is totally anal and ridiculous.

bolding combo starter
spacing between >, or using ->

but yeah, i wouldn't bother doing that. hella more work for nothing

Zaido
07-13-2007, 04:18 PM
hahah, well we will see... maybe when i am bored and have time i might do that :o..

rtl42
07-16-2007, 07:27 PM
shrug i can just do it, i'm fast on the keyboard.

Zaido
07-17-2007, 12:17 AM
that will help alot thx man :D!

Minagushi
07-17-2007, 08:18 AM
Guys, will be add in list some combos like?: 2hs(ch)-5hs-jhs-jk-dj-jk-jd-j2k-jk-land-c.s-js-j2k-jd vs te, 2hs(ch)-5hs-jc-delay-jhs-j2k-dj-jk-jd-j2k-jk-land-c.s-js-j2k-jd vs sol etc. p.s. Sry for my shitty english.

Zaido
07-17-2007, 08:30 AM
Guys, will be add in list some combos like?: 2hs(ch)-5hs-jhs-jk-dj-jk-jd-j2k-jk-land-c.s-js-j2k-jd vs te, 2hs(ch)-5hs-jc-delay-jhs-j2k-dj-jk-jd-j2k-jk-land-c.s-js-j2k-jd vs sol etc. p.s. Sry for my shitty english.

Sure, since rtl42 might be editing my post he might add it in, in the future? or i can do it later on...

thx for combos

Minagushi
07-17-2007, 08:40 AM
if need i can write more combos vs other characters, with other launchers...

RoBoBOBR
07-17-2007, 05:18 PM
Minagushi, gogo post everything you know.

Minagushi
07-17-2007, 09:59 PM
Vs Te first combo alredy posted, after relaunch js(2hit)-j2k-jd,13hits 204dmg. 2k-2hs-BBU-(6)5hs-jhs-jk-dj-jk-jd-j2k-jk-land-5k-jd,12hits 199dmg. 2hs(ch)-(6)c.s-f.s-jk-j2k-jk-dj-jk-jd-j2k-jk-land-c.s-jk-j2k-jd,14hits 184dmg(vs axl no f.s). (corner)2hs(ch)-5hs{ji}-sjc-jhs-jd-j2k-jk-{dj-js-j2k-jd}-land-c.s-js(2hit)-j2k-jd,11hit 198dmg. .2hs(ch) in all combos might be change to jhs(ch). after jhs in combos j2k vs po,ro ky. That combos also works vs...stop,that combos work on any char with difrend timing. Hm, i write it later.

rtl42
07-17-2007, 10:15 PM
okay well i finished re-formatting the first post already, so i'll work your combos in when you've got them all worked out.

Zaido
07-17-2007, 10:25 PM
wow it looks so clean.. gj!

LB
07-18-2007, 04:24 PM
wow indeed. this makes practicing combo starters easier. :)

rtl42
07-18-2007, 05:25 PM
fixed it again -- used italics for combos, underlines to indicate variations from the "standard" version, blue color for loop multipliers.

the naming scheme is pretty arbitrary, btw, so if anyone has a better idea, post up.

i guess maybe i should explain some of my combo notation:

- is for gatlings
-> is for links and jump cancels
c.S = close Slash
f.S = far Slash
j.S(#) = jump Slash that makes # of hits
CH = Counter Hit
[8] = press and hold up until you see...
]8[ = release up

LB
07-18-2007, 07:50 PM
seriously though, i think you can get rid of ALL "jump", "-" and "->"'s. anyone who knows anything about the game should know that if you put s.hs, IAD j.d, they'll know that they have to jump inbetween.

i don't really see a point in taking up space and making things confusing by adding in transitions like that when it's not necessary.

same with leading "..." under alphabetized sections. they are already under a combo starter, tabbed and bulleted so they should know it's a follow up to the approporiate combo starter.

just my 2 cents. :) it's not tekken you know. :) ;)

really great job you guys. it's come a long way since day 1. super hugz to zaido and rtl especially.

Villainous
07-18-2007, 09:58 PM
I think the "this works on" section is confusing. It'd be better if you had a "this doesn't work on" list when there's only a few that it doesn't work on, and excluded damage so it's easier to figure out who we can and can't use it on. I don't think damage done is super important. Hell, maybe you could even just use the little character smilies. But otherwise it looks excellent.

rtl42
07-18-2007, 10:15 PM
LB: i think the reason that Zaido wrote "jump" in the original combo transcription is to differentiate two possible combos:

e.g.

(1) 5H -> iad.j.D
(2) 5H -> jump -> iad.j.D (although i guess it's not really "instant", anymore)

AFAIK, only the second one leads to re-launch combos.

I also think it's important to be consistent in differentiating between gatlings and links. People that are picking up the game and learning Slayer need correct info, not sloppiness.

For that matter, "anyone who knows anything about the game" probably doesn't need a combo guide like this.

Point taken on the unnecessary ellipses ("...").

Villainous: yeah tbh, I was trying to preserve all the info that Zaido originally posted up, so that's why I went with the "This works on (damage done): ..." format.
What I was originally thinking of doing was just listing the damage done on some "standard" character, like Sol; the problem is, you can't multiply another character's defense modifier to the damage done on Sol and get the correct damage done to that other character.

Character smilies is a good (and cute) idea, I forgot that we even have them. (edit) Unfortunately, there is a maximum of 10 images allowed per post, so that won't work :(

koogy
07-18-2007, 10:49 PM
i think on a scale of 1 to neko

rtl is king meow

Zaido
07-18-2007, 11:09 PM
great editing rtl42!~

i am gona put that keynotes on the first page too :O

LB
07-18-2007, 11:32 PM
LB: i think the reason that Zaido wrote "jump" in the original combo transcription is to differentiate two possible combos:

e.g.

(1) 5H -> iad.j.D
(2) 5H -> jump -> iad.j.D (although i guess it's not really "instant", anymore)

exactly. the fact that "iad" is on there, that seems like it's instant and the word "jump" is unnecessary. if i was totally new, the following would make more sense.

(1) 5H -> IAD j.d
(2) 5H -> airdash ~2 character lengths high, j.d


I also think it's important to be consistent in differentiating between gatlings and links. People that are picking up the game and learning Slayer need correct info, not sloppiness.

For that matter, "anyone who knows anything about the game" probably doesn't need a combo guide like this.

i thought this combo guide was for someone who knows anything about the game and especially slayer. if not, they would be going to the generic slayer FAQ page and learning basic B&B and not character specifics which already assumes you have knowledge about a lot of things and want to step your game up further.

i don't know. maybe i can come in later and do a find-replace on those and change the font size or something. it just seems like the actual button combinations get bogged down by all the symbols.

for example,

5H -> Jump -> ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

into

5H, j~ad, j.d, j.2k, j.k, S(c), j.k, j.2k, j.k, dj.s(1 hit), j.2k, dj.d, dj2k, dj.d

or a hybrid of ours which i like the best. :)

5H, j~ad, j.d-2k, j.k, S(c), j.k-2k, j.k, dj.s(1 hit)-2k, dj.d-2k, dj.d

anyways, you've put much much more thought and time than i did, so it's all on you in the end. it's part of my job to look for things like that. :)

find-replace is your bestest friend. :):)

thanks!

rtl42
07-19-2007, 12:51 AM
fair enough, i think that's a good point. i'll change the 5H -> Jump -> iad notation. is it worth describing how the 5H -> j~ad.j.D works, as a footnote?

the only thing i have against using commas instead of arrows is that i think arrows are standardized notation for generic links and jump cancels. otherwise, it probably just boils down to personal preference -- you like commas, i like arrows.

koogy
07-19-2007, 01:05 AM
if you use commas, you are using standardized "you fully recover, link the next hit".

-> is basically saying the next in series. slayer's combos DO have some links, but for the most part it's much easier to read with arrows to space it apart. it's been the standard for years.

722
07-19-2007, 02:15 AM
I've been using this variation of combo 2 on Ky:

2P -> 2K -> 2D RC 5H -> iad.j.2K, j.K -> Land -> 2S -> j.K-2K -> j.K -> dj.K-2K -> dj.D-2K -> dj.D

189 damage on him. I haven't tested it against all of the other characters you listed but it works against Axl as well and does 192. Is this a good option, or is there a reason to go for IAD j.K instead?

Zaido
07-19-2007, 04:15 AM
j.K doesn't launch certain light weight character as high if you add j2K they might fly too high up so combo has to be altered even more.

certain reason about j2K i dont' use is the iffy untechable time but if it works it works then yea... i just think using jK is much easier timing and so on :O

LB
07-19-2007, 04:38 PM
PEiNS BUNKER

<3

Metallo5
07-20-2007, 07:46 AM
For Combo 1 has anyone been having trouble hitting both c.S and f.S on Tes?
For some reason whenever I do both he is able to tech before I j.K and finish the combo.

Zaido
07-20-2007, 07:50 AM
i can't really say having trouble since i did the combo :X.. but timing is a little more strict but it is possible.

rtl42
07-22-2007, 07:57 PM
if you use commas, you are using standardized "you fully recover, link the next hit".

-> is basically saying the next in series. slayer's combos DO have some links, but for the most part it's much easier to read with arrows to space it apart. it's been the standard for years.
sorry, i missed this post :x

re: commas -- i had no idea about that, actually. i was also kinda going off of how links are represented at history21.client.jp , hence the arrows.

so, in that case, if you guys really would prefer something more consistent, like commas for links, then I have no problem with going back and fixing it up.

Villainous
07-24-2007, 08:59 AM
Alright, let's get 2 hit DHD combos in here. That'd be majorly useful.

Wirya
07-24-2007, 09:59 AM
I was about to make a new "Slayer and the Mighty Purple Orb" thread, but then I began to agree with Villainous.

Let's make this thread fat and chubby!

femoral
07-25-2007, 03:24 AM
this is a great thread thanks alot!

Zaido
07-25-2007, 06:24 AM
there is one thing about the 2Hit DHD, there are ones that are 2 hits but techable and the 2 hits Untechable ones, some characters i am able to get the 2hits that are untechable and ones that are techable, should it still be listed? cause some characters i am only able to get techable 2 hits :X

Villainous
07-25-2007, 08:11 AM
Any 2 hit is fine by me, it still hurts like hell >_<

Zaido
07-25-2007, 08:48 AM
well yea.. but there are those that prorate so bad that i might as well go for knockdown and try for okizeme reset combo for more dmg, but when i get around to this i will try to post something... XD...

AleXander
07-25-2007, 11:13 AM
i would only be interested in 2 hits if they really were the most damaging combo in the scenaeio of first hit/tension used/per character/ with and without knockdown/ distance related to corner.

