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Hakumen_Justice

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About Hakumen_Justice

  • Rank
    Kokūjin... MUGEN!
  • Birthday 06/08/1991

Profile Information

  • Interests
    Music, fighting games, anime. Y'know, typical stuff.

Contact

  • Yahoo
    ProgressiveJustice@yahoo.com

Other Info

  • PSN
    Astral_X_Hakumen
  1. Hakumen_Justice

    [Xrd] Sol Badguy Combo Thread

    So I found a little side switch combo off Sol's throw while facing away from the corner. It's useful in those scenarios where you get a throw on the opponent but didn't mean to move them away from the corner. Essentially you could just jump over them and pressure from the correct side, but I found you can delay an RC after a throw, then run Gunflame, and the base of where the first flame starts will hit the opponent while side switching them. From here, you can start your Dustloop reps. Here's a video of what I'm talking about: https://www.youtube.com/watch?v=D3FKwyTRkEw
  2. Hakumen_Justice

    [Xrd] Sol Badguy Combo Thread

    Thanks! I'll get to labbing on that some more.
  3. Hakumen_Justice

    [Xrd] Sol Badguy Combo Thread

    CH 5HS > IAD > j.S > j.HS(2) > c.S/5K > 6P > 5HS > j.D > j.D... does not seem to work as a corner combo. The opponent can tech after the first j.D. Sometimes cutting it short into a knockdown with something like 2D > Bandit Revolver can be a problem due to pushback (does not apply to large hurtbox characters). So after a few hours of labbing, I came up with a different method for ending the corner combo off CH HS. I got the idea after seeing a Millia specific combo posted by Final Ultima in an early post. Probably not the most optimal, but I couldn't think of anything else to end the confirm on a good note. Anyways, here it is: [Corner] CH 5HS > IAD > j.S > j.HS(2), c.S/5K > 6P > Gunflame > 5HS > IAD > j.P > j.K > HS-Volcanic Viper -> Tataki Otoshi. Does 203 damage. Also, Gunflame can be delayed if it suits anyone's liking, and does not affect the combo in any way. Video: https://youtu.be/bK868i8oZIk
  4. Hakumen_Justice

    [Xrd] Sol Badguy Combo Thread

    This doesn't seem to work on Elphelt, Ky, Millia, Venom, and Zato. I attempted it multiple times, and it seems like falling j.S doesn't connect properly, and when I do get it to connect, I'm too low for j.D to come out. I don't have Leo, so I don't know if it works on him, but I feel like it would. Other than the characters I mentioned, it seems to work fine on everyone else.
  5. Hakumen_Justice

    [Xrd] Sol Badguy Combo Thread

    So I was messing around in the lab, doing some midscreen Dust shenanigans. Figured out you could Dragon Install on the rising portion of his Dust, connect a j.K and go into P.B.B., if you've got 100 tension, you can RC the last hit of P.B.B. and actually follow it up with a full DI combo. I managed to get 202 damage off of it into a P.B.B. ender. Seems like you can do way more damage than that, but I've yet to figure out what else can be done before DI runs out. I'll put the notations to my combo here, also, this was done on Zato: Dust > DI (input as you see Sol rise off the ground) > j.K > P.B.B. > RC > Kudakero (delayed slightly) > BB > BB > 5HS > 2HS > j.D > P.B.B. It's not very difficult to pull off or anything either. So, hopefully this is something to add to Sol's arsenal. Edit: 4/21/2015 - Adding a few more things on to this post. After doing the set up many times, I realized there is absolutely no way the opponent can Burst out of it safely. What happens when the opponent Bursts during the DI animation? Well, the Burst completely misses Sol due to the invincibility on DI. Now apply that to the Dust combo and you get a set up the opponent cannot get out of: Let's say you get the Dust to hit, you DI during the rising portion like stated, the opponent Bursts, your DI animation completely ignores the Burst, next thing that happens is you fall straight down before the opponent does, and this leads to an easy punish as the opponent falls after you. Let's say the opponent decides to Burst after the DI animation. Well, they can't. Doing j.K into P.B.B. leads into you grabbing the opponent right out of their Burst! So, no matter what, they absolutely cannot escape this set up. Especially since the combo that follows from RC-ing leaves the opponent really high up, so even if they choose to Burst at any point after P.B.B. you'll always be able to see it and punish them for doing so. The best part is, if they DO decide to Burst immediately after the Dust animation is over, doing DI and punishing it will net you a pretty high DI combo that will make them regret ever doing so. This also saves you 50% Tension since you didn't have to go into P.B.B. then RC. Which you can then use to either end your combo with, or go into P.B.B.
  6. Hakumen_Justice

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    I figured it out. Turns out I was throwing 2HS a little too late. It has to be done pretty early for the first few active frames to hit, or else the start up gives the opponent enough time to tech.
  7. Hakumen_Justice

    [Xrd] King Ky - Combo/Setup Listing and Discussion

    Having a bit of trouble with Mission No.33. 236HS > YRC > Cl.S > 6H, 3C > 214K > 623HS > 2HS(1) > 236D I'm having a tough time connecting the 2HS(1) after 623HS. Is there a specific timing to that which I'm not aware of? I see the Sample many times, but I still don't understand how it connects. I've been doing it as close to the Sample as possible, but the opponent always seems to recover before I can land 2HS.
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