Post by Pikachu on Mar 23, 2008 23:43:13 GMT -5
So my Eddie puddle UB is flawed atm. I think I fixed the setup, but the timing is surprisingly difficult. I've gotten too lax on it and timing it perfectly with the crossup is like, fucked up timing.
Anyhow, I got to playing around with Slayer's air super:
(on Axl) 5D, chase jump D, D, HS, 214214S (super, 2hits if you time it right), land, 5HS, Pilebunker, 276 Damage.
Alternatively, if the super somehow hits only once, it's still 151 damage and knockdown, with potential relaunch depending on where you are on screen. If you want to be really juvenile, you can replace Pilebunker with Dead on Time for 20 more damage, but infinitely more immature points. If this isn't inspiration to gold burst with Slayer, I dunno what is.
Played with Jam wall stick combos again. The secret to improvising it seems to be knowing when to delay the 2hs, 6hs gatling to get them at the right height. Otherwise, it's knowing when to use HS puffball to bounce them off the wall towards you so you get them at just the right height where both hits of the 6hs, hs chain hit and get another wall stick. Lots of improv, but hardly impossible to learn. Her openings are a lot more difficult than the combo itself.
And lastly, since Jon has been dusting with Dizzy, and the only Dust I've done with Dizzy since XX sucks balls, I decided to try for a newer universal one. Just so Jon hits us with more than 2 j.d's and stuff . Here it is:
5D, chase jump S, HS, jc, j.s, j.p, j.s, j.p, j.s, jc, dj.s, dj.d (134 dmg)
Gatling the S, HS, jump cancel the HS into j.s, and do the rest of that combo. Works even on all characters that I can tell, though you need to jump a few frames later on the chase jump against Robo Ky because he's that heavy (maybe on ABA too), and the final j.d whiffs on Zappa, which can be replaced with j.hs.
Anyhow, I got to playing around with Slayer's air super:
(on Axl) 5D, chase jump D, D, HS, 214214S (super, 2hits if you time it right), land, 5HS, Pilebunker, 276 Damage.
Alternatively, if the super somehow hits only once, it's still 151 damage and knockdown, with potential relaunch depending on where you are on screen. If you want to be really juvenile, you can replace Pilebunker with Dead on Time for 20 more damage, but infinitely more immature points. If this isn't inspiration to gold burst with Slayer, I dunno what is.
Played with Jam wall stick combos again. The secret to improvising it seems to be knowing when to delay the 2hs, 6hs gatling to get them at the right height. Otherwise, it's knowing when to use HS puffball to bounce them off the wall towards you so you get them at just the right height where both hits of the 6hs, hs chain hit and get another wall stick. Lots of improv, but hardly impossible to learn. Her openings are a lot more difficult than the combo itself.
And lastly, since Jon has been dusting with Dizzy, and the only Dust I've done with Dizzy since XX sucks balls, I decided to try for a newer universal one. Just so Jon hits us with more than 2 j.d's and stuff . Here it is:
5D, chase jump S, HS, jc, j.s, j.p, j.s, j.p, j.s, jc, dj.s, dj.d (134 dmg)
Gatling the S, HS, jump cancel the HS into j.s, and do the rest of that combo. Works even on all characters that I can tell, though you need to jump a few frames later on the chase jump against Robo Ky because he's that heavy (maybe on ABA too), and the final j.d whiffs on Zappa, which can be replaced with j.hs.