Villainous
07-25-2007, 08:29 PM
Yeah true. If you could get more damage just doing a relaunch, I suppose it's pointless.

MacArthur Blunts
07-25-2007, 09:44 PM
CH DOT>j.S(2)>DHD>5H B&B = dead faust.

We should really just look for 2-hit untechable dandy.. That shit is worth it.

Zaido
07-25-2007, 10:04 PM
i got a few but i just haven't written it down yet since...

i probalby gona do some and maybe hopefully get videos for it too :X...except the 2 i already done in my vid XD...

Jissai
07-25-2007, 10:25 PM
(A) 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

It was only a matter of time until someone like me comes along and noobs things up. Either way, when I go for the dj.S, I'm always too far away from the opponent. I'm not sure if it has to do with me landing that c.S at the wrong time or what. Anyone have an idea what I'm doing wrong?

Also, another noob question. I've seen DHD, but what does it stand for?

-Edit-
On missing the dj.S, I always seem to be diagonal of them, if that means anything. Well...besides me ya' know, not getting it to connect. :/

Zaido
07-25-2007, 11:00 PM
the key is the j~ad.jD part there are what i see are 2 forms of j~ad.j.D:

there is oen which you use the jUmp momentum of jumping diagonal and airdashign which increases airdash speed? or distance? and just jumping up and using the airdash itself to help with distance... you want to use the Diagonal jump to help with momentum as you airdash to help cover the distance for everythign to work.

its not easy for me to explain this but the 2 difference is in speed and distance all i can say, both have its distinctiveness because youcan tell the difference in speed as it is done correct or not..

other cases is your not jumping diagonal enough after 5S.

DHD= Direct Hit Dandy

Chokkagatta Dandy or however this thing is spelled

Jissai
07-25-2007, 11:33 PM
Oooh, ok, I know what my problem is. I need to treat the j~ad.jD like an IAD...just not? Hopefully that made sense. Thanks for the help.

-Edit-
I'm in practice mode with the CPU dummy at 0 recovery frames and set on front, and when I do the same combo I asked about, are they going to be able to recover before that j~ad.jD all the time, because I'm seeing now way to make it connect.

CrimsonDisaster
07-26-2007, 06:58 AM
IIRC, the tail hit of DHD is techable and the dive is not. Whichever one hits last determines if they can tech? Or at least whether or not they can super-early-tech or like bounce-off-wall-fall-for-a-year-maybe-tech.

Zaido
07-26-2007, 07:25 AM
I'm in practice mode with the CPU dummy at 0 recovery frames and set on front, and when I do the same combo I asked about, are they going to be able to recover before that j~ad.jD all the time, because I'm seeing now way to make it connect.

it is just timing issue..

when you do an airdash hit there are times lets say you do jump airdash jH you do jH and start losing altitude, and sometimes you do jH and ur still airdashing.. well you need to do jD whiel still airdashing. basically this combo isn't really a super practical combo to do.. but once the timing is down, then it shouldn't be too bad.. certain cahracters have certain height they need to be hit up to in order for the combo to work..


btw everyone, do you guys want combo from just 2Hit DHD or combo from DOT -> DHD? or just some combos that can be done into DHD?

Villainous
07-26-2007, 07:45 AM
For me, probably just DOT -> 2 hit DHD.

Problem with doing it reliably is that depending on where you hit them with CH DOT (Midscreen vs. in the corner) the timing and what not becomes dramatically different since they stick at different heights. Might be tough to get a universal combo, because of that.

I have yet to get an untechable 2 hit DHD off in a real match. It's always the techable version.

MacArthur Blunts
07-26-2007, 06:57 PM
CH DOT>j.S(1)DHD does more damage and is easier than TKing DHD

Jissai
07-26-2007, 09:58 PM
it is just timing issue..

when you do an airdash hit there are times lets say you do jump airdash jH you do jH and start losing altitude, and sometimes you do jH and ur still airdashing.. well you need to do jD whiel still airdashing. basically this combo isn't really a super practical combo to do.. but once the timing is down, then it shouldn't be too bad.. certain cahracters have certain height they need to be hit up to in order for the combo to work..


btw everyone, do you guys want combo from just 2Hit DHD or combo from DOT -> DHD? or just some combos that can be done into DHD?
Nah, I can get it now, just didn't know if it was 100% safe. I know now though, thanks.

rtl42
07-27-2007, 12:48 AM
IIRC, the tail hit of DHD is techable and the dive is not. Whichever one hits last determines if they can tech? Or at least whether or not they can super-early-tech or like bounce-off-wall-fall-for-a-year-maybe-tech.
dive is techable, but like... 200F? something stupid, you can probably get a feeling for it if you hit them with the dive portion from a dust combo really really high up.

MacArthur Blunts
07-27-2007, 05:23 AM
vs. Ky (yet to test on others)

(corner) CH j.H>5HS>PB>2P>5P>5P>j.K>j.2K>j.K>5HS>PB - 203 dmg tensionless double pilebunker will fuck Ky's day up.

It works off CH anything, really. You just have to make sure to hit him really low with 5HS so he goes really high once pilebunker hits.

Wirya
07-27-2007, 02:14 PM
Crosswise heel, j.K-2K, j.K -> JC, dj.S -> DHD; the DHD will hit twice on some characters.

2-hit DHD setups started with Crosswise Heel was my (unrealistic) dream, back in #R =]

Zaido
07-27-2007, 11:05 PM
i think i am goan find all the KO combos i can get on all characters.. so far i dont htink i can get a 1 combo KO on ABA :X... gona start going down the cast :X ahha

MacArthur Blunts
07-31-2007, 09:14 PM
VS pot awesome combos:

Pot j.anything = CH 2S>iAD j.H>5H*~>j.H>j.K>5H>j.H>j.K>dj.K>j.2K>j.D - 203 dmg
* 25% - (5H>FBPB>5H>PB) - 224 dmg
~ 50% - (5H>FBPB>5H>FBPB>5H>PB) - 283 dmg

Wirya
08-16-2007, 06:02 AM
Vs Pot, 50% tension for 283 damage? Sounds nuts =0

Yesterday I fought Sol, he got hit by 2-hit DHD very easily. I did this combo : (corner) 6P, 5K -> JC, j.K-2K, j.K -> JC, dj.S (3 hits) -> DHD (2 hits), land, (Slayer has turned around now) 5H, PAIRUU BANKAA.

Soo tasty =]

Hatred Edge
09-02-2007, 08:19 PM
Umm... I'm having some trouble following up after j.HS CH on Dizzy. I tried 2S jc j.K j2K and then I can't continue. I tried BBU, it hit but I couldn't follow up accordingly. So my question is how do I perform the j2K air combo on Dizzy? Her weight is throwing me off.

Zaido
09-02-2007, 08:29 PM
its called timing, to relaunch, or use 5H jump JH -> to the rest

Hatred Edge
09-02-2007, 08:48 PM
So that's what I use against Dizzy? Cuz as soon as I land the first j2K I can't continue. I'll try it out though. Thanks.

Zaido
09-02-2007, 10:09 PM
you can also do the real ghetto ones like jS(2) ->j2K ->jK->land 5S -> relaunch combo or something.. as much as i remember... i remember jH ->j2K jK -> blah blah works?

Lucy Boy
09-04-2007, 06:59 AM
how about the combos starting with CH jH, crosswise heel and CH undertow [edit: and CH it's late too, both versions]? anyone working on them? i'd be glad to help. i'd try out stuff anyone gives me too.

Zaido
09-04-2007, 08:25 AM
i have them, in my head, but i nvr got a chacne to write it down..

Ch jH -> dpeending on how you land, you can always jsut do the walk up 5S combo, or the land 5H at the heighest point they are and do the jump ad jD->j2K->jK->land-> the rest or jK->Land 5P->the rest, Depending on the character specifics, CH Undertow really dpeends where you are, i usually just go for 5H, or 5S depending on how hard it is to combo the character after 5H , Cross wise is simple, depending on which hit is CH you can either do 5H or do a jump the rest combo, or stand 5P -> the rest or what not

CH its late after UP-> 6H -> watever is necessary to launch -> the rest
CH off of its late diretly dpeend on if ur in cornor or not, you can either do a BBU, or 5H iad jK-> land 5S or 5P watever the rest blah blah blah

i am too lazy to write down every character specific one cause of no real time... so yea.. i woudl of written it down in my guide but yea... anyways.. alot of the combos might soudn really unreliable, and looks somewhat fancy??(Imo it looks hot ;3) but like these are the stuff i woudl attempt to pull in matches if i get the chance... (though sometimes i blank otu and jsut follow up with something really really simple but like yea...

most of the stuff you can just follow up witha walk up 5S IMHO... so... go with that for now...

rtl42
09-06-2007, 10:29 PM
needs more shruuuuugu

Villainous
09-17-2007, 05:08 AM
I wish there were more good combos vs. Bridgett. I hate not having cheesy easy relaunch combos vs. that whore. What do you guys generally do vs. him?

Aggie Fan
09-17-2007, 04:17 PM
What's the B&B air combo vs. Johnny? I'm looking for whatever starts off with CH 5P when Johnny's in the air, or with 2K -> 2HS -> BBU...anything that's practical.

rtl42
09-17-2007, 09:51 PM
most B&Bs are listed in the combos threads; for Johnny, your first air hits will be j.P-j.K-j.2K -> follow-up, just because Johnny's air hitbox is funky.

Zaido
09-18-2007, 12:21 AM
and he is fat... :P and heavy like no other!!

you can even youse jS(2)-> j2K and stuff, but yea... if you can get a combo to start off with 5H-> its actually not so bad.. and does pretty decent dmg? :o

Villianous: i do the combos i listed... though i haven't fought any bridgets lately.. or any... as of now... i woudl just go for watever you do to get the combo started=> after you do ur 2nd jump do djk->djD->dj2K->blah blah, instead of djk->dj2K->djD

Villainous
09-18-2007, 04:15 AM
after you do ur 2nd jump do djk->djD->dj2K->blah blah, instead of djk->dj2K->djD

Ahh that would help a lot. I had trouble this weekend in semi finals at a tournament because I was fighting a bridgett which I had never fought before and I couldn't ever get a knock down after air combos because he was too high for the dj.D finisher. What you said might help with that >_<

Zaido
09-18-2007, 05:46 AM
Ahh that would help a lot. I had trouble this weekend in semi finals at a tournament because I was fighting a bridgett which I had never fought before and I couldn't ever get a knock down after air combos because he was too high for the dj.D finisher. What you said might help with that >_<

that is my problem solver for light weight characters.. the problem is the timing is tight so it takes practice to get :3

there are harder ones like jk->j2K->delay djK blah blah but that is too hard... harder then djK->djD timing :/

like i said, i havn'et fought bridget for a while, but my psychic BBU's been pretty helpful in certain match ups.. :3 but sometimes it does fail me as hard as it helped XD... the risk reward is cut about even :vbang:

Villainous
09-19-2007, 06:03 AM
Yeah it's an all or nothing move, for sure. I just use it when they think they're safe to jump away at range. Not many people FD that far away >_<

Metallo5
11-20-2007, 05:30 AM
Zaido do you think you could put up a list of the Super Jump HS => Dust. combos and so tips on who and how to use them. I have been watching alot of combo videos and a lot of them are using these types of combos.

