FS7
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About FS7
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Cheap Tactics!!!
- Birthday 10/07/1982
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http://www.geocities.com/fs7kills
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Location
Nashville, TN
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Maybe it has something to do with how many hits you get before the first 5H. If you're doing K-S-H(3)-6H, 6P-H(3)-6H, etc, you need to run before the 5K so you get momentum to get the combo going. If you're unsure whether or not the combo will hit, finish the combo after the first 5H (H[3]-6H, 2D x 22K, knocks them down and gets you a charge, and you'll most likely have enough meter for a FB Puffbal, so it's all cool in the end.). Since we're talking about the 5H loop: -c.S-H(3)-6H, 6P-H(3)-6H, 6P-H(3)-6H-H 3 reps is the most you can get IIRC. The loop above works on Axl(200), Baiken(221), Chipp(246), Dizzy(216), Faust(190), I-No(200), Johnny(195), Ky(195), Robo-Ky(164), Testament(195), & Venom(190). Being able to get around 200 dmg without using meter or charges is simply retarted. That's one of the reasons I use Jam. You can combo the last 5H into FB Puffball > corner loop > crapload of damage > people whining about Jam being cheap > etc.
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Those inputs are incorrect. Bandit Bringer (236 > hold K) Bandit Revolver (236K) You can parry either move and get a free combo. Another overhead worth mentioning is IAD j.S (he knocks you down, GF, FRC, IAD, j.S, which can hit as a cross-up, or he can do nothing, land and go for a low hit/Command Grab). Depending on the distance, you can IAD over the GF and get a free combo (if he doesn't FRC the GF, that is).
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ABA has a weird hitbox. IIRC doing the H(3)-6H, 6P-H(3)6H loop on her doesn't work every time, something to do with spacing I guess. I remember doing something like S-H(3)-6H, 6P-H(3)-6H, 6P-H(2)-6H-H in training mode but I couldn't get it to work consistently, so I usually do FB Puffball after the first 5H or do 6H-H after the first 5H. On a side note, May has a weird hitbox too. H(3)-6H, 6P-H(3)-6H doesn't work on her, got to finish the combo after the first 5H.
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Another option: -H(3) > 6H, S > 2H(1) x Ryujin
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I usually do r.K > S > H(3) > 6H, 6P(1) > H(3) > 6H, etc. For the 6H, 6P link, it's all a matter of learning the proper timing. What move starts the combo shouldn't make any difference. Go to training mode, do H(3) > 6H, then hold back on the stick, see how long it takes before she starts walking back. That should give you an idea on when to press 6P.
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I've been messing around with this game lately. So far I've settled with Mai/Big. Big is pretty easy to use, and Mai seems pretty solid. I've tried out Kyo & Iori too, but Mai & Big seem to fit my playstyle better. This probably sounds dumb, but I hate the fact that rolls costs meter in this game.
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This is probably a dumb question, but is there a specific timing/distance to combo the FB Puffball off 5H? I've been playing Jam for a couple of days, every once in a while I get a gap in the combo above, between the 5H & the FB Puffball. Does the number of hits before the Puffball matter? Depending on the character I'm fighting against I do things like: -ground chain > H(3)-6H, 6P(1)-H(3), 236S-D, etc or -ground chain > H(3)-6H, 6P(1)-H(3)-6H, 6P(1)-H(3), 236S-D, etc . Probably another dumb question, is 6H a reliable move to do on the opponent's wake-up? I've seen some Japanese players doing it in some situations, I'm wondering if it's a good option against people who like to do supers/uppercuts or mash throw on wake-up.
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Demitri & Jedah FTW.