I dunno if it leads to better combos, but after a raw/front hit Pilebunker, you can forward drift FRC into P Dandy Step and it will cross you to the other side of them before they start tumbling, letting you pick up the OTG close Slash and starting the loops.
If you start with a HS counter or QCBP/K+ HS You can actually get a third loop by doing C5S,2S,QCBK,P. This can loop twice as a starter and can finish with C5S,2S,2HS, QCBP,P. Worth mentioning you can still RC and get another PB
@@UncleMerlin notations are used to simplify phrases or thoughts. I will not conform to your ideals, sir. I will write what I want when I want and how I want. However, thank you for the suggestion.
@@twistedlogic8721 Notation is to help people understand what you're saying. It's also the standard code for Guilty Gear. When in Rome, do as the Romans. What you write is confusing and isn't standard so it doesn't help anyone, which is what you're actively trying to do. When you're writing for Street Fighter, your notation is based on the old notation of the arcade machines because that's what Street Fighter players understand Same thing when you come to Anime fighters like Strive; you switch codes and learn what the people for the community use so you can properly communicate ideas. What you're trying to do is trying to use sign language to talk to people who speak English.Will you get your point across? Sure. Eventually. But is it efficient? No. "I do what I want" Go ahead, you're fine to do so. Nobody is stopping you. Just don't get mad or take issue when people laugh at you or struggle to understand what you're trying to say. I have no problems otherwise if you understand that.
There's another corner that does like 260: c.S > 2S > 2HS > P Pilebunker > 66RC, 2HS (just wait a little not too much, too early and it insta wall splats) > P pilebunker, c.S > 2S > 2HS > P Pilebunker Wall Splat
on the universe it's late corner to corner, I feel you could've done frc 6h 214PP or frc c.s 214PP to get the wallsplat to save a little meter. additionally, on strong counterhit corner combos such as ch/universe it's late, you can fit in 5[D]s and still get bunker loops. also finally on ch 6h midscreen combos you can get a backhit 6h and link c.s after if you do ch 6h 214P c.s 6H. I haven't fully labbed this out but its very saucy and you may (?) be able to use the backhit 6h to do some bunker shenanigans?
also theres a very finnicky backhit bunker route off of ch c.s midscreen and corner using the 5[D] launch. after charged dust I believe you need to microwalk c.s dl. 2s and then have 2H hit ideally as highly and early as possible, then go into 214PP for the backhit
@@KineticOrochi thanks for reading my comment. By the way, I lied about the ch c.s combo. Midscreen it's quite simple (5[D] c.s 214PP, with delays of course) but in corner if you want a bunker loops you have to do the weird 2s delays and microwalks Also a note on counter hit 6H is that it gets messed up if you get the hit far away enough that 214P doesn't cross up, for some reason that makes the framedata worse so you can't hit the 2S as early as you need to for the combo. You can get c.s 214PP backhit tho I think. This character is going to be an absolute menace when optimised. He does legitimately 70% of ch 2h roundstart resource less. On the topic of resources, something you might want to do in the future is start your combos with half or 0 bar. This way you can know if super is almost guaranteed in some combos, e.g. the ch 5h and 2h bunker loops which build 50% tension from roundstart.
is there a general rule for when you need to do 2s, 2h or both of them in order to continue the loop after picking up with c.s? or is it just a case by case thing you gotta learn
I always go for 2s unless i know 2h for sure will link which it always does for back dandy step heavy counter hit/universe which will be the most common conversion for that route
okay bro another way where the pick up is easier is do 66 rc instead, walk a bit for ky to drop then do 2s as soon as you can hit ky, back dandy step pile bunker and the pick up will be easier but timing the 2s at the right time will be harder but I actually find this easier im hitting it pretty consistently in the lab right now.
Got it. Gonna lab that ASAP. Truthfully I wanna indulge while I can. More than likely when the nerf hammer comes down these pile bunker combos might be outta here or at least reduced in damage. Thanks again for the reply. I did try some other methods but none were successful
Can you make a code for the dandy step versions? would love to try to practice them but I just can't seem to get the inputs down from the video alone, thank you
@@untiporandom650 okay bro another way where the pick up is easier is do 66 rc instead, walk a bit for ky to drop then do 2s as soon as you can hit ky, back dandy step pile bunker and the pick up will be easier but timing the 2s at the right time will be harder but I actually find this easier im hitting it pretty consistently in the lab right now.
okay bro another way where the pick up is easier is do 66 rc instead, walk a bit for ky to drop then do 2s as soon as you can hit ky, back dandy step pile bunker and the pick up will be easier but timing the 2s at the right time will be harder but I actually find this easier im hitting it pretty consistently in the lab right now.
I have an issue with pick up after the loop. For whatever reason my c.S turns into an OTG rather than a pick up hit so I cant continue the combo. Any solutions to that?
For anyone looking I kind of figured out the problem. The main thing is that the opponent needs to be a certain height above Slayer when launched by back hitbox of pilebunker. For that purpose it is actually slightly better to let opponent float up post RC if your are doing one of the meter loops, but not too high or 2S for the loop will wiff. The timing I found to work out surprisingly consistently is: dash after RRC-> wait until opponent starts going down after RRC blast-> immediately 2S-> K dandy step into pilebunker. In order for this to work you need to wait a bit for opponent to start falling down but if you can hit opponent up close with the highest hitbox point of 2S, it gives you enough elevation for the loop to work, assuming you time pilebunker correctly. Slight elevation prolongs enemy's hitstun and gives you enough time to pick up the combo. Hope this helps.
@@LaughingDragonie haha I saw your comment earlier today and was trying to figure out what I was doing wrong aswell, and then came back to it later to see your reply. Thanks for the work you've done o7
It took me a bit a practice but from what I understand it's a matter of timing your Pilebunker input after your dandy step a bit. Ideally you hit after you've drifted slightly under them, that way you continue sliding forwards while they tumble in the same direction from the hit.
I can second that. First thing you may want to practice is the timing of the input so that you get used to sliding with your opponent. After that, you can pile bunker the universe as much as you please
Labbing atm… can someone explain me the theory for “following” the opponent with pilebunker, instead of just throwing them on the other side of the stage? Sometimes it does work but I have no clue of what visual hint or any other hint follow to make it consistent
@@JacopoJayVuga From what I understand, you have to hit them with the reverse hitbox of Pilebunker to follow them. So you have to be able to pass under or through them to hit them with that part of the hitbox. Certain inputs you can just input as soon as possible and it's automatically timed to hit reverse. It looks like some of these in the video you have to manually time so that you don't miss the Pilebunker or hit from the front though. So manual timing is also an option.