Zaido
11-20-2007, 05:42 AM
Zaido do you think you could put up a list of the Super Jump HS => Dust. combos and so tips on who and how to use them. I have been watching alot of combo videos and a lot of them are using these types of combos.

i can... but probalby after my finals, which is like after december 7 or soemthing, but i can give you this.. everytime you hit them with a 5HS at a pretty high point, you can do (in corner) sjH->sjD->sj2KxxsjKxxland->[5H-> iad jD or PileBunker (height dependent from the 5H)] or [5S->jKorjS(1hitor 2hit depending on height and character)->j2K->jD] this one really depends on how many hits you have total..

character that might need variation change are probalby Johnny that i can think of on the top of my head.. you can try sjH->sj2K->sjD->sj2K->sjK->land->5H -> iad jD or pile bunker

you can do that on potemkin as well.. i woudl think the rest of the cast you can do the first varient..

and if ur wondeinrg how many hits you can do a safe combo... i would try not to hit past 15 hits.. in a combo cause.. it gets harder and harder to get a knockdown after 15 hits.. each hit you have time it even stricter everytime you hit past 13 i woudl say? 13 to 14 is still not so bad. 15 or 16 hits is the max i would go for a combo

i can think all combos work outside of corners.. but you got to add in factor of push back too.. so... not in the corner.. i woudl suggest endign ur combo as fast as possible cuase they might get pushed back to far..

MacArthur Blunts
11-20-2007, 05:52 AM
Just know that it's pretty much CH anything/BBU>5H>SJ.H>D>2K>K--->relaunch. Vs heavies just do j.H j.K relaunch stuff.

I use so many different variations of SJ combos that listing all of them would take forever. Really, just go into training mode and figure out which variations work vs who. Really it works better than reading a post about it.

Just an example - vs faust...

CH anything that launches/BBU>5HS>SJ.H>D>2K>K>c.S>j.S>j.2K>j.K>c.S>j.S>j.2K>j.D

EDIT: wtf is with people ending combos in FLJ? Slayer has knockdown off his aircombo. Don't go for an airthrow. Go for OKI.

Zaido
11-20-2007, 06:12 AM
EDIT: wtf is with people ending combos in FLJ? Slayer has knockdown off his aircombo. Don't go for an airthrow. Go for OKI.


huh?? where did you get that from?

MacArthur Blunts
11-20-2007, 05:58 PM
I see it sometimes in match videos. It makes me angry.

Zaido
11-21-2007, 12:13 AM
lol, i sometimes try to start combos with FLJ :V.. the dmg out put after it is pretty good!

MacArthur Blunts
11-21-2007, 02:08 AM
yeah, like any IAD move can be FLJ'ed into BBU. Knockdown from FLJ after crossups is good.

Zaido
11-21-2007, 02:14 AM
i think there was one vid of Kami-chan busting that cross up FLJ on N-Otoko.. it was like LOL :V

rtl42
11-21-2007, 04:13 AM
I see it sometimes in match videos. It makes me angry.
it's probably an opponent-specific tactic.

MacArthur Blunts
11-21-2007, 07:32 AM
today vs robo ky I hit CH PB RC>5H FBPB>5H FBPB>5H PB

for the win. last pilebunker won me the match.

edit: that's a Mac and Cheese combo. I should make a video of Mac and Cheese combos.

Zaido
11-21-2007, 09:41 AM
just wondering waht is actually definition of this mac and cheese combo?

Ross
11-21-2007, 07:40 PM
So I don't know the complete list yet but for sure on baiken and bridget after your normal stomp into BBU combo you can do a 6h, c.5s into air combo does about the same damage as the 5h IAD dust relaunch combos and is much easier on these light weights at least for me. You can also relaunch with another bbu after the 6h if you hit them at the right point but the damage you get for this isn't that fantastic.

Also on bridget
ch 2hs, bbu 6hs 5hs pilebanger... is fun.

MacArthur Blunts
11-22-2007, 01:30 AM
just wondering waht is actually definition of this mac and cheese combo?

There are many mac and cheese combos. There really isn't a definition. Just do cool combos.

Zaido
11-22-2007, 03:11 AM
So I don't know the complete list yet but for sure on baiken and bridget after your normal stomp into BBU combo you can do a 6h, c.5s into air combo does about the same damage as the 5h IAD dust relaunch combos and is much easier on these light weights at least for me. You can also relaunch with another bbu after the 6h if you hit them at the right point but the damage you get for this isn't that fantastic.

Also on bridget
ch 2hs, bbu 6hs 5hs pilebanger... is fun.

i woudl say its preference wise, since the iad one brings you closer, and the 6HS one is more of yea you can do it, but if you hit them with a far away 6H-> follow up is more of an ass imo... but if it works, then go for it... truthfully speaking 6H works on almost all the cast, not only the light weights, it jsut timing crucial, and how high the hit actually hits them. and Doing 2 BBU in a combo is waste of meter cause dmg isn't so hot, yea.. Unless its ur only way to get the combo started then, i guess there is no choice :X.

Yo-Yo: ic ic

Ross
11-22-2007, 03:46 AM
i woudl say its preference wise, since the iad one brings you closer, and the 6HS one is more of yea you can do it, but if you hit them with a far away 6H-> follow up is more of an ass imo... but if it works, then go for it... truthfully speaking 6H works on almost all the cast, not only the light weights, it jsut timing crucial, and how high the hit actually hits them. and Doing 2 BBU in a combo is waste of meter cause dmg isn't so hot, yea.. Unless its ur only way to get the combo started then, i guess there is no choice :X.

Yo-Yo: ic ic

the two bbu thing isn't for damage its cause it looks cool, I just love the way it looks when it crosses under them and still combos
it's like an ass bump that shoots them to the sky hahaha.

Zaido
11-22-2007, 04:37 AM
the two bbu thing isn't for damage its cause it looks cool, I just love the way it looks when it crosses under them and still combos
it's like an ass bump that shoots them to the sky hahaha.

1000 years of PAIN!!!! UPPA!!!

i know it style, i did a combo with 3 BBU in it before it was lol :V

Villainous
11-22-2007, 05:19 AM
mac and cheese combos are like bread and butter combos, only more delicious.

MacArthur Blunts
11-22-2007, 07:03 AM
mac and cheese combos are like bread and butter combos, only more delicious.

This man speaks truth.

Zaido
11-22-2007, 09:08 AM
you know, we should get those comments about mac and cheese, and put it in that "I HAVE A RARE CARD THREAD!" cause it somehow kind of fits in that thread very well :P.. cause we explaing character specifics and mac and cheese isnt very specific, its just delicious :V..

Coinage
11-26-2007, 02:13 PM
Sorry if i am posting at the wrong spot, but is their good air combos for Slayer?

Zaido
11-26-2007, 05:58 PM
Sorry if i am posting at the wrong spot, but is their good air combos for Slayer?

:vbang:

go watch some GGAC Slayer match videos before posting that plz... -_-

DandyStepper
11-26-2007, 07:23 PM
today vs robo ky I hit CH PB RC>5H FBPB>5H FBPB>5H PB
for the win. last pilebunker won me the match.

Here is one 2d RC,5hs FB PB, 5h FB PB, 5h PB
300+ damage off a low? Sounds a little mac & cheesy.


Sorry if i am posting at the wrong spot, but is their good air combos for Slayer?
Are fish good swimmers? :vbang:

Anyways..anyone interested in bringing the 2-hit DHD set-up thread back? I found some funky ones. And i need to make more motivational posters...AHH :gonk:

MacArthur Blunts
11-26-2007, 07:46 PM
Yeah that's pretty mac and cheesy.

rtl42
11-26-2007, 09:18 PM
pardon my language, if you saw my original post.

still the point stands. the least you two could've said was: "see the 101 thread", not this bullshit "fuck off and watch youtube kthxbye".

Coinage: although it is a bit outdated (i think), the 101 thread still has the basic ground and air combos for you to learn. If it's a bit too much to sort out, PM me.

Zaido
11-26-2007, 11:48 PM
What i am about to post isn't directed at anybody, its just me making a comment.

I also want to point the fact that people shoudl browse at this first page then just ask, cause its basic fundamentals of posting on a forum, cause i would think the first post would give a load down of what is going on in this thread or maybe some important fact is posted there for viewing pleasure (ok maybe not basic fundemntals but that is what i thought forums should be, and things do get silly..)

Plus isn't this thread already put Combos with Dmg and even to character specifics... i didn't go through all that time doing that and even getting all the other slayer players help for nothing, i wanted to show that ok, these are some good combos and are pretty reliable and hopefully help people or give idea of what slayer combo should use or could use or modify or what not.. and at least look over it and maybe could of asked a more specific question that Could of been answered instead of just asking "what is a good combo," cause i could of also said "look at first page before posting"..(i probably should of wrote that but i thought at least looking up videos would be more visual appealing then WORDS). at least when i said go watch some vids, vids at least show the combo in motion, and seeing is better then me putting it in words since it seems the person doesnt know what a good combo looks like.

all in all..

i guess i suppose i put that kind of harsh language or what not so pardon me for being rude, cause i had to do some stuff so i can only type somethign really fast and go do what i need to get done
next time if i dont have much time i probably wont type anythign cause it might end up making me sound like ass so...

just my thoughts.

Wirya
11-27-2007, 01:48 PM
Okay, let's bring the "Slayer and the Mighty Orb" setups back ^^

Lucy Boy
11-30-2007, 06:50 AM
CH 2H jS (2-3) DHD.

represent yo. just make sure they're higher than you when you do the jS.

soulreaperkyo
12-09-2007, 09:46 PM
Im somewhat of a noob an I need help translating some of these combos like what does j2k mean if there is a thread that explain these plz tell where it is thank you

rtl42
12-09-2007, 10:13 PM
you should read the Foundations forum first, there are a few stickied threads that break down the terminology and give you some other basic pointers about the game. plus, in the announcements (look at the top of every forum) there is a link to a "player's guide", it wouldn't hurt for you to browse through some of the introductory topics.

