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koufdell

Double hit dandy

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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 :) 

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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 
 

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