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Combos!
Sept 19, 2007 13:33:41 GMT -5
Post by Pikachu on Sept 19, 2007 13:33:41 GMT -5
Ok, for the other threads, we'll keep it to more gameplay type discussion. Sheer combo goodness, we'll put here. All in one place. Number notations are encouraged for normals, but feel free to use faggoty innuendo for all the bullshit moves that exist in this game. Just make sure we understand what you're talking about.
Ex: Badlands -> Faglands. Easy to remember. Dizzy Fish -> Your mom's cunt. Too much of a *stretch*.
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Combos!
Sept 19, 2007 15:11:51 GMT -5
Post by Pikachu on Sept 19, 2007 15:11:51 GMT -5
Ok... a few starters for characters we all play, ripped from dustloop. Here are the ones that seem easier:
ABA:
(corner, though I think you can try it midscreen)2hs, IAD, j.s, j.hs, orbs, land, j.s, j.hs, j.d, orbs, dash jump, j.s, jc, dj.s, key
throw, dash jump, j.p j.s, j.hs, land, p, s, 2s, sjc, sj.s, sj.hs, key
(corner) rekka(frc), 2d, 623hs, dash in, 5s, key, otg key
Jam:
[insert wall stick method], 2hs(1 hit), 6hs, 6hs, dash 2s, 2hs(1 hit), 6hs, 6hs
D, FD, j.hs (ID), walk forward, s, 2hs (1 hit), FB fagfist, dash in, 2hs, 6hs, 6hs
[insert gatling to 5hs], 6hs, 6p, 5hs, 6hs, 2d (I love the dumbness of 5hs)
Testament:
6p, c.s, 2s, 2d, hs barney (frc), BL, tk-BL (working on something fancier than this, but it works on most characters and midscreen)
web, k, c.s, jc, j.k, j.s, j.hs, buttlands (1 hit) [insert further hentai]
Chipp:
(all variants on a variety of characters)
c.s, 6p, 2d, 236s, 236k, 5hs, 41236k, d (FB) c.s, 6p, 2d, 236s, hs, jc, j.p, j.d c.s, 6p, 2d, 236s, 236k, p, jc, j.p, j.p, j.k (2hits), j.k (2 hits), j.d, air alpha blade c.s, 6p, 2d, 236s, hs, IAD, j.p, j.d, air alpha (frc), land, 6hs, j.d
Pothead:
k, 2s, 2hs, hammerfall break, j.p, j.k, jc, air pot buster! d, FD, j.s, j.hs (ID), land, 5s, heat fuckle
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Combos!
Sept 19, 2007 17:51:35 GMT -5
Post by buhwhyen on Sept 19, 2007 17:51:35 GMT -5
so, testament combos.
throw into corner sometimes you can instead of doing the standard relaunch (2P -> 5c.S) you can do 5K, 5c.S -> aircombo, but the timing is hella stricter for a minimal damage increase, so i'd suggest just learning to use 2P, 5c.S instead.
tested on regular sol throw, 2P, 5c.S, JC, j.k, j.s, j.hs, faglands (1 hit) - 97 damage throw, 2P, 5c.S, JC, j.k, j.s, JC, j.k, j.d, faglands (2 hits) - 107 damage
2 variations to the same corner set up off a throw. Around 90% of the time with Testament getting the knockdown is way more important than an extra 10-15 damage, so use the first combo because it guarantees a knockdown and a free mix up, the second combo is if you just need a little more damage to kill someone.
Oh, another neat little trick is if you land any gattling combo into gaydigger and your opponent is 2-3 character widths from the corner, it wall bounces him/her enough for you to relaunch with 2P, 5c.S if, as stated earlier, you just need a little more damage to kill your opponent.
As for potfag, you really just need to learn a few simple combos (not tick throw set ups, those are a different story). The big ones, hehe..big ones, being his new OTG into heat knuckle and his high/low mixups, but since I'm listing combos, I'll list some other ones while I'm at it.