MacArthur Blunts
12-09-2007, 10:15 PM
the two hit formula :

(any dumb CH where they go in the air)->(preferred launch)->j.S(# of hits depending on character/launch move used)->DHD

My rule for DHD - If you're going to do it, do it ASAP in your combo so if you get it untechable, the combo afterwards is not completly fucked by gravity/pushback

Note: I will always do IAD j.H after an AA CH 2S no matter if i'm doing DHD or not. Just looks so cool and usually leads to corner knockdown.

OH btw - vs POT

2K->2H->[5K->Kmappa]x3 (2 is more consistant) ->5P aircombo.

This combo is good vs pot because

A. It builds a lot of tension (25% gain without any modifier)
B. It corners if you start it 3/4 screen away from corner
C. It's 5K mappa times fucking 3 into aircombo

I'll never use any tension on this combo at all because it would defeat it's whole purpose.

Zaido
12-24-2007, 08:10 AM
a combo i sort of did in casual with friend, didn't check:

Against Johnny: CH jH/2H/2SxxIADjH/6PxxIADjH/Dandy-ItsLate xx5H(hit low as possible)->jHxxjK->Land->5S->jK->j2K->jK->djS(1)->dj2K->djD->dj2KxxdjK->Land->5H->PileBunker

i did this one DHD combo on johnny, dunno if you can do DOUBLE DHD combo on him with this

(In corner) lets say you get a CH hit in that bounces or SLides-> 5H->IadjS(2)->DHD(2)->land (you will be in the corner and johnny will be popped out of corner cause of wall bounce)5H->IadjS(2)->DHD dunno if it will 2 hit and keep the knockdown, if it does, maybe possible follow up??? lol..

i kind of messed up after the jH part and giong for iad jS for the 2nd time, instead i went for air combo and the combo did a good chunk of dmg..

eien_tsubasa XD
12-24-2007, 03:34 PM
what mappa combos can you do to ky?

Zaido
12-24-2007, 06:46 PM
on the ground any mappa combo works...

if ur talking about mappa juggles, its all about if it hits or if it whiffs... if it whiffs. or dont hit, thenit doesn't work on Ky.. Mappa combo are some what character specific.

so if it hits then its probably... lets say you do air hit 5H -> mappak->5K->MappaK->5K MappaK->5P or somethign in that sense... the 5K -> MappaK is TigerKneeMappaK.

or lets say High air hit 6H -> mappaK(works on some character in a sense that they fall onto mappa..

starting mappa Combos are all just so happens.. imo.. i dont think you really set up for it just do it when you find the chance??

Ross
12-26-2007, 01:55 AM
starting mappa Combos are all just so happens.. imo.. i dont think you really set up for it just do it when you find the chance??

There are amost no realiable ways to "setup" a mappa combo. Just do it.. haha. I mean basically anytime you hit a 5k when ky is in the air you should be able to juggle at least 1 mappa.

eien_tsubasa XD
12-26-2007, 12:41 PM
i also have problems mappa juggling heavier characters like Johnny. he falls too quickly and my juggle stops.

is it just my timing or am i missing something?

Zaido
12-26-2007, 06:38 PM
i also have problems mappa juggling heavier characters like Johnny. he falls too quickly and my juggle stops.

is it just my timing or am i missing something?

practice. some characters like i said you can combo some characters are harder, while some are impossible, and some are like only 1 time or 2 time thing.

MacArthur Blunts
01-08-2008, 07:42 AM
Robo combo:

2K->2H->BBU->5H->SJ AD D->j.2K->j.K->c.S->[j.S->j.2K->j.K->c.S]x2->j.S->j.2K->j.D

Don't know dmg cause I didn't figure it out in training mode. It's really good though. Tension gain is good too. Corners also.

Axl Dust combo

5D^j.Dx3->j.H->j.K->j.D->j.2K->j.K->dj.K->j.2K->j.D->j.2K->j.D

RageBot
01-25-2008, 09:57 AM
So i'm trying the 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K->j.K->dj.S(1) ->j.S-2K -> j.D
On Sol Badguy.
I can't get the j.S(1) to hit Sol, and i'm trying it in the corner, I always get pushed to far away.
Any help?

deci
01-25-2008, 04:26 PM
So i'm trying the 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K->j.K->dj.S(1) ->j.S-2K -> j.D
On Sol Badguy.
I can't get the j.S(1) to hit Sol, and i'm trying it in the corner, I always get pushed to far away.
Any help?

for this combo you pretty much just have to keep sol as high in the air as possible, so the most important thing is to hit your 5h after the bbu while sol is as high in the air as possible, walking forward after bbu somewhat helps when trying to do this. the only other thing is to try to delay the j.k right before the dj.s a little bit. basically let slayer fall a little farther down before you do the j.k. this puts you closer to sol.

2k->2hs->BBU-> (walk forward) 5H (hit 5H while sol is as high as possible) JC AD j.D-2K->j.K-> c.S JC j.K-2K-> (slight delay here) j.K->dj.S(1) -> j.S-2K -> j.D


edit: oh you might also want to keep in mind that this combo does 196 dmg. but if you just want to do 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K-> j.D it does 192 dmg. that's only 4 dmg less and much easier.

Zaido
01-26-2008, 12:18 AM
what is djS(1) -> j.S-2K??? i know the notation. but i see 2 jS's in one combo just connecting to each other.

and i htink i mentioned somewhere in this thread that there are 2 types of airdashes, there is the type where you do a move and ur falling which cuts ur distance and momentum, while the other keeps the momentum, and your attack still comes out. that is just input and timing attack issue takes practice.

deci
01-26-2008, 02:11 AM
what is djS(1) -> j.S-2K??? i know the notation. but i see 2 jS's in one combo just connecting to each other.


i think with the "j.S-2k" he just meant the jump slash cancels to 2k. i'm pretty sure he just meant dj.S(1) -> 2K so i just answered assuming that.

RageBot
01-26-2008, 09:10 AM
Yup X:

RageBot
01-29-2008, 06:54 AM
Any reason why against Testament the character specific is c.S-f.S JC j.K-2K->j.D?
I mean, without the f.S, the combo does like one point of damage less.

Zaido
01-29-2008, 02:30 PM
well, watever works for you, i usually try to get as much dmg in the combo as i can, since that is how i work my combos ;3 try to always go for max dmg + knockdown ! any chance possible ;V

Guardian
01-29-2008, 03:45 PM
Vs Sol:

CH 2HS, 5HS sjc j.HS, j.D, j.2k, j.k, land BBU, 5HS, sj~iad j.D, j.2k, j.k, land, 5p, j.S(2hits), j.2k, j.D

Guaranteed KD and about 235-240 iirc.

Mebaro
02-07-2008, 05:26 PM
DHD 2hit vs anji

BBU->5H IAD j.S(1) DHD

cool dust combo

5D -> [8] j.D-D-D-HS ]8[ 2K -> j.D -> 2K -> J.k -> jc.K -> 2K -> j.D -> 2K -> j.D

Jais
05-06-2008, 02:50 AM
(MacArthur Blunts on Jais account)

Tensionless vs. Eddie 6K or Dandy H combo...

(6K, Dandy H into 5K->6P) 5K->j.S->j.K->5H->sjc H->j.D->j.2K->j.K->5H->pile

Does many damages IN THE CORNER

Zaido
05-06-2008, 03:39 AM
(MacArthur Blunts on Jais account)

Tensionless vs. Eddie 6K or Dandy H combo...

(6K, Dandy H) 5K->j.S->j.K->5H->sjc H->j.D->j.2K->j.K->5H->pile

Does many damages.

am i missing something here? how do you launch them?

deci
05-06-2008, 11:12 PM
am i missing something here? how do you launch them?

dunno, is that 6k or dandy H on air hit?

ie: you do 6k or dandy H for oki, and they jump on wakeup.

Zaido
05-07-2008, 03:06 AM
Dandy H is "its Late" isn't that move a knockdown? only way you can actually do a relaunch after that is a RC and they need to be pretty high up for that too, or if its a CH

6K, is possible to catch a back dasher... but then again... it just said straight to combo... so... what part of that combo actually made the opponent into airborne state?

deci
05-07-2008, 05:29 AM
Dandy H is "its Late" isn't that move a knockdown? only way you can actually do a relaunch after that is a RC and they need to be pretty high up for that too, or if its a CH

6K, is possible to catch a back dasher... but then again... it just said straight to combo... so... what part of that combo actually made the opponent into airborne state?

yeah you're right. i was thinking of dandy s when i wrote that for some reason.
dunno.

Jais
05-07-2008, 09:15 PM
Sorry Guys I Suck At Posting 5k->6p After The Overhead

Ross
05-11-2008, 10:14 AM
yeah I like that combo! I also do it after DOT frc when they aren't high enough to do 6hs, 5hs.. I just do 6hs 5k into the follow up you posted!

soulreaperkyo
05-24-2008, 08:19 PM
i want to know something about a combo??

2hs->hs->j2k->jk->j.c, jk->2k->jD->j.2k is there timing on the j.2k at the end cause when i try to do it the j.2k doesn't come out or it partially comes out thanks for the help

CrimsonDisaster
05-24-2008, 08:23 PM
Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy.

soulreaperkyo
05-24-2008, 08:27 PM
Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy.


i kinda figure that thanks for the help cause i normaly wait til after the move come out to do the next command

CrimsonDisaster
05-24-2008, 08:34 PM
I miss doing combos that end in Dandy S > H.

Zaido
05-24-2008, 10:08 PM
i use it seomtimes.. like after i do a combo and end it with lets say DHD -> i cross them up so i am now my back is facing the corner they boucing off the wall i then do low hit 5H -> Dandy P->S>H

so i can get a knockdown close to me instead of having them flyign across the screen because of pile bunker :V..

soulreaperkyo
05-25-2008, 06:07 AM
Chances are you're waiting too long after the earlier j2K's- the links there are really lenient, but if you wait too long, you fall more so you're losing overall height as you go on. Try doing your next moves faster so you stay higher up throughout the combo and the [jD > 2K] part should be easy.

so how should I do it spazz on the commands

feri
05-26-2008, 04:08 PM
i want to know something about a combo??

2hs->hs->j2k->jk->j.c, jk->2k->jD->j.2k is there timing on the j.2k at the end cause when i try to do it the j.2k doesn't come out or it partially comes out thanks for the help

Firstly, change the start of the combo, you'll never see that in a real match. Just add in a BBU after the 2hs and your set.

