Duo Lon (XI)
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sorry derrick...
but i also experience those problems regarding the LDM combo...the 2 most annoying things that happens to me is after the down c, a, when i teleport even if i used b i end up miles away, the other problem is when opponent is cornered sometimes when you teleport you appear at the back...
about the first situation, i also dont get it why it happens...it happens to me when i do 2 palm into leader...
but i also experience those problems regarding the LDM combo...the 2 most annoying things that happens to me is after the down c, a, when i teleport even if i used b i end up miles away, the other problem is when opponent is cornered sometimes when you teleport you appear at the back...
about the first situation, i also dont get it why it happens...it happens to me when i do 2 palm into leader...
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- Derrace
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hmm, I can connect the palm combo with 2 down As most of the time, but you really have to delay it to the max. Really not worth the risk. There's a safer way of landing a extra down A; after the delayed combo you can land 2 down As as opposed to the usual 1.AcidicEnema wrote:Can anybody get d.B>d.A>qcf+P> (delay) f+B> +C to connect consistently? Is it character dependent? I can get it pretty easily against Shion, but not against anyone else.
and I tried, down A x 2, palm combo, down A x 2 into A combo. 2nd down A after the palm combo always whiff... be it in the corner or anywhere else.
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_KC have you tried stand A? Can't really try, since most Gato's here've stopped doing stand D> f+A, in favour or just mixing up stand D> hop B and stand D> d.B.
Another set up for the double palm combo would be to simply roll past the opponent when he's doing a semi-laggy move.
Crouch C has some frames where DL goes *really* low, and dodges hop attacks like most crouch B's do. The easiest way to see this in effect is to do a late c.C versus Maxima's hop C. So far, i've only been able to combo +P*3 after. Anyone want to try cancelling the c.C into LDM> Combo?
Another set up for the double palm combo would be to simply roll past the opponent when he's doing a semi-laggy move.
Crouch C has some frames where DL goes *really* low, and dodges hop attacks like most crouch B's do. The easiest way to see this in effect is to do a late c.C versus Maxima's hop C. So far, i've only been able to combo +P*3 after. Anyone want to try cancelling the c.C into LDM> Combo?
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I've started doing dwnA, standC, qcfB (in favour of dwnA, qcfA, fwdB, qcfB) a lot after activating his LDM...you can repeat this 8 times after the initial dwnA ,StandC and like the latter version, you will end up facing the same direction you started the combo with.
So if you want to end up BEHIND the opponent, leave out 2 dwnAs (just do standC, qcfB instead), and you'll be able to squeeze out one extra teleport, leaving you behind the opponent's back
And we all know what you can do from behind
I've noticed (a long time ago) if you start the LDM combo from behind an opponent (eg after a double palm strike), doing dwnC, fwdA messes up where the opponent is supposed to be and you end up teleporting half a screen away...so stick with qcfA, fwdB , qcfB as the initial starter.
You can even do (dwnA , standC/dwnC/standD, fwdA, qcfA, fwdB, qcfB) loop but since the A is rather laggy I tend to dislike using it in the LDM....or you can leave it out entirely.
So if you want to end up BEHIND the opponent, leave out 2 dwnAs (just do standC, qcfB instead), and you'll be able to squeeze out one extra teleport, leaving you behind the opponent's back
And we all know what you can do from behind
I've noticed (a long time ago) if you start the LDM combo from behind an opponent (eg after a double palm strike), doing dwnC, fwdA messes up where the opponent is supposed to be and you end up teleporting half a screen away...so stick with qcfA, fwdB , qcfB as the initial starter.
You can even do (dwnA , standC/dwnC/standD, fwdA, qcfA, fwdB, qcfB) loop but since the A is rather laggy I tend to dislike using it in the LDM....or you can leave it out entirely.
