koufdell Report post Posted September 29, 2015 so ... about double hit dandy or DHD i will try to gather as much information about it as possible posting the most pratical ones i know but first my thoughts about it since it's not used by slayer jp monsters in matches i came up with the fact that DHD becomes useful after fullfilling certains conditions : hitting with a counter hit 6P (corner) or IL or 6H K crosswise or helter skelter you are midscreen where k pile is not possible to splat being in hellfire state (does more damage than any combo with tension especially midscreen) you need fast damaging combos before they can get burst changes in jH hitbox ( ithink?) made setups for double hit easier than it was in 1.0 enough chitchat , here it comes midscreen CH IL > jH DHD works on mil fau pot sin > step jSH DHD works on axl bed > dash jH elph sol from p2 start K crosswise heel > jSH DHD works on elp fau sin >jS(2)H DHD works on pot bed axl leo > jPK DHD works on mil air to air dash jump > jPK > SH DHD on sol fa sin leo elph axl difficult on milia ram corner the use of DHD is surely questionnable but still has it's uses against certain characters . normal 6P 6p cs fs hj sh dhd on milia(very near to wall) faust 6p cs(start tension bar) s(2) H DHD sol slayer axl 6p cs s(3) DHD elp set up a CH 6P when they are stick to corner witth 2P 2P (block or hit) CH 6P > 5H > jH DHD sol CH 6P > 6P > 5H > jH DHD axl ( way easier than 5H TK SDD air combo and not far damage wise you can't miss it) with 2P (block or hit) CH 6P > 5H > jH > DHD slay pot bed sin mil(delay the 5H) bed (very close) CH 6P >6P >5H > jH DHD fa CH 6p > 6P > jSH late cancel DHD sin(tension bar range) ch 6p dash jump SH dhd chipp may ino ram sin elph leo bed (from tension bar range,delay sdd as late as possible) pot(tension bar range) mil(max range ch 6p do everything fast) PK ky (as fast as possible) CH IL > 6H > pCWH >6H >p CWH > jD > DHD on FA > dash jH DHD on axl elph ino , ram , chipp and may in corner if distance between to opponent is equal to timer corner distance ,zato-1 (tail hits last so he can tech) from p2 starting position to corner CH K pile > long dash > jH DHD works on faust ino ram may chipp sin leo axl pot zato bed elph slay but timming is different (easier on some , tricky on others) CH 6p > dash jump > jS(1) 2K K >jc SH DHD easy on chipp ky hard on may CH IL > dash jSHD 2K k jc SH DHD on axl meaty 6p(very last active frames) > dash jPSH(dhd 199d or D 2k K jc SH DHD 202d) faust hope you like it , i'm trying to put the easiest and most guaranteed ones Share this post Link to post Share on other sites
koufdell Report post Posted October 1, 2015 01/10/ 2015 updated with a vid for ch k pile Share this post Link to post Share on other sites
koufdell Report post Posted April 24, 2016 added some dhd setups i found recently using dash jump 24/042016 Share this post Link to post Share on other sites
koufdell Report post Posted April 25, 2016 added normal 6P on some characters - counter hit 6p setups in corner for everyone except zato-1 ve if anyone has revelator test the new comers for me i will update the OP i will make a vid for visual clues Share this post Link to post Share on other sites