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Posted

The lack of combos vs carl doesn't faze me too much. I end up countering a lot of nirvana's stuff and 6c fishing him, which is shippu. I kill nirvana with shippu a lot too... although anything decent off of throw is heartily welcomed.

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Posted

what carl combos are you expecting? normal combos work fine, use them. You just have to remember to only let renka hit once if you're following it with gurren. After forward throw if you're near a corner you can follow it with shippu.

Posted

fun tech trap: enemy is in corner throw - renka- 2c- j.2c - falling j.C so that it whiffs (you fall before it can come out) - 2c immediately when you land whether they back, neutral, or forward tech they'll eat the 2c w/o barrier or instant block. Good as a one/two time gimmick follow-up with j.2c xN :o

Posted

i have a lot of sick combos I've recently made. i am really happy to. but to wet tongues JC CH - 41236C - 5C - 623A,A - delay - 236A - haku hop - 2147B - jc - Falling JC - Land - 2C - hjc - J2C - airdash J2C 3C CH - 2B 236A - 623A - 9 - Falling JC - land - 2C - hjc - J2C - airdash - JC - J214C - JB - 214B - jc - falling JC - land - 2C - hjc - J2C - Air Dash - if ya did everything perfect J2C

Posted

I just started trying to learn how to play as Hakumen and Ive been trying to practice some of his corner combos but everytime I go to do them in a match the other players tech out of them and when Im in training mode the combo turns dark red which I guess means that the other person could tech out...the one Im working on right now is 2A>214B>5B>hjc>J2C>JC>land>2C>hjc>J2C etc. etc...right around the JC or 2C is when I notice the hit counter turn dark...do I have to delay one of the hits or something?:psyduck:

Posted

yes you can't just mash out the combo (well the first part maybe) you have to learn the timing. It's similar to 623a~a > jc falling j.C > 2C > sjc j.2C if you can combo that the corner combo is similar in execution with just slightly different timing. also you should use 2C instead of 5B after renka, better damage.

Posted

try to land 5C when your practicing the falling JC > land > 2C. the window closes and makes you focus a lot more on the delay of JC, and will in turn make 2C a breeze.

Posted

OK thanks Rhetoric so Ill be switching to 2C instead of 5B...I havent really done any practicing with kishuu/enma combos so I wasn't familiar with the delay of the falling JC...I finally was able to keep the combo going till about 10 hits so Ill just keep practicing...Leonil I dont understand exactly what your talking about...maybe dumb it down for me:psyduck:

Posted

5C has more startup than 2C, but also works for the basic falling jC combo. You use 2C for damage, 5C for knockdown. Basically he is saying you should try 5C because it's a tighter timing. If you can land that one consistently then 2C should be no problem.

Posted

yep, also with the slam down effect you can reset the combo if you really need the damage like i use 5C > 623AA > jc > JC > 5C > 623A > 2B > 236A > haku hop > 5B > 236A > step forward > 5C > 236A > 6C prorates nicely to

Posted

After playing some matches with a good Haku, I have just discovered the joys of corner herding off throw with: Throw -> gurren -> kishu -> (5c -> gurren -> kishu) -> 2c -> j.2c -> IAD j.2c -> corner loop. You can replace throw with whatever makes the guy fly off gurren. So 6a -> 6b or hop tsubaki/hotaru -> 5c gives the same effect, for example. The portion in parenthesis can be cut out if I don't want to spend the stars or I'm close enough. Cool stuff. I just upped my game some more. Now, in regards to positioning, do combos who go like this: - 6a ch aa -> 5b -> j.b -> dj.c -> hotaru -> j.c - Hop tsubaki -> 2c -> j.b -> dj.c -> hotaru -> j.c -> tsubaki - etc... Offer anything special beyond flashiness? Even the damage seems marginally smaller than comparable bnb's that use less stars, so I was wondering if they have some use, if any. Also, throw -> renka (1) -> enma -> jump back j.2c -> j.2c, etc. for the lulz.

Posted

Those combos aren't terribly useful because the damage is bad and the positioning is bad. You give up damage and you give up oki, even with tsubaki you tend to be too high to oki. For instance on the second combo instead of 2C you can do renka (1) > zantetsu > 5C for better damage and spacing for the same amount of stars. I only do those jumping combos when that's the only way to combo, for instance off a 5A or 5B AA, both of which happen rarely. Off of 5A CH AA you can link to 5C for a better combo anyway.

Posted

What do you mean? You should always have the AI set to earliest (neutral) tech. Beyond that, putting CH state on or off is up to you. There isn't anything more to it than that. Obviously, you should combo into the 2c. If you set the AI to jumping state, then that's a different situation than enma -> f.C -> 2c. There are no "best" settings, just optimal settings, and then adjusting for situational combos. That's all there is to it, really.

Posted

623AA > 236A > 5C > 623AA > hjc > JB > jc > JC > J214C > JC or JB > Land > 2C hjc > J2C i can't get the timing on the air dash for the second J2C, but oh well.

Posted

623AA > 236A > 5C > 623AA > hjc > JB > jc > JC > J214C > JC or JB > Land > 2C hjc > J2C

i can't get the timing on the air dash for the second J2C, but oh well.

untechable time may not be enough for airdash > j.2C but I'd have to try it myself to know for sure. Just from looking at it though I don't think its possible

Posted

performed on litchi, also i was getting close to the corner around the transition from 5C >623AA and used JB, but i think there's enough time for JC. i make combos that interest me and aren't generic regardless of there silliness, doing the same thing over and over seems boring, which is why i hate the mirror match, and i hate online play. it's nothing but generic tricks and people getting away with thing they really should be. it's a joke at times.

Posted

As far as the settings in training mode I set them to block after the 1st hit and neutral tech so that I have to time the combos exactly or the dummy will block or tech immediately if my timing is off...

Posted

Well, it's not any different than a regular grab, in principle. People can break grabs anywhere and it's still worth doing. It's just good purely on the basis of expanding my repertoire and getting me more used to air combos so I can work my way up to those longer ones.

Posted

Nobody expects that you'd actually try something so silly!

i just thought i would fix that for you...

Posted

^ Indeed. I believe JackG has amended the OP with a disclaimer regarding mid-combo grabs. I would practice them just for the sake of it, and if you plan on doing score attack with Haku, air throw loop can be quite useful. But always go for the longer version, and keep the throw for the end of the combo if you're going to add it.

Posted

God I love it. Nobody ever expects it!

i may not expect it, but i'll be damned if i'm not going to react within the half second long window i'm given to.

learn to air throw for real- bait shit, use hakumen's air mixup game to your advantage.

you can thank me later.

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