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ok well, here's what i found out about the LDM combo:
if you delay the B, C, then super cancel to the LDM, if yo decide to do the crouching C, A variation, you will end up teleporting away from the opponent, disallowing any followups. However, if you dont delay it at all, then crouching C, A, B *should* work regardless on the direction they're facing.
another variation is to just do crouching C, teleport. This ends up crossing up the opponent after the teleport, and you can do the standard down a, a, b, teleport after that. This is especially good if you're iffy about which side you'll end up on after teleporting near the corner (so you dont have to worry about *not* crossing up the opponent and doing the moves the wrong way)
ok, so here's the amount of times the a, a, b, teleport chain can be repeated in any of these variations. mind you all of these, if done nowhere near the corner, will always end up crossing up the opponent.
*after a, a, b, c, LDM:
1. crouching C, A, B, (dwn a, a, b, teleport) X6
2. A, B, teleport (dwn a, a, b, teleport) X7 (so 8 altogether after the LDM activation)
3. crouching C, teleport, (dwn a, a, b, teleport) X7
in the latter two, the double palm combo can be easily done after landing behind the opponent. However, it is possible after the first option, but somewhat harder
damage differences are very, very minute, but if you must know, option 2 is the most damaging, followed by option 3, then 1.
edit: and oh yeah, forgot to mention that the LDM combo works on crouching opponents only when they're near the corner
if you delay the B, C, then super cancel to the LDM, if yo decide to do the crouching C, A variation, you will end up teleporting away from the opponent, disallowing any followups. However, if you dont delay it at all, then crouching C, A, B *should* work regardless on the direction they're facing.
another variation is to just do crouching C, teleport. This ends up crossing up the opponent after the teleport, and you can do the standard down a, a, b, teleport after that. This is especially good if you're iffy about which side you'll end up on after teleporting near the corner (so you dont have to worry about *not* crossing up the opponent and doing the moves the wrong way)
ok, so here's the amount of times the a, a, b, teleport chain can be repeated in any of these variations. mind you all of these, if done nowhere near the corner, will always end up crossing up the opponent.
*after a, a, b, c, LDM:
1. crouching C, A, B, (dwn a, a, b, teleport) X6
2. A, B, teleport (dwn a, a, b, teleport) X7 (so 8 altogether after the LDM activation)
3. crouching C, teleport, (dwn a, a, b, teleport) X7
in the latter two, the double palm combo can be easily done after landing behind the opponent. However, it is possible after the first option, but somewhat harder
damage differences are very, very minute, but if you must know, option 2 is the most damaging, followed by option 3, then 1.
edit: and oh yeah, forgot to mention that the LDM combo works on crouching opponents only when they're near the corner
Last edited by ~!T.T!~ on Sun Jul 16, 2006 15:36, edited 1 time in total.
- Shirakani
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I should point out that after option #1, ie the 'default' LDM combo everyone's used to, if you're not cornering your opponent, you'll always end up at their back after the very last repitition (which should end exactly at 63 hits). The LDM mode will expire RIGHT after the f+B, which means if you do +C it will only hit once.
I got bored enuf one day to macro record the entire LDM combo too. Well, not record all of it as it only allows 10 sec of recording time. But you can manually place the tiles for the remainder of the combo.
One button 84hit combo for teh win, .
I got bored enuf one day to macro record the entire LDM combo too. Well, not record all of it as it only allows 10 sec of recording time. But you can manually place the tiles for the remainder of the combo.
One button 84hit combo for teh win, .
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found a nice LDM combo: after LDM d C, f A, teleport, (d A, s C, A, f B, teleport)x3, s C, A, f B, C, d C, f A, anything you want... the LDM will stop exactly during the f A...a total of 74 hits if you end it with (d A, A, f B, C)x2, A/C x3...
on crouching opp, anywhere on the screen u can use d C, f A, then d A,
A, f B, C, (qcf A, f B, C) x till you reach corner then do other combo cos A, f B, C does not work in corner during LDM...
on crouching opp, anywhere on the screen u can use d C, f A, then d A,
A, f B, C, (qcf A, f B, C) x till you reach corner then do other combo cos A, f B, C does not work in corner during LDM...