I see the problem is that your just doing the wrong combo, thats all... Too much moves and not enough height no matter how good you time them.
Change what your doing now to this if you want to keep your combo similar to what you had.
Launcher > hs > jc > j.k > j.2k > j.k > jc > j.k > j.d > j.2k > j.k > land and relaunch with 5hs/c.s/5p (it wont work on everyone)

Also, one more thing. Who suggested the combo to you? If I were you I'd stick to the combo list Zaido has posted. Its most likely all you will need and all the char specific work has been done for you.

CrimsonDisaster
05-26-2008, 04:47 PM
Actually H JC j2K -> whatever is a really stable post-launch string on a lot of characters that still sets up a relaunch (either off a full air combo, or just delay jK land H into whatever) so I don't see what's wrong with that part.
2H, H happens with 2H CH ;(

feri
05-27-2008, 01:28 AM
Actually H JC j2K -> whatever is a really stable post-launch string on a lot of characters that still sets up a relaunch (either off a full air combo, or just delay jK land H into whatever) so I don't see what's wrong with that part.
2H, H happens with 2H CH ;(

You actually think I was talking about the hs > j.2k part? Start means start dude.... 2hs > hs is just not on without the CH (he didn't mention it in his combo either). I tried to keep the combo similar to what he had so he could be able to pull it off easily. And please actually read my post before you decide whats right/wrong about it.

I could have posted something like this but its completely different to what he's doing.
2h (CH) > 5hs > j.2k > j.k > land > 5hs > IAD > j.k > j.k > land > 5hs > j.s (3) > j.k > jc > j.d

deci
05-27-2008, 04:58 AM
You actually think I was talking about the hs > j.2k part? Start means start dude.... 2hs > hs is just not on without the CH (he didn't mention it in his combo either). I tried to keep the combo similar to what he had so he could be able to pull it off easily. And please actually read my post before you decide whats right/wrong about it.

I could have posted something like this but its completely different to what he's doing.
2h (CH) > 5hs > j.2k > j.k > land > 5hs > IAD > j.k > j.k > land > 5hs > j.s (3) > j.k > jc > j.d

lol dude settle down. i'm sure crimson didn't mean to step on your giant e-peen.

first off, when people post combos that start with 2hs > hs, most people on this forum just assume its counter hit 2hs since it wouldn't make sense otherwise. the CH almost doesn't need to be said because it's just common knowledge around these parts.

second. i read your post and here is what's wrong with it:
2h (CH) -> 5hs -> j.2k -> j.k -> j.c, dj.k ->dj.2k ->dj.D ->dj.2k ... dj.d or dj.k land -> relaunch one more loop
DOES work with the correct timing. all you have to do is delay the first j.2k until they are higher in the air. the rest is easy.
also, the this combo works on everyone (well the part he originally posted). the last j.d or j.k to relaunch does not work on lights. and to make it work on lights, all you have to do is take out the second j.2k in the combo.
the height of this combo is fine as long as you wait to do the first j.2k.

and finally... if you really want to make the combo he listed easier, all you really have to do is substitute j.s (1 hit) instead of the 2nd j.k. so it would look like:
2hs (CH) -> hs -> j.2k-> j.k -> j.c, dj.s (1 hit) -> dj.2k -> djD -> dj.2k .... whatever ender you want. (still doesn't work on lights, always use j.k -> j.c, dj.k -> dj.d on lights)

feri
05-27-2008, 02:18 PM
Your right about the j.s (1 hit). The rest pointless argument.

Edit: (no need for dbl post)

Against jam/anji (ky also perhaps) its pretty easy to get

Any gattling > 2d > rc >*5hs > IAD > j.p > j.k > land > 5hs > **SJIAD > j.d > j.2k > j.k > 5p/c.s > ender


* If you delay the 5hs after the 2d rc you can get this to hit against most of the cast which is really worth it on the females.

** Don't really know if its necessary. Its to stop myself from inputting j.d too early and at a low height.

soulreaperkyo
06-08-2008, 05:06 PM
lol dude settle down. i'm sure crimson didn't mean to step on your giant e-peen.

first off, when people post combos that start with 2hs > hs, most people on this forum just assume its counter hit 2hs since it wouldn't make sense otherwise. the CH almost doesn't need to be said because it's just common knowledge around these parts.

second. i read your post and here is what's wrong with it:
2h (CH) -> 5hs -> j.2k -> j.k -> j.c, dj.k ->dj.2k ->dj.D ->dj.2k ... dj.d or dj.k land -> relaunch one more loop
DOES work with the correct timing. all you have to do is delay the first j.2k until they are higher in the air. the rest is easy.
also, the this combo works on everyone (well the part he originally posted). the last j.d or j.k to relaunch does not work on lights. and to make it work on lights, all you have to do is take out the second j.2k in the combo.
the height of this combo is fine as long as you wait to do the first j.2k.

and finally... if you really want to make the combo he listed easier, all you really have to do is substitute j.s (1 hit) instead of the 2nd j.k. so it would look like:
2hs (CH) -> hs -> j.2k-> j.k -> j.c, dj.s (1 hit) -> dj.2k -> djD -> dj.2k .... whatever ender you want. (still doesn't work on lights, always use j.k -> j.c, dj.k -> dj.d on lights)

thanks deci i appreciate the tip for this combo.

Diveman
06-12-2008, 05:03 PM
I ve been having troubles doing the 5D, (8) j.d x3 I can only do 2 and on the 3rd the opp just falls...what am i doing wrong?

DandyStepper
06-12-2008, 05:28 PM
I ve been having troubles doing the 5D, (8) j.d x3 I can only do 2 and on the 3rd the opp just falls...what am i doing wrong?

Speed is usually the issue. So yeah, speed up.

soulreaperkyo
06-13-2008, 02:02 AM
I ve been having troubles doing the 5D, (8) j.d x3 I can only do 2 and on the 3rd the opp just falls...what am i doing wrong?

you ain't the only one i only get one :(

Zaido
06-13-2008, 02:44 AM
remember to not Mash the jD, got to do it in a rythm :V

Hellmonkey
06-13-2008, 02:50 AM
Most common mistake is hitting the first one late.

femoral
06-13-2008, 09:29 PM
I have been working on this dust just ignore if someone else has already posted...

D 8[D D D] AD Falling j.hs land BBU HS XX PB

thoughts?

eien_tsubasa XD
06-13-2008, 11:44 PM
wow!

thanks for the tips! they were really helpful.

feri
06-14-2008, 01:12 PM
I have been working on this dust just ignore if someone else has already posted...

D 8[D D D] AD Falling j.hs land BBU HS XX PB

thoughts?
Yeah, its awesome. I've been using BBU in dust combos because it just looks damn hot.... even though you get enough damage tensionless. But I value my oki which forces me to end things a tad differently.

...falling j.hs > BBU > 6hs > 5k > ender

Mechanica
06-14-2008, 07:56 PM
Seems like a needless waste of meter to me, but I can't even get that combo past the falling jHS, I use a ghetto shitty impossible dust just to get a knockdown. I either wait too long and the jHS misses 'cause they tech, or I don't land fast enough to hit them before they tech afterwards. Is there an easier version of the standard dust combo that carries them all the way to the ground with jD xx j2k? I can't get the height right if I do three dusts and a jHS xx j2k...

Ross
06-14-2008, 08:08 PM
Seems like a needless waste of meter to me, but I can't even get that combo past the falling jHS, I use a ghetto shitty impossible dust just to get a knockdown. I either wait too long and the jHS misses 'cause they tech, or I don't land fast enough to hit them before they tech afterwards. Is there an easier version of the standard dust combo that carries them all the way to the ground with jD xx j2k? I can't get the height right if I do three dusts and a jHS xx j2k...

you can do the ghetto Impossible dust.... two variations
5d, Jd, djD before the screen changes. Pretty easy but you can't usually get a 5hs afterwards you only get a c.S.

5d, chase after, dj.2k --- this one is pretty easy but follow ups can be weird depending on when/where you hit them. So I don't really use it.

Lucy Boy
06-15-2008, 02:58 AM
5D > FLJ's a bit easier as well. not as reliable, though.

feri
06-15-2008, 03:56 AM
If you don't find j.k > j.d hard then this should be really easy.
j.d > j.d > j.hs > j.2k > j.k > jc > j.k > j.d > (j.2k > j.d) x2

In or near the corner...
Impossible dust > 5hs > FB pile loop? Sounds like it should work and if it does I'm totally going to be implementing it.

Zaido
06-15-2008, 04:14 AM
the PB loop probably only going to work on certain characters, since certain characters need a tighter 5H height hit to get the Pile Bunker to hit..

In all i know Impossible dust combos Should get knockdown from anyone.. tensionless...

i am not against spending another 25 percent or 50 if it does massive dmg and will finish the match quicker though...

if sometimes you can't get it to work, you can go for a ghetto Dust combo like
5D> 3x jD> delay airdash jDxxj2K->jK->land relaunch blah blah to knockdown

Diveman
06-15-2008, 05:48 AM
youre all wasting your time, you should all learn slayerŽs imposible dust from nanas last CV...90% of a DUST????

haha nah, just joking. but I tried to do it yesterday and is hard as hell, the timing is pretty strict to get 2hit dandy, normally I can only get 1 hit and thats all, but somehow I DID managed to get a 2-hit one...but is too hard and I dont know the exact timing yet, but ill keep trying. Maybe is character specific after all, and might not work on some characters.

Normally IŽd stick with the 5D, (8) j.d x3 then character specific combo. It does really good damage and is not as hard as the one in the CV

feri
06-15-2008, 05:56 AM
if sometimes you can't get it to work, you can go for a ghetto Dust combo like
5D> 3x jD> delay airdash jDxxj2K->jK->land relaunch blah blah to knockdown

Was gonna sug that as well but I dunno what his definition of easier was.
Maybe go j.d j.d j.k to give you 1 more frame of leniency (edit - I was reffering to the j.hs land 5hs/BBU ID) and IMO I dont feel that j.d lag when I choose to relaunch.

About the PB loops... Does it work on just the floaties? Totally worth going for it if its on them. I'll see if it works on the avg weight char though.

Zaido
06-15-2008, 06:27 AM
i don't remember which characters it doesnt work on, but certain characters you have to hit them as low as possible with 5H, some you have to hit them pretty high up. and hit them asap.. some characters are way more lenient etc... i went in the time to try on everyone, i just have a vague recollection of, who i can Pile Bunker who i can't pile bunker and just go with the flow...