OTG combo (tested on regular Sol) headslide (236S), [4]6 HS (hammerfall), 5P(hamerfall break), 5K, 2S, 623 HS (heat knuckle) - 77 damage
there are variations to this combo, but again only if you really need that little extra bit of damage, the easiest variation being you extend, hehe..extend, the heat knuckle (63214 HS)
headslide (236S), [4]6 HS (hammerfall), 5P(hamerfall break), 5K, 2S, 623 HS (heat knuckle), heat extend (63214 HS) - 107 damage
and the more difficult variation requires 50% tension and you omit the heat knuckle in favor of a heavenly potemkin buster (HPB).
headslide (236S), [4]6 HS (hammerfall), 5P(hamerfall break), 5K, 2S, 236236S - 134 damage
The other two big combos to know.. low mixup: 5K, 2S, 2HS, heat knuckle - 119 damage or 5K, 5S, 2S, 2D - 108 damage
the first combo is only if you start the combo standing right next to the opponent, it doesn't always reach, so unless you can see potemkin touching..eww, the other character, use the second combo over the first; both guarantee a knockdown.
high mixup: 6K(overhead with some upperbody invicibility), 2HS, heat knuckle - 104 damage keep in mind, this combo ONLY hits if you're on top of your opponent..this wording is so homotastic. You can in this combo, along with the first low mixup combo, replace the heat knuckle with HBP for extra damage. Oh..and the 6K can only be canceled into 2HS or a special move, similarly with the 2HS, it can only be canceled into special moves/overdrives. So if you can recognize that the 6K got blocked, cancel the 2HS into his flick (63214S) instead of heat knuckle..or you can cancel into hammerfall or whatever doesn't leave you at bad frame advantage.
other random combos include... potemkin buster (FRC), 5S, 2S, heat knuckle. [4]6 HS (FRC, or RC if you fail), 5S, 2S, heat knuckle -154 damage
random potemkin buster set ups off the top of my head 236P (blocked), potemkin buster(PB) on wakeup, 5P, potemkin buster(PB) empty jump (double jump, single jump, or super jump), PB [4]6HS, P (hammerfall break), PB on blocked [4]6 HS (FRC/RC), walk forward slightly, potemkin buster on blocked j.d, PB
On knockdown..for basically guaranteed damage. 632146 HS(mirror overdrive) meaty, 236S headslide, [4]6 HS, P (hammerfall break), 5K, 2S, heat knuckle.
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Combos!
Sept 20, 2007 18:17:43 GMT -5
Post by Pikachu on Sept 20, 2007 18:17:43 GMT -5
A few Pot notes:
6hs xx Slide Head on wakeup is a decent occasional gimmick. Against scrubs, you can probably kill them with this alone.
Whiff j.d in front of someone's face, and then Pot Buster is also funny.
<Pressure string> xx cancelled hammerfall, Pot Buster should be remembered.
For Excrement:
All my opinion, but this is my reasoning for my combo choices. Very minute details in the end, but eh, I'll just say my piece.
Learn the 5k, c.s string. The timing is honestly not that much harder. 2p is good to keep in mind when you have to continue the juggle from a lower height. This is a better habit to have so you don't get yourself used to always using 2p to continue juggles. It's a good crutch in the corner, but if you learn the height for 5k, you'll get better at mid-screen juggles.
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Combos!
Sept 25, 2007 2:14:05 GMT -5
Post by buhwhyen on Sept 25, 2007 2:14:05 GMT -5
For testament, 1 hit badlands combo after a throw in the corner.
throw, 2P, 5c.S, JC, j.P, j.K, j.D, manlands (1 hit)
theres a possibility to relaunch for another rep, though the relaunch isn't 100% untechable, but on training mode I can consistently hit it with a 2 frame gap, with a 1 frame gap it's iffy whether or not I can hit it. With both the 1 and 2 frame gap, the second manlands is untechable for a guaranteed knockdown if you can hit the combo.
throw, 2P, 5c.S, JC, j.P, j.K, j.D, manlands (1 hit), land, 5K, 5c.S, JC j.P, j.K, j.D, manlands (1 hit) - 109 damage
So really..I'd mostly use the first, and only if I needed just a little bit more damage would I do the second.
