Ross Report post Posted January 7, 2008 also character dependent but I've gotten it on Jam and AXL, the normal IAD D 2k, k combos work. Share this post Link to post Share on other sites
NewTestament Report post Posted January 7, 2008 Shit some reason it won't load up for me :X is this vid on Youtube as well? Share this post Link to post Share on other sites
NukleuZ Report post Posted January 7, 2008 Shit some reason it won't load up for me :X is this vid on Youtube as well? Here you go... Presuming it's yo-yo holla vid you want http://www.youtube.com/watch?v=W_5K4ekisho Share this post Link to post Share on other sites
Mappa_Buster7 Report post Posted January 7, 2008 I'm trying to backdash cancel then mappa punch... but it's really hard. can anyone give me some tips? Share this post Link to post Share on other sites
Boss Report post Posted January 7, 2008 I'm trying to backdash cancel then mappa punch... but it's really hard. can anyone give me some tips? end ur command with diagonal up forward. this vid will show u what it looks like. although it's GGXX, it still applies 2 AC. http://youtube.com/watch?v=hBHZgXhlxtQ Share this post Link to post Share on other sites
RoBoBOBR Report post Posted January 7, 2008 442369k Share this post Link to post Share on other sites
GaijinMo Report post Posted January 7, 2008 Even though it's not the right thread, does that mean BDC mappa isn't possible for those who cancel normals into mappa via 8236+P/K? For some reason I've always had issues doing TK motions, but I don't want to miss out on potentially important tools. Share this post Link to post Share on other sites
RageBot Report post Posted January 7, 2008 I don't think that normals are cancelable into BDC. Since normals aren't Cancelable into BD anyways :P Share this post Link to post Share on other sites
GaijinMo Report post Posted January 7, 2008 Yeah sorry, I didn't write that very clearly. The method stated before includes the 9 at the end, so I assumed that all BDC mappas would require some jump cancel component, similar to when canceling from 5K or whatever. I'm not trying to cancel a normal into it though. Share this post Link to post Share on other sites
rtl42 Report post Posted January 9, 2008 You can do 448236+P/K for BDC Mappa, if you really wanted to. The things that you want to input to have a BDC mappa happen are: (1) backdash (2) jump (3) 236+P/K Now obviously, you have to do (1) first. However, the order of (2) and (3) is interchangeable, because you can't cancel a backdash with mappa, so the jump input takes priority and that's where the BDC comes from. Since you can cancel jump start-up with specials, that's where the bdc mappa happens. So, cancelling jump with a special is a bit tight, but it can be done. (Slayer's jump start-up is... 4 frames? and the motion of going up then down->forward is a bit awkward.) However, 442369+P/K is easier, or at least more popular. Share this post Link to post Share on other sites
NewTestament Report post Posted January 12, 2008 Here you go... Presuming it's yo-yo holla vid you want http://www.youtube.com/watch?v=W_5K4ekisho Indeed, much appreciated, man . That music was gdlk lol... Share this post Link to post Share on other sites
Lucy Boy Report post Posted January 20, 2008 we got mac and cheese, we got PBloops, we got 2hit DHDs, and now i'm starting to love bat-cloud combos. combos with a lot of 2H. hard to time, varies for each character and truly badass. like: [corner]CH direct it's late/DOT FRC/whatever, 5H->FB PB, 2H, BBU CH 2H, 2H, BBU up close 2H, 5P/c.S->jK->j2K, late jK, 5H->FB PB, 2H, DOT FRC/BBU/what have you. BBU, 2H, BBU meh. there really isn't much to list. anytime they're going to fall to the ground, 2H them right back up. never mind the prorate, they'll still kill you anyway. and timing's hard. Share this post Link to post Share on other sites
Zaido Report post Posted January 20, 2008 i did those combo in my first slayer combo vid on Zappa and Dizzy i believe :O.. Share this post Link to post Share on other sites
Villainous Report post Posted January 22, 2008 Multiple 2H's is bad isn't it? It force prorates like 80%? I assume that's stacking so like.......that's just adding proration to your combo. best combos in the world are mappa air hit combos. They're so easy to get on backdashers >_< Share this post Link to post Share on other sites
Zaido Report post Posted January 22, 2008 i think best combos are probalby ones that are after CH hit 6P 2H and 2S cause those lead to at least half life on most cast :O.. plus its basically free... and tentionless :o Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted January 22, 2008 CH jH! In any case, anti-air CH 2S and max range CH 2D are the best because they don't prorate lololol Share this post Link to post Share on other sites
RageBot Report post Posted January 23, 2008 LOL I can only get CH j.H. Even then I can only do basic air combo 5K JC j.K-2K -> j.K -> dj.K-dj.2K -> dj.D* *Somethimes I can get dj.D-dj.2K - dj.D Share this post Link to post Share on other sites
MacArthur Blunts Report post Posted January 23, 2008 AA 2S is awesome. Share this post Link to post Share on other sites
RageBot Report post Posted January 23, 2008 So, after AA 2S, do I just jump -> combo or 5k JC air combo or what? Share this post Link to post Share on other sites
deci Report post Posted January 23, 2008 So, after AA 2S, do I just jump -> combo or 5k JC air combo or what? if it's not a counter hit, then you pretty much always just do j.k to air combo to follow it up. remember that light chars need different combos than heavy chars. after a counter hit 2s aa, depending on the character specifically as well as their distance to you, you can usually hit them with 5p, 5s, 5h, 2s, or bbu then go into an air combo. Share this post Link to post Share on other sites
Zaido Report post Posted January 23, 2008 or if ur cool and awesome, you do delay IAD -> JH-> land ->5H -> (ways to start combo of choice via Character specific section) Share this post Link to post Share on other sites
MacArthur Blunts Report post Posted January 24, 2008 Yeah, IAD j.H->5H is best. or near corner 2S 6H 5H Share this post Link to post Share on other sites
RageBot Report post Posted January 24, 2008 thanks :o Does the 2S need to count as a CH for the combo/starter to work? Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted January 24, 2008 thanks :o Does the 2S need to count as a CH for the combo/starter to work? Anti-air CH 2S lets you do whatever you feel like. Non-CH means you have to JC jK pretty much. Share this post Link to post Share on other sites
deci Report post Posted January 25, 2008 Yeah, IAD j.H->5H is best. or near corner 2S 6H 5H wow you and zaido are right. iad j.h, 5h and 5H 6H do huge damage since you can use the 5h relaunch to do j.h or sj.h follow ups. thanks for the tip i got a question about 5h relaunches though. i can get them once in awhile in matches vs the really heavy chars but not much else. do you guys have any tips for 5h relaunches? is it just as simple as do the last j.k as low as possible or is there anything else helpful? like do you have any specific setups for it? i would really like to work more 5h relaunches into my combos. currently the setups i use for 5h relaunches are (after bbu 5h, or other 5h launches): 1. iad j.d -> j.2k -> j.k 2. sj.hs -> sj.d -> sj.2k -> j.k 3. j.h -> j.k -> dj.k -> dj.d -> dj.2k -> dj.k Share this post Link to post Share on other sites