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Posted

even 2 reps won't work I believe. If anything, it would be j2C>AD j2CX3. But again, considering it's already pushing it just off renka>zantetsu, with the additional recovery time from 6C I don't believe it works. I suggested jB>J2C>jC because it's the next best option, not because it's easier. I will check on this later. It's not really important just because of the unlikeliness that you'd land a 6C counter hit in the corner.

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Posted

Yea, I've just tried, and it's impossible to do the loop off of Zantetsu>2C. Using j,B>j.2C>j.C in a combo is already bad enough, I would've just done 5C>623AA off of a CH 6C normally anyway.

Posted

can't we do zatetsu>5C>236A>5b>j.2C instead? i love haku's combo's, mainly when i try to do a specific one i'm one meter short.

Posted

thats a let down. i thought you can get at least 2 j.2C's i'll check in a bit then.

Posted

sorry, I've been busy. I've read the post and you guys are make this overly complex, if you land 1 hit before the first 2C, your in great condition, the combo's tech point are large and easy, if you land 2 hits, it becomes somewhat challenging. if you land 3 hits, the tech points are nasty tight and you can only, off of the second 2C, hjc j.2C airdash j.2C j.2C j.2C Also, please let me stress that ending air combos with your opponent close to you is really important with hakumen. He is a close range fighter believe it or not and his best tools are in the air. So the importance of juggling opponents and setting in air tech traps is boundless. Managing mag is important to, please try to keep the rule of 1 mag per 1 k plus 1 k when you guys make these combos, and realize when hakumen's met his limit of damage. (most commonly 10 outside of mugen)

Posted

At that point your already doing little, and the point of to stop the combo in a dominate position, with hakumen, it's with your opponent in the air, close. and your starting the combo with 41236C so the dam is already good.

Posted

I've been working on techtraps/knockdown pressure and here's what I came up with As Leonil said, it's better to end your j2C loop into: AD - j2C - jC as it leaves you in a better position for Airthrow/Hotaru trechtraps Lately I prefer to end my combos into knockdown with 5C - Gurren - 6B instead of going for the loop, since I can get a lot out of wake-up games. ex: Tsubaki - 2C - j2C - jC - 5C - Gurren - 6B. 6A is godly to catch forward/Backroll and lead into nasty traps such as : 6A - 5A from there you can either go for airgrab - jC - 5C - Gurren - 6B for another knockdown (purple throw... LOL). You can also do 6A - 5A - jA into hotaru techtrap (nice reset) What I like about haku-men's combos is that they can all end into knockdown or j2C loop techtrap, so you can loop them into one another if you manage to guess right one last thing, I find backdash Tsubaki (on the last frame) to be a good wake-up tool (oki?) since it puts you in a safe position, and you can hitconfirm back into knockdown/techtrap

Posted

I dunno, using Tsubaki for combos/oki games seem kinda pricey to me. I like using 6A/6B or something less meter costing. Btw I should utilize using falling C>5C more often too. I love the position it puts you in as well :D

Posted

Don't use mag for oki, use pokes. Also use 5B tk/jump installed tsubaki, good quick overhead, i do j.214C > land > 2B > 236A > step forward > 5C > 623AA > jc > falling > j.C > land > 2C > hjc > j.2C > airdash > j.C if you can but i think j.2C is the longest start-up move you can throw. slayer i vaguely remember you dis-ing my creativity on gamefaqs about my combo links xD now you like the positioning of them O.o this is not going to die for a bit, you know that right. oh and speaking of links, 623AA > mad delay > 236A > 623A > and i'm still working on a combo for it, nut yea, have fun with it.

Posted

remember that you can't get 2c off of TK j.214c unless it's CH (which it really shouldn't be on oki/pressure) so if you don't have meter/don't wanna waste it 66 is your better option in the corner. speaking of your crazy links, you don't use 'em in in a fight right? o.o

Posted

slayer i vaguely remember you dis-ing my creativity on gamefaqs about my combo links xD now you like the positioning of them O.o this is not going to die for a bit, you know that right. It's cause you talked down everyone and was typing in awful grammar that time, I assumed you were just being a douche :P I don't want this to turn to a discussion over that though. Btw, hjc from 2C is not that hard really, just need to pay attention and practice it. You can't buffer it either.

Posted

So I've been trying out: [starter] -> Gurren -> hop 5b -> j.2c -> AD j.2c. Is it really worth incorporating this into my repertory? The current Kishuu -> 2c variant is well within the 1k/star + 1k damage rule for combos, so it should be good enough. Of course, the answer would be yes since you only do ~150 less dmg for one less star and similar results, but the hop -> 5b link makes me wonder if it's worth the possibility of miss-timing. It's not a combo I'd use online, in any case. Otherwise, I've been giving this close-to-corner variant a shot: [starter] -> Gurren -> 5c -> Gurren -> 2c loop. This is a more situational combo, but I find it gives more bang for your buck than the above two combos when the spacing isn't right for them. I don't think it works on Carl, though.