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Combos!
Sept 25, 2007 15:15:42 GMT -5
Post by Pikachu on Sept 25, 2007 15:15:42 GMT -5
J.k, j.s, j.hs didn't work? A little more damage on that string if you can hit it, unless it's a funny shaped character.
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Combos!
Sept 25, 2007 22:47:03 GMT -5
Post by buhwhyen on Sept 25, 2007 22:47:03 GMT -5
Couldn't hit j.k, j.s, j.hs on regular sol from a throw.
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Combos!
Sept 27, 2007 18:39:25 GMT -5
Post by Pikachu on Sept 27, 2007 18:39:25 GMT -5
Found that Order Sol is really weird to hit as well... still working on him for now for fatlands.
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Combos!
Sept 29, 2007 21:37:30 GMT -5
Post by buhwhyen on Sept 29, 2007 21:37:30 GMT -5
The same combo I posted about regular sol works on order sol as well. Just tested it. Another one, though much less useful and you have to delay the timing a bit..its kinda weird, is - throw, 5k, 5c.S, JC, j.k, j.s, JC, j.s, j.hs, faglands (1 hit). Sometimes it works, other times not. Overall its a really useless combo because the timing is hella tight (or they can tech) and the height is really weird on it.
Speaking of 1 hit manlands loops, Faust is another weird one. I found that you can do the "normal" 1 hit combo on him off a throw in the corner (5k, 5c.S, JC, j.k, j.s, j.hs, manlands). Though..the timing is actually different for the initial 5k, 5c.S right after the throw. For some reason Faust is like thrown higher, or is more floaty, probably the latter, so you have to delay the initial k, s before you start the combo. Oh..and if you need that little bit of extra damage, you can relaunch after the 1 hit into another 1 hit. After landing the 1 hit manlands, land, 5k, 5c.S, JC, j.k, j.d, manlands (1 hit). The corner combo with the relaunch does like 122, compared to 103 without it.
Slayer is similar..The timing is hella fucked up. He almost has to be touching the ground before you do your k, s into combo otherwise the height is all fucked up. I'm finding it a lot easier to use 2p, 5c.S instead just cause its more forgiving timing wise and I'm having a bitch of a time hiting the k, s consistently and its a difference of 4 damage(97 to 93).
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Combos!
Oct 18, 2007 18:25:40 GMT -5
Post by Pikachu on Oct 18, 2007 18:25:40 GMT -5
Ok, played Slayer for a bit because I was tired of not hitting Man Bang Upper (yun shoulder) combos. Apparently, slide works as a followup, and I have found that 5k adjusts the height really well for a followup (j.k, j.2k, j.k, dj.k...etc), but it's a little hard to time the hit on the way down for me, since I depend on visual cues a lot, and you more or less have to throw the attack out blind since the screen isn't on Slayer.
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Combos!
Oct 18, 2007 19:41:51 GMT -5
Post by buhwhyen on Oct 18, 2007 19:41:51 GMT -5
Actually, i was trying out some random combos today and the best follow up for man bang uppers is still 5HS. The real reason I was having issues with it last night and all other times was you have to hit them before they touch the ground, otherwise for some random reason it must count as an OTG cause the damage/ground bounce gets scaled back (100ish before hitting ground, high 80s after). Hitting before they touch the ground also makes them bounce like Jay on Alfred's cock for a follow up air combo. I just used j.d for my follow up cause I still fail to understand Slayer air combos, which nets about 140 damage for: man bang upper, 5HS, JC, j.D. Dumbass damage for 25% tension and zero effort.
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Combos!
Oct 18, 2007 23:18:36 GMT -5
Post by Pikachu on Oct 18, 2007 23:18:36 GMT -5
Yeah, that's the thing, 5HS sometimes put them at the wrong distance, whereas the other attacks keep them nice and close. There's supposed to be a way to IAD after the 5HS into relaunches, but that seems easier to mess up than a more basic approach. We'll see what happens.
