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Sashi

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Everything posted by Sashi

  1. Guys, I fucked up. I saw that PS4 Revelator was on HK PSN so I bought a HK point card. But PS3 version isn't there. It's on JP PSN only. RIP
  2. I buffer 6A way in advance so I can just time a 236 when 6A actually hits.
  3. You gotta do 6H hella preemptively though. It's not really something that you can do in reaction to most jump ins. Once it's out, it's jokes though.
  4. After blocked f.S, I usually toss grenade if I have one ready, 2H, or disengage. 214K is decent too, 'cause it's usually far enough that it's safe. You can combo into 2H for a ton more damage on crouches or on CH. On block, it really grinds up the guard bar, which is hella jokes. It's just tight. As far as I know, there isn't an easier way of doing it.
  5. Jump cancel and airthrow. Steal his soul.
  6. I haven't noticed any difference.
  7. If your combo before doing that is short enough and you hit them when they're high enough so that they don't land before you can j.S after j.236P, it'll connect.
  8. C'mon, Chibi, there's like two pages to this thread. Just read it over. Don't be a 9.
  9. You don't get air combos from sweep on all characters.
  10. CH 2H is a weird launch to do this combo from. It's still possible, though. Just hit c.S as high as you can. EDIT: I made a video to show the timing, but you're gonna have to wait for my terrible internet to upload it. :v EDIT: Here it is.
  11. Who are you doing the combo on? And what exactly are you doing?
  12. Microdash c.5S, dash under, or Blitz Shield are decent options when used sparingly and against people who don't expect them. Generally best to just block if you don't think you can anti air easily, though.
  13. I've actually been using Blitz Shield to anti air, 'cause people started to space their jump ins to make it harder to c.5S. It's pretty reliable 'cause the window is so long, but it's still a pretty big commitment. Not sure if it's worth it yet.
  14. Back to the corner, you can do 2H(2) 236P c.5S jc j.S djc dj.K dj.S delay dj.H delay dj.4P land j.K j.S djc dj.S dj.H dj.D. Exact normals depend on the character. Shotgun combos do such ridiculous damage, though, that you should just go into them instead of air combos as soon as you hit the corner.
  15. Air combos from sweep on Faust is so good. Meterless 180 from a c.5S? Yes, please~ c.5S f.5S 2H 2D jc j.S j.P j.S djc dj.S dj.P dj.S dj.H dj.D 179 damage on crouchers from a 5f move. If a Faust tries to low profile something during your pressure and you catch them, it's damage city. EDIT: Similar combos works against ultimate scum hateful Milia, but she's smaller so you gotta do j.P j.P j.P j.S djc dj.K dj.S dj.D for 183. Harder to do anything on them standing 'cause no 2H to get in close before the sweep.
  16. That's probably the ridiculously long hitstop.
  17. The combo stuff is all pretty basic and stuff we've already established (c.5S f.5S to confirm crouch/stand and then 2H 2D 214K for croucher and 2S 5H 214K for standing, RC 214K or 5Hx5 for bigger combos). The only interesting part is the 2H route, which is pretty much the grenade relaunch I posted earlier, except they do a longer air string which I didn't know was possible (they do SPSHD for the last part). Oki stuff is pretty interesting, but again, it's just we've already seen from videos. The corner combo stuff is pretty much what we've seen before, but they have a stable route I don't remember seeing: stuff into 214K RRC 2H(2) 236P dash c.5S jc j.S djc dj.K dj.S delay dj.H delay dj.4P 6H (grenade explosion) 236H SG.S SG.[H] 6H (236P) I'm using SG to denote shotgun stance and [H] to denote the powered up shot. They didn't notate the 236P after 2H, but I'm assuming it's there 'cause that's the only time you can do it and have the cook timing match the explosion timing.
  18. There's more hitstun on crouching characters.
  19. Less damage, a lot easier, a lot more stable, a lot more swag. f.5S 5H~Hx4 RRC dash 2H(2) 236P c.5S jc j.S djc dj.K dj.S dj.H dj.4P land j.K j.S djc dj.S dj.H dj.D (154 damage)
  20. Cool kid combo. I can't figure out how to squeeze out more damage. I can't fit more into the airstrings without it dropping before I'm done. fS>5H(x5)>rc>dash 2H>236P>cS>jS>jc>jK>jS>jH>jD>j4P>land>jH>jD>(236P) - 156 damage on full health Sol
  21. Is this really character specific? Can't get even the 2H to connect properly on Faust. Also, is there a theory for how to adjust for height in air combos? I have trouble with the j.H 'cause they're usually too high when I do that many hits. Easy mode combo I adjusted into was fS>5H(x5)>rc>dash 2H>236P>cS>jc>j.K>j.S>j.H>j.D>5H>2P(toss)>6H>(236P) 157 on full health Sol.
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