Posted

1k per magatama only applies to max damage combos. Low damage combos (5k or less) generally needs a higher ratio. Other factors to consider are starting position, set-up position, magatama gain, etc. Of course, these factors will all change in CS. So basically, the misunderstanding here is that the idea is not "All combos that are 1k per is ok", but more "All combos should not be below 1k per". 1k dmg per magatama isn't good, it's the bottom line. Regarding gurren >5B, it's not usable mostly in CT due to longer hop time (currently the only universal option is gurren>5A>jA>etc), but in CS I think it's a staple combo if you are conserving magatama/going for magatama gain. kishuu> 2C is mostly restricted to a small range of area just outside the corner.

Posted

Thanks for clarifying, though I'd never go below the 1k/star + 1k anyway (Well, as much as possible). What kind of rule would you say applies to the low-damage stuff? Hop is faster in CS? Does this mean hop specials are harder to do now?

Posted

In all honesty, I don't believe there is a need to blow over 4 magatamas for any circumstances outside of going for a kill. Most of the time you want to burn 2-4, dish out 4-5k, obtain knockdown and set-up and go for another combo for the kill. The common example here would be if your opponent is in the corner, has 8k health (or some arbitrary number above 7k), and you have 5 magatamas. You manage to land renka, would you do zantetsu? The answer should be no, as you are choosing between the following two things: renka>zantetsu, 6.5k or so damage, magatama 5 spent 1 recover , no knockdown renka + gurren to set-up knockdown, 4k or so damage, magatama 3 spent 1 recover, and wake-up game. In the latter case, you'd still have 3 magatamas, so you still have all your mixup options available for one more combo to kill your opponent. Again, there is no one sentence rule as to how you should spend your magatama. There is only an one sentence rule as to how you should not spend your magatama, and that is unless you are going for the kill, never burn all your magatamas, ever. As for hop, it covers less distance, so it's faster because of that. How hard it is to do hop hotaru/tsubaki is going to depend on each individual. Personally, that should never be a problem. There is more than enough time to do it just by looking at the hop.

Posted

the reason i don't do those links in matchs is because online play is silly and there's no reason to if i see a better opening or option. Also, my complication with hop cancelling is that, in competitive play, or in casuals with my brother, they look for haku to be out of range and they use barrier to make that easier. From a certain distance hakumen has to airdash, hop or 623A and a lot of characters have lows that reach relatively high. This rules our 623A and if your at to close enough of a range airdashing is to stonge of a move distance gainer and is unsafe as all hell. But now i find myself, searching for punishes, IB everything and waiting for breaks for jump installing hotarus and keeping opponents in the air. anti air always helps, and 6B-ing obvious lows. Oh, and still being aggressive as hell on wake-up with j.C meaty, land cancel into block.

Posted

New player here, having some trouble with the basic bnb wall corner combos that are like (whatever moves) -> kishuu -> jC > 2c > 9 > j2C.. and so on I can't seem to get the falling Jc to ground 2c after the kishuu to connect. The training dummy always techs after I use jC so then the 2c whiffs and I drop the combo. Any tips to get the timing right?

Posted

New player here, having some trouble with the basic bnb wall corner combos that are like

(whatever moves) -> kishuu -> jC > 2c > 9 > j2C.. and so on

I can't seem to get the falling Jc to ground 2c after the kishuu to connect. The training dummy always techs after I use jC so then the 2c whiffs and I drop the combo. Any tips to get the timing right?

1. when your opponents head meat your knee's tricky to time.

2. when your knee's bend while falling down.

3. sound que gotta listen for that grunt.

i actually use 1 and 2...i think its another(easier) way to do it.

Posted

1. when your opponents head meat your knee's tricky to time.

2. when your knee's bend while falling down.

3. sound que gotta listen for that grunt.

i actually use 1 and 2...i think its another(easier) way to do it.

Yea that stupid falling j.c combo is the only combo I can't pull off with hakumen. I can't believe I just got help on the combo from a Bolshevik (Russian for communist) e_e....
Posted

Yea that stupid falling j.c combo is the only combo I can't pull off with hakumen. I can't believe I just got help on the combo from a Bolshevik (Russian for communist) e_e....

haku-men online sucks.

i also like to point i can kick almost all the haku-men mains here with my haku.

:vbang:

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