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Combos!
Jan 21, 2008 16:52:45 GMT -5
Post by Pikachu on Jan 21, 2008 16:52:45 GMT -5
Haven't truly played with new combos in a while, but my finger was feeling better this morning, so I gave it a go just for fun: Sol (From 1/3 screen, tested on Venom) k, c.s, 2d, bandit revolver (1 hit, RC), Sidewinder, land, 2hs (switches sides), j.s, sidewinder, land, 2hs, j.hs, sidewinder... Haven't finished this combo all the way since I spent a lot of time getting the timing right for the 2hs and experimenting with relaunch hits. Will edit if I find an acceptable finisher. Chipp (From 1/3 screen, tested on Anji) Gamma Blade, dash k, hs, iad j.p, j.s, jc, j.p, j.k (2 hit), j.k (2 hit), j.d, alpha blade (frc), land, 5hs, Force Break Just a cool looking combo that doesn't do tons of damage, though it's pretty viable to hit in a fight. Order Sol (corner, tested on some characters) Fafnir x4 Slayer (mid-screen, tested on Millia?) 2k, 2hs, Man Bang, 5hs, FB Pilebunker, K Mappa Uhh, it does damage, and I think it's possible to keep launching off the K Mappa with 2p -> 5p. This one is still in progress. (anywhere, probably anyone) 5d, j.d, j.d, j.hs, j.2k, j.k, jc, dj.k, dj.2k, dj.d This is about the easiest decent dust I could come up with. I tried the j.dx4, but I can't get all four consistently, and it feels like it depends on the distance. Prolly not a big deal, since Slayer doesn't Dust normally. On the other hand, that may be reason to Dust a little bit with Slayer ;D. Does decent damage and looks quite dumb, which pays dividends for frustrating the opponent.
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Combos!
Jan 21, 2008 17:43:51 GMT -5
Post by Pikachu on Jan 21, 2008 17:43:51 GMT -5
I'm also gonna note here that I will try to put more into this thread since I'm starting to be able to detect the heights in AC a lot better. The random stuff I'm playing with above is fairly basic, but requires a little timing and feel for the game. If anyone has suggestions for changing up the combos (except Fafnir x4, which is the perfect combo), feel free to play around and post on it. I'm hoping to compile enough combos on this thread that if any of us want to pick up a new character, we have a few damage options to try out.
I also want to try posting a series of combos with a reasonable learning curve, as a guide for anyone who needs to learn the system of the game or learn how to do some basic, yet damaging combos in a fight. This post will skip ground cancel chains, because that's brain dead easy, but also contains a lot of variations because not everyone's gatlings are the same. Anyhow, on to the warmups! (Difficulty based on someone learning to combo)
Easy
Should teach some basic things like JC and hitting people from situations where they're launchable. Some players in Modesto would need to take note in this section, because they weren't identifying their openings.
Testament
Web (214hs), dash 5k, c.s, j.k, j.s, j.hs, BL (214P) Throw, 6k, BL, BL (just don't do this against Dizzy, I think it was)
Chipp
Gamma Blade, dash c.s, 5s, j.p, j.p, j.k (2 hit) j.d
Sol
Wild Throw (623k), j.s, dj.s, uppercut
Medium
Has RC's and launches with tighter timing for practice, but it shouldn't be a big deal if you can hit the combos above consistently, since you should have had the hang of jump cancelling.