As for nana's ID combo, some characters you can't get the j2K portion to whiff.. it hits them :/

EclipsingBinary
06-16-2008, 01:49 AM
From my personal experience, 5H xx FB PB loops in the corner work like this:

Heavyweights: all heights work, but the higher you hit with 5H, you sooner you must do the FB PB. With a high 5H hit, you must hit them with FB PB as they are ascending. With a low 5H hit, time the FB PB so that it sticks them to the wall as high as possible in order to make the next repetition easier.

Exceptions: A.B.A has a slight delay before she rebounds after hitting the ground. Delay the FB PB slightly for her. Also, Holy Order Sol has a the gravity rating of a heavyweight, but for the purposes of this loop, I find that he fits in with the middleweights much better.

Middleweights: easiest with extremely low 5H hits, such as after a ground slide or a 2D RC. In this instance, hit them with the FB PB as they are beginning to descend. It is extremely difficult to loop them after medium 5H hits because you can't hit them on their way up and they can tech out before you can hit them on their way down. However, loops are possible after very high 5H hits (the higher the better). In this scenario, cancel into FB PB as soon as possible, hitting them during their ascent.

Exceptions: perhaps because of their hitboxes, Anji and Ky are much easier to loop than the other middleweights. Holy Order Sol and Sol seem to be the most difficult, in my opinion.

Lightweights: generally the easiest class to perform the loop on. All heights work, but the higher you hit with 5H, the sooner you must perform the FB PB (the timing window is a lot more lenient than it is for heavyweights, however). Again, try to wall stick them high as possible.

Chungamer2
07-14-2008, 04:57 AM
how the hell do you 5D--j5D-j5D-j5D, i only can get 2 off and by the 2nd one my opponent will just go to the ground

Mechanica
07-14-2008, 05:02 AM
how the hell do you 5D--j5D-j5D-j5D, i only can get 2 off and by the 2nd one my opponent will just go to the ground

Make sure you don't press the first (aerial) 5D too early. Just hold u/f and D-D-D... I dunno it just takes practice. If you get the timing of the first 5D as soooon as you leave the ground, that's the only hard part.

Zaido
07-14-2008, 06:01 AM
dont MASH jD or it will usually not work

CrimsonDisaster
07-15-2008, 01:50 AM
use 8D
after that it's just timing

Chungamer2
07-17-2008, 05:46 AM
:gonk: I cant get this timing down for the:

5D > (6) jD>jD>jD.... thing

if i do it early i end up in the impossible dust thing. where the screen doesn't change color

wtf im i doing wrong?

rtl42
07-17-2008, 05:59 AM
what does (6) mean?

Zaido
07-17-2008, 06:18 AM
:gonk: I cant get this timing down for the:

5D > (6) jD>jD>jD.... thing

if i do it early i end up in the impossible dust thing. where the screen doesn't change color

wtf im i doing wrong?

i think (6) is the problem? [8]???

deci
07-17-2008, 09:17 AM
:gonk: I cant get this timing down for the:

5D > (6) jD>jD>jD.... thing

if i do it early i end up in the impossible dust thing. where the screen doesn't change color

wtf im i doing wrong?

press D, hold UP, press D 3 times. :eng101:

Mechanica
07-17-2008, 09:20 PM
Sounds like you're double jumping instantly or something... You shouldn't accidentally get out of the dust's homing jump.

If you can't easily do the jD x3 then you probably want to shoot for an easier overall dust combo.

Maybe do

5D > jD, jD, jHS-j2K, jK, JC jS-j2K, jD-j2K, jD-j2K, jD.

Chungamer2
07-21-2008, 10:13 AM
opps ya i mean hold 8,

i just cant find that timing to just pull jD, jD, jD just when i jump

Guardian
07-21-2008, 03:37 PM
opps ya i mean hold 8,

i just cant find that timing to just pull jD, jD, jD just when i jump

The first j.D has to hit almost the second you leave the ground, and the last j.D has to hit them while they're still spinning. It takes awhile to get the timing down, but once you got it, you got it.

Zaido
07-21-2008, 06:53 PM
if you can't get the 3rd jD, you can always try the suedo, jD jD jK -> airdash blah blah, some japanese slayer uses this as alternative, i think it works the same way?

femoral
07-22-2008, 05:46 PM
Man i am having a lot of trouble getting 2D 5HS IAD j.k j.k land 5HS... any pointers? i can never get the second kick to come out is there something special i have to do during the air dash?

CrimsonDisaster
07-22-2008, 06:13 PM
Man i am having a lot of trouble getting 2D 5HS IAD j.k j.k land 5HS... any pointers? i can never get the second kick to come out is there something special i have to do during the air dash?

Make sure you do the first iadK during the "burst" of your airdash so that it extends your glide, then make sure you're waiting long enough on the 2nd kick.
That, or make sure your airdash is high enough to comfortably fit both kicks.

Also I'm pretty sure we've talked about this earlier in the thread.

Zaido
07-22-2008, 06:52 PM
Also I'm pretty sure we've talked about this earlier in the thread.

we did

people need to start looking back a few pages :yaaay:

OR

its on the Slayer COMBO's Thread... people usually get this thread mixed up so they ask it over there instead of here or vice versa :vbang:

Mechanica
07-22-2008, 08:08 PM
I've found that double tapping (two fingers piano tapping it) the kick button for the first one helps me get the timing right. Then the second one is just an easy link. The first kick coming out at the right time is the hard part.

femoral
07-24-2008, 06:56 PM
when i try and do the kick at the "burst" of the dash nothing happens. not even a late kick comes out. >.<

this is so frustrating.

sorry about bringing this topic backup, i only have a little bit of time to be online while i am at work and didnt want to do forum digging.

Jais
07-24-2008, 08:23 PM
Just do it. Practice.

/Mac

rtl42
07-25-2008, 02:32 AM
when i try and do the kick at the "burst" of the dash nothing happens. not even a late kick comes out. >.<

this is so frustrating.

sorry about bringing this topic backup, i only have a little bit of time to be online while i am at work and didnt want to do forum digging.
just practice: iad -> "instant" j.K, until you notice that you are travelling further than just a "normal" iad.j.K. there is a definite timing to it, and you will have to develop muscle memory for it, so try to isolate that and not practice it during a combo yet (if you haven't done that already).

also um does anyone have any suggestions for good notation for this kind of iad."instant" j.K? i can't think of anything.

Zaido
07-25-2008, 04:41 AM
IADK! i ono... :V

Mechanica
07-25-2008, 05:07 AM
when i try and do the kick at the "burst" of the dash nothing happens. not even a late kick comes out. >.<

this is so frustrating.

sorry about bringing this topic backup, i only have a little bit of time to be online while i am at work and didnt want to do forum digging.

You're doing it too soon. Trust me. It's more about the timing than doing it really quickly. Instant is misleading IMO. It's not instantly after you air dash, there's a pause where you can't throw out an attack... It's like right AFTER that burst of speed if you ask me.

femoral
07-25-2008, 03:41 PM
so i practiced it a ton last night and i think i got it once in like an hour >.< but IMO it seems worth it to learn as a mid screen combo.

also RTL for IAD weird stuff like the delayed air dash and stuff i always used IAD~K

CrimsonDisaster
07-25-2008, 05:47 PM
so i practiced it a ton last night and i think i got it once in like an hour >.< but IMO it seems worth it to learn as a mid screen combo.

It's still pretty sweet in the corner if you can't do [jH, K] to start a relaunch on a character or off whatever launcher, since it does more damage than [j2K, K].

Ross
07-25-2008, 07:01 PM
It's still pretty sweet in the corner if you can't do [jH, K] to start a relaunch on a character or off whatever launcher, since it does more damage than [j2K, K].

Yeah and those aren't too tough, just have to make sure you keep them nice and low to the ground. For midscreen, if you can learn to do IAD D, 2k, K on most characters that still nets you a ton, It may do slightly less than k,k but k,k has such specific height restrictions, while IAD D, 2k, k can be setup off of pretty much everything.

Zaido
07-25-2008, 07:47 PM
iad K K , is added bonus, if you know it its good, chances of you using it?? i ono

Mechanica
07-26-2008, 10:37 PM
I can do IAD k, k but I can't do IAD jD, j2K, jK. :gonk:

CrimsonDisaster
07-26-2008, 10:58 PM
I can do IAD k, k but I can't do IAD jD, j2K, jK. :gonk:

lol

[iadD > 2K, K] is usually off higher launches, I find. Like I usually do it off a sjiad.

femoral
07-30-2008, 05:33 PM
well i managed to get the IAD~j.k j.k down pretty well its great for lights.

2K 2S 2D RC 5HS IAD~j.K j.K land 2S j.K dj.K dj.D dj.2K dj.D 250ish damage on lights mid screen.

TechnicalStasis
08-02-2008, 07:32 AM
Hey guys newb Slayer here, I just picked up GG a few weeks ago and never really got too serious until I found this topic :yaaay: and I need some help on some of these combos, first of all, this dust combo(I choose the Sol one cause I was practicing on Sol but I think understanding one of them will get me to know how to do the other ones)

(D) 5D -> [8] j.D-D-D ]8[ ad.j.H -> Land -> 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.D

Ok, what does holding 8 do? For some reason if I hold it I can get those 3 j.Ds and without it I can a maximum of 2, sometimes not even getting to the trippy background. Is that the only purpose? If so then I guess I'm only letting go of 8 cause I need to press forward to air dash right?

Now the actual combo question, how are you supposed to land that ad.j.H? Is it supposed to be DURING the trippy background part? Cause after the 3rd j.D Sol ALWAYS fall down to the ground. When am I supposed to do this? I'm always training using the computer recovery setting on neutral, now I know humans won't have exactly perfect timing so they might not always know when to actually tech and is that part of this combo? And assuming I get that j.H I'm guessing I'll be on the ground after it hits and the hit will launch Sol up for that 5H to air combo? I think I hit it once out of all my tries, but mainly because I don't know when to hit with it, the computer seems to get up before I can hit with anything, and most of the time my j.H will either not even come out(the animation does but I fall too fast and it doesn't finish) or I do it too high up and not hit anything. Is there a video of this? Cause that would probably help a lot, it doesn't even have to be a specific video dedicated to this but one during an actual match somewhere. I would look but I don't know what or who to search for.

The second part is on this combo

2P -> 2K -> 2D RC 5H -> iad.j.K -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

What is the timing for that 5H? They need to be as low as possible without touching the ground right? Is this different depending on character?

Third part is on this combo posted by MacArthur Blunts

2K->2H->[5K->Kmappa]x3 (2 is more consistant) ->5P aircombo.