Ky
Throw, f/rc, c.s, 2hs, j.s, j.hs, uppercut, LJ 6p, c.s, 2d, planet, c.s, 2hs, j.s, j.hs, uppercut, LJ 5d, j.s, j.s, j.s, j.p, j.s, j.p, j.s, dj.s, dj.hs, uppercut, LJ 6p, c.s, 2d, Sacred Edge (236236p) or Ride the Lightning (632146hs)
Sol
(in corner) riot stomp, 5k, 2hs, j.s, jc, dj.s, dj.hs, uppercut 5k, c.s, 2d, bandit revolver (236k), rc, j.s, dj.s, uppercut/sidewinder (236hs) [j.s after bandit revolver is fairly fast] dash c.s, 5hs, uppercut, rc, 5k, 2hs, j.s, dj.s, dj.hs, etc 5d, j.d, j.d, j.s, j.k, j.s, dj.k, dj.s, dj.d, uppercut
Chipp
c.s, 6p, c.s, 5hs, sushi (236s), sukiyaki (236s), rc, dash in c.s, 6p, c.s, 2d
You guys see this all the time, but the combo helps in three ways:
1. Teaches reverse gatling - a little bit of battling muscle memory of progressing in the basic chain of p -> k -> s -> hs 2. RC dashing in 3. Minor change of gatling at the end to switch up. Teaches a little bit of variation so that muscle memory is more flexible.
c.s, 6p, 2d, 236s, 5hs, force break (41236k, d) [try on Anji]
Faust
2p, 2s, 2d, 2s, 5k, j.k, j.s, j.hs
Weird enough for you to try!
2k, 2p, 2s, 2d
2k does not chain to 2p, so it's a link to get the hang of.
Advanced
Contains FRC points, complex looking launches, and stuff that requires faster and precise movement. Not combo video material, but if anyone hits these combos, they should be able to pick up most anything in GGAC with practice. No long loops, just basic parts to get a foot in the door to actual "oooh, ahh" combos.
Testament
(in corner) 6p, c.s, 5hs, Gravedigger (214p), land, forward barney (41236hs), 5k, c.s, j.k, j.s, j.hs, BL (mid screen) 6p, c.s, 5s, 2d, forward barney, frc, 6k, BL, BL [try on Millia]
Sol
5k, c.s, 2d, Bandit Revolver, RC, sidewinder, land, 2hs, j.s, sidewinder [don't worry about making the 2nd sidewinder a clean hit unless you are playing Sol] (corner) 6hs, Bandit Bringer (236 hold k), dash, 2s, 2hs, air combo
Good practice for trying to pick up ground slides.
FRC Gun Flame, running jump, air combo of some sort
Good practice for chasing people into the air
Chipp
c.s, 6p, 2d, sushi, 5hs, IAD, j.p, j.d, air alpha blade (236p) [try on Testament]
Potemkin
(around 1/2 screen) slide head (236s), hammer fall cancel ([4]6 hs, p), 5k, c.s, heat knuckle (623hs)
Good combo for learning how to charge and cancel moves. It's an uncommon set of motions, too. Hammer fall needs to be charged in the middle of slide head, and cancelling the hammer fall to dash forward requires the p input in the middle of the move, which is fast, but not absolutely immediate.
Slayer
2k, 2s, 2d 2k, 2s, mappa (236k or p) 2k, 2hs, big bang (236d)
Uhh, these ought to be fine for a while. Just to switch timings up.
Faust
(corner) 6hs, pogo (236s), RC, dash up 2s, 5k, jc, j.k, jc, dj.k, dj.s, dj.hs
Reverse gatlings again, but demands a little more timing on hitting ground slides.
Axl
5k, c.s, 5hs, Mensengeki ([4]6s), frc, dash 5k, 2s, j.k, dj.hs, dj.d, 623d
FRC combo to try out. JC'ing j.k to j.hs is uncommon, so the variation is good.
That's about what I have for now. Kind of narrow set of characters.. I'll work on that. But a lot of this stuff is good basic practice.
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Combos!
Jan 23, 2008 19:29:02 GMT -5
Post by Pikachu on Jan 23, 2008 19:29:02 GMT -5
I found out, reading randomly in the Slayer threads, how to connect 5K to mappa...
You're supposed to do 5K -> 2369K, which means you're jump cancelling the 5K, cancelling the jump into Mappa, a la BDC Mappa.
I knew the links were looking slightly faster than they should, but I chalked it up to my own bad timing. Now it all makes sense.
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