WTF?! Ok I get the 2K to 2H part but then the 5K and K mappa thing confused me, they're both in a bracket so I thought that meant holding them, so I thought "I guess you do K mappa feints x3 what?" Then I thought that maybe you need to do 5K and K mappa 3 times. But then I found that it doesn't work! Pot always techs out after my kick, unless I delay the kick a little which makes the K mappa hit but then they tech after or they hit the ground and it ends there. So whats the problem here? Am I too slow? Is MacArthur Blunts too good? Help :gonk:

Finally, what does OTG, TK, and FLJ mean? I've made an assumption that its On The Ground but when I went to the ABA board they wrote stuff like OTG keygrab, so does OTG mean knockdowned on the ground? I don't know.

Edit: Ok after a little more testing, it seems that the problem with my 2nd part was that I just needed to delay the kick from the air dash a little, that makes the 5P hit.

I tested that Pot combo some more and it seems that there is just a specific timing for doing the kicks that makes it so that they can't tech out. I still can't do 2 into an air combo, I got the 2nd mappa off a few times but I think I needed to do 5P twice.

New questions, how do you guys do PB loops? I saw a few matches where the Slayer is just able to do more than one PB in the same combo by keeping them to the wall, what are some basic strategies to hit with the 2nd and even 3rd PBs? As well as some basic combos that lead into them. I tried a combo posted here by MacArthur Blunts I think where its CH PB into 5H into FB PB into 5H into FB PB into 5H into PB. I can only sometimes get that first FB PB off, whats the general timing for hitting it?(I tried on Sol and Pot so that might be why, recalling his post I think he did it on Robo Ky, character specific PB loops?)

At first I always end my air combos when the enemy is knockdowned with a 5HS. Is this a good idea? I'm thinking about it and I guess it would be better not to against a human opponent and instead think about my okizeme options instead? I guess if the hit will kill them or something but it's hard to tell.

Finally, ....crap I forgot it :(

rtl42
08-02-2008, 09:13 AM
welcome~
For notation and terminology, check out the front page -> Guides. Also, in The Foundation board, there is a sticky called the Gameplay FAQ, that I would recommend that you read.
For Slayer terminology, I have tried to update the Slayer 101 sticky when I can and have material, although it's not looking good now. However, the first post has common abbreviations that we use in this board, for Slayer's moves.


Ok, what does holding 8 do? For some reason if I hold it I can get those 3 j.Ds and without it I can a maximum of 2, sometimes not even getting to the trippy background. Is that the only purpose? If so then I guess I'm only letting go of 8 cause I need to press forward to air dash right?
For whatever reason, during some interval of time (starting at the beginning of your dust Homing Jump), "every" move can be jump cancelled, until the end of this interval of time. i don't know the number of frames in this interval, exactly, but it's long enough to allow for stuff like j.D x3, among many, many other things.


Now the actual combo question, how are you supposed to land that ad.j.H? Is it supposed to be DURING the trippy background part? Cause after the 3rd j.D Sol ALWAYS fall down to the ground. When am I supposed to do this?
If Sol falls down to the ground after the 3rd j.D, then you're doing it wrong. You have to do:
D -> [8] D-D-D ]8[
as quickly as possible -- but don't mash, this will screw up the timing and you won't get 3 j.Ds. If done correctly, even after the 3rd j.D, Sol will keep flying up.


I'm always training using the computer recovery setting on neutral, now I know humans won't have exactly perfect timing so they might not always know when to actually tech and is that part of this combo?
Computer recovery should always be set to back/front, and 0 frame, firstly because neutral tech recovers 2 frames slower than back/front (game feature, not just training mode/CPU feature), and secondly because humans will have perfect timing with this stuff. (or not even perfect, they can just mash on buttons while you're comboing, and if you miss the timing they will tech out.) At first it may seem strange to know the timing for teching out of someone else's combos, but you'll get the hang of it with some experience.

Also, in case you haven't read about it, the font of the "beat" indicator will change to black if you do an air combo that your opponent could have teched out of. You will often see people refer to these combos as "invalid" or "black beat" combos.


And assuming I get that j.H I'm guessing I'll be on the ground after it hits and the hit will launch Sol up for that 5H to air combo? I think I hit it once out of all my tries, but mainly because I don't know when to hit with it, the computer seems to get up before I can hit with anything, and most of the time my j.H will either not even come out(the animation does but I fall too fast and it doesn't finish) or I do it too high up and not hit anything. Is there a video of this? Cause that would probably help a lot, it doesn't even have to be a specific video dedicated to this but one during an actual match somewhere. I would look but I don't know what or who to search for.
somebody help the man, i can't upload vids at the moment.


The second part is on this combo

2P -> 2K -> 2D RC 5H -> iad.j.K -> Land -> 5P -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

What is the timing for that 5H? They need to be as low as possible without touching the ground right? Is this different depending on character?
It's better to hit them as low as possible, without touching the ground, but there is some flexibility depending on the character (e.g. Potemkin, compared to Sol).


Third part is on this combo posted by MacArthur Blunts

2K->2H->[5K->Kmappa]x3 (2 is more consistant) ->5P aircombo.

WTF?! Ok I get the 2K to 2H part but then the 5K and K mappa thing confused me, they're both in a bracket so I thought that meant holding them, so I thought "I guess you do K mappa feints x3 what?" Then I thought that maybe you need to do 5K and K mappa 3 times. But then I found that it doesn't work! Pot always techs out after my kick, unless I delay the kick a little which makes the K mappa hit but then they tech after or they hit the ground and it ends there. So whats the problem here? Am I too slow? Is MacArthur Blunts too good? Help :gonk:
As you pointed out later, yourself, there is a specific timing, and that's just how it goes with AC Slayer. Slayer combos have way way more links than most characters, so if something doesn't work at first, keep trying.


Finally, what does OTG, TK, and FLJ mean? I've made an assumption that its On The Ground but when I went to the ABA board they wrote stuff like OTG keygrab, so does OTG mean knockdowned on the ground? I don't know.
Although I already pointed out where you should read, I'll answer these ones:
OTG = On The Ground; like you said, knocked down. But it's specifically the state where you are knocked down, but still have a hitbox (so, before you begin to "wake up"/get up).
Be careful, though, AC has an additional grounded state called "sliding", where you are OTG but can be "validly" re-launched into an air combo of some sort, so don't confuse the two. Moreover, there are a handful of moves (about 7 in total?) in the entire game that can re-launch OTG opponents into a valid combo.


New questions, how do you guys do PB loops? I saw a few matches where the Slayer is just able to do more than one PB in the same combo by keeping them to the wall, what are some basic strategies to hit with the 2nd and even 3rd PBs? As well as some basic combos that lead into them. I tried a combo posted here by MacArthur Blunts I think where its CH PB into 5H into FB PB into 5H into FB PB into 5H into PB. I can only sometimes get that first FB PB off, whats the general timing for hitting it?(I tried on Sol and Pot so that might be why, recalling his post I think he did it on Robo Ky, character specific PB loops?)
Look for Slayer combo videos by "Zaido" (from this forum), he made two that showed quite a few PB loop combos, as well as some variants.


At first I always end my air combos when the enemy is knockdowned with a 5HS. Is this a good idea? I'm thinking about it and I guess it would be better not to against a human opponent and instead think about my okizeme options instead? I guess if the hit will kill them or something but it's hard to tell.
When you hit an opponent that is OTG, they are allowed to tech, if they so choose. So, if you don't hit them OTG, then they are knocked down and must wake up into your pressure.
But as you said, sometimes the hit will kill them, so you might wanna try for it. However, that means the opponent has only a few pixels of health left, as OTG damage is heavily scaled (I don't know the number exactly, but you can just try it out in training mode with the damage output shown). By the way, sometimes you see people go for OTG BBU for the kill lolol.
But yes, you're right, it's generally better not to against an opponent because your mix-up options are better if you force the knockdown.

EclipsingBinary
08-02-2008, 09:22 AM
Regarding PB loops: http://www.dustloop.com/forums/showpost.php?p=271488&postcount=166

That's pretty much everything I have figured out from personal experience, but I don't want to claim that it's 100% correct or comprehensive.

Also, OTG hits do 25% of the attack's normal damage. I'm pretty sure they prorate too, so go for OTG hits only when you're in a situation where you need to take off just a few more pixels of health. Niga won 2 matches in SBO last year with OTG BBU. I'm seen another video where a Millia won by mashing OTG 5K (that was pretty amusing).

TechnicalStasis
08-03-2008, 12:53 AM
Thanks for the quick replies guys, turns out all I needed was a little more practice. Firstly, that time interval after the dust basically makes it so that simply holding up makes whatever moves you do jump cancel over and over? Can I do things like 5H -> [8] j.K-K-K? Console's not turned on I'm too lazy =( I guess I could check for myself later though.

Now I can get the 3 j.Ds on the dust combo fine, turns out mashing wasn't the best way and there's a specific timing I need, but the air dash gets me stuck now. Regarding this part I am now going to use the 1st dust combo(cause the one for Sol is just air dash to j.H which I can do just fine)

(A) 5D -> [8] j.D-D-D ]8[ ad.j.D-2K -> j.K -> Land > c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

I can get the airdash to j.D but I can't get the j.D-2K because the enemy is too low. Now re-reading the post by rtl, Sol should still be flying up after the 3rd j.D, now I know this combo isn't intended for Sol but I'm guessing the effect should be the same and I'm just not doing the j.D x3 fast enough? Cause I think they're at the peak of their spin and is in descending motion when I airdash. Looking back at this combo and the Sol one I guess I'm also trying to mix and match certain combo parts, like doing a 5H instead of c.S to launch them back >.<

And thanks for that PB loop post, helped a lot, I can get like 2 FB PBs starting from 2H to 5H in the corner against Pot, although I don't know what to do after those PBs, a 3rd one(I've seen some videos where you can do a 3rd non FB one cause you're out of tension by then)? K Mappa?

testament101
08-04-2008, 06:12 AM
ok bunch of nice shit that you can do off of It's late...most of this stuff should be done on oki in the corner but hey...if they get hit with it...it's their fault and probably your game...btw all this is VERY practical if you have 75% tension to spare...

first 0% tension:
D-Step>It's Late, 5S, pilebunker...works on everybody

50% tension:
D-Step>It's Late,DOT

now the cream of the crop...75% tension...these combos do AT LEAST 60% on the entire cast:

Variation 1:
D-Step>It's Late, DOT FRC, 5H, j.H, j.k, dj.k, j.D, j.2k, j.k, land 5k, j.D
works on (damage)
BR(355);FA(339);IN(346);PO(287);BA(361);TE(339);MA (344);OR(322);SO(334);MI(376);SL(322)*;AN(336);DI( 370);CH(388);ZA(331);JA(344);AX(348)
*=somewhat difficult
Variation 2:
D-Step>It's Late, DOT FRC, 5H, j.2k, late j.k, land 5H, pilebunker
BR(342);IN(346);PO(276);VE(335);BA(354);TE(323);ED (337);MA(332);RO(285);OR(308);KY(325);SO(321);MI(3 69);JO(314);AB(285);AN(325);DI(364);CH(381);ZA(310 );JA(332);AX(335)

Variation 3:
D-Step>It's Late, DOT FRC, 5H, j.2k, late j.k, land 5H, SJC j.H, j.D, j.2k, j.k, j.D
only tested on Faust and Slayer so far since variation 2 doesn't work on them...they bounce too high for the pilebunker
FA(344);SL(327)

Variation 4: ABA only (300)
D-Step>It's Late, DOT FRC, 5H, j.H, late j.k, land 5H, pilebunker

all these combos...are very practical...even if your It's Late gets blocked...you have frame advantage to implement more mix up...of course this goes without saying...be cautious against opp. with dp's...so tell me what you think...if you have any additions fell free to tell me.

p.s. I like using ellipses...

rtl42
08-04-2008, 08:49 AM
what's...with...the...ellipses...

also, could you indicate where you have to double jump? either by saying DJ or writing dj.K, something like that. that would be nice.

for the 50% combo, couldn't you add in a c.S before the DOT to get a bit more damage?

what's the asterisk after SL(322) in Variant 2?

deci
09-22-2008, 09:01 AM
ok bunch of nice shit that you can do off of It's late...most of this stuff should be done on oki in the corner but hey...if they get hit with it...it's their fault and probably your game...btw all this is VERY practical if you have 75% tension to spare...



if you hit a person with it's late... you can pretty much do anything you want that comes out in like 8 frames or less (maybe slightly more if it's meaty enough).

which means you can do any 2k combo, 2s combo, 5k combo, etc.

so with 25% tension you can go into 2k, 2h, bbu combos or 5k 6p frc stuff if they are in the corner and ducking...

with 50% tension you can go into 2d rc 5hs stuff (iad j.k j.k, or iad j.hs, or j.hs j.k j.k.... etc.)


pretty much what i'm getting at is i think it's fairly common knowledge that you can do whatever you want if you hit someone with It's Late

feri
10-02-2008, 08:39 AM
for the 50% combo, couldn't you add in a c.S before the DOT to get a bit more damage?


(hoping this doesnt sound reaveresque)
Sorry to beat a dead horse 'round but you'd net more damage doing c.s f.s 2k 2d rc into 5hs into srs business. Its only when dot is frc'd or you cant possibly use anything else making it worth using as part of a combo.

Wallstreet
10-17-2008, 01:23 AM
HOW I COMBO BITCHES IN THE AIR?

I'm having problems combo-ing the female cast off an AA c.S in particular. When I land a c.S I generally do j.k, j.2k, j.k JC into nothing because they tech. The lighter characters seem to float too high and I'm not sure where I need to change my air combo? Any advice?

Zaido
10-17-2008, 03:01 AM
c.S crouching slash? or close slash?

if it is crouching, then see below..

if Not, just see 1)

1) do jK -> jD ->j2k ->jK ->land relaunch air combo to knockdown for non CH, you can do this with CH too

2) if you CH its usually better to wait a bit 6H -> 5H -> to air combo of choice

3) or do iad jH -> land 5H to air combo of choice

Wallstreet
10-17-2008, 03:39 AM
c.S crouching slash? or close slash?

if it is crouching, then see below..

if Not, just see 1)

1) do jK -> jD ->j2k ->jK ->land relaunch air combo to knockdown for non CH, you can do this with CH too

2) if you CH its usually better to wait a bit 6H -> 5H -> to air combo of choice

3) or do iad jH -> land 5H to air combo of choice

Okay yes, by c.S I meant crouching slash.

First off, a huge thanks for the quick reply. Always helpful sir, thank you. In regards to j.k -> j.D etc. I've had reasonable success. Is it a "link" or is it distance based? Linking the j.k and the j.d, if I can land the j.d combo-ing is easy afterwards.

Zaido
10-17-2008, 07:12 AM
i guess you can say its a link... so yea.. just play with it... its not really too hard...

BigNastyStyle
11-24-2008, 07:29 AM
Well here goes my first post, I've read through the Game 101 - PLEASE READ BEFORE POSTING thread and the Slayer 101 but I haven't seen anything on what the ~ means in your first combo.

COMBO 1
2K -> 2H -> BBU...
(A) 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D

I'm assuming its just a pause meaning i just jump...then air dash instead of instant air dashing but I just wanted to make sure since generally after I hit em with a the j.D-2K I send them too high for me to continue with the j.K :(. Prolly just need to work on my timing but if anyone has a link to a video with someone doing this combo specifically it would probably enlighten me to the whole slayer process, thanks.

Zaido
11-24-2008, 09:47 AM
it is basically a pause in the jump so it isn't misinterpreted as an iad

i think my first combo video i made used that within the combo.. but i dunno if that will help you..

AleXander
04-07-2009, 11:36 PM
Heres 2 simmilar combos ive been practicing for a upcoming tournament.

50% tension for both due to RCing after sweep. forgive my noobie noation.

2D, RC, 5HS j.hs (fall) Jk. (land) 5hs AID jD, 2K, K, (land) 5hs Pilebunker

2K, 2S, 2D, RC, 5HS - IAD JHS (land) 5HS AID jD, 2K, K, (land) 5hS Pilebunker


Confirmed to work on Johnny, Eddie, and Potemkin, ... maybe others..but those are the only ones i practice on since i will be playing those chars at a tounry..

both do alot more damage then they should. Like half life and relativly easy to do. I dont know of any other combo that does that much damager with the same amount of tension and with same first hits.

Hintalove
04-09-2009, 04:54 PM
Off of 2d rc you can go into 5h iad jk jk or 5h js jk 5h loops. Also, not 100% sure on this, but I thought it was generally considered that jd kd's are superior to pb kds.

Fun combos though. On pot you can even jh k djh k 5h :)

Zaido
04-09-2009, 11:49 PM
jD knockdowns are for better oki options(Which is usually prefered) while PB kds are for dmg overall, however, if you spend that extra 25 percent tension and replace PB with FB PB, you can attain both, but then that would be 75 percent tension combos :V...

EasyModeNub
04-11-2009, 02:50 AM
On pot you can even jh k djh k 5h :)

You can actually do that on several characters depending on the spacing. I do that to pot all the time though. :keke:

-SinfuL-
04-25-2009, 06:47 AM
I've been playing AC Slayer forever, but in tournaments I always rely on simple combos; in order for me to get better (obviously) I want to get better at more tricky combos ==> more damage (er.. usually). I have gameplay and strat down so I want to increase my damage output.

So I got a few questions, and if they can be answered with "MORE PRACTICE" just say so:

1. How the hell do you get down IAD j.k j.k? It's tricky as hell and I'd like to know if there's a visual aid to help hit it consistently?

2. I have problems with using 5H as a relaunch and I prefer using 5P; 5P is a problem in the fact that it doesn't work on ALL relaunches, and the bounced side effect of 5H is preferred IMO. My question is: how do you get 5H relaunches to hit more consistently?

Zaido
04-25-2009, 08:21 AM
no visual cue for jK jK, its more of knowing how to do jK asap after IAD so you keep IAD momentum, and rhythm (i think its spelled right? lol)

anyways iad jK jK doesn't really work on Everyone , or if it does, i mean it doesn't' always let you do iad jK jK land 5H is what i mean... you can learn it but chances of using it isn't that often... and i know you mean you want to know the combo so the chances of you using it is there.. but i thought i just say this.. cause after i learned it... i never really got chances in actually matches to use it... unless its casuals and played for countless hours i might get a chance like once out of every 10 matches :(...

also 5H relaunch is depending on how low you do the final jK... if you did a jD in between i think you have that recovery after landing before you can 5H? or something of that nature.. take that into account, but as far as i know lowest jK is probably a needed... then 5H..

Overall... MORE PRACTICE... and timing... rhythm...

Hintalove
04-25-2009, 05:41 PM
If you're manly enough you can do iadjk jk off of almost any 5h launch you can get close to your opponent and low to the ground(ex: 2drc, ch BBU 6h 5h and most times off of iadjh 5h). It's only reallllly worth it though if you are going to take them to the corner with the iad part, so you can land and do a 5h into sjh d blah blah your combo of choice.

And if you're super manly you will hj install the 5h after the iadjk k :yaaay:

EasyModeNub
04-25-2009, 07:37 PM
And if you're super manly you will hj install the 5h after the iadjk k :yaaay:

That shit will replace the hair on your chest with steel wool.

-SinfuL-
04-26-2009, 01:20 AM
That shit will replace the hair on your chest with steel wool.

Steel wool chest hair. Sounds about what I'm aiming for.

So I guess I need MOAR PRACTICE then before the next tournament.

MacArthur Blunts
05-14-2009, 10:33 PM
vs. TE

Testament backdashes in the corner, gets hit by CH 2H, dandy H, j.H, Anything that launches on CH...

You do this... 5H->FB pile->5H->IAD j.H->5H->sj.H->j.D->j.2K->j.K->5H->IAD D

328-360 damage! yay. 6 H buttons in one combo! Replacing the IAD j.H with IAD j.K-j.K is 322 damage, but it still works the same.

Combo isn't that hard either.. .

EDIT FOR GREAT JUSTICE: If you are awesome at combos, you can do this...

Coolest combo I've ever learned: 5H->FB pile->5H->IAD j.H->5H->sj.H->j.D->j.2K->j.K->5H->IAD j.K-j.K->5H->IAD D

343 damage.

It's the coolest combo because

1. You catch backdash with 5H->FB pike
2. You do 5H->IAD H
3. You do SJ H D 2K K
4. You land and do 5H
5. You do IAD j.K-j.K
6. You land and do 5H
7. You finish with IAD j.D
8. ...?
9. PROFIT!

Another cool combo...

6K->(c.S->f.S)x2->2S->K Mappa RC->(c.S->f.S)x2->2S->2D. They obviously have to be crouching... It's cool because you do 10 S buttons in one ground combo.

Wind_Falcon
09-01-2010, 05:37 AM
I had a combo question here, but I managed to pull it off. Sry for the spam.

Wirya
09-03-2010, 07:15 AM
@Wind_Falcon:
I was just about to answer your question, hahaha. No problem then, I think it wasn't a spam at all.