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Posted

no you just have to do it close enough to the ground, kinda hard. Why not, mid screen, j.214C > 2B > 236A > haku hop > 5B > 236A > step forward > 5C > 236A > 6C and when you reach the corner break off into the first 2 hits of the corner loop and tech trap :-O

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Posted

^ TK Tsubaki -> 2c works, you just have to be fast enough that it comes out low. Anyway, been practicing combos, so I have a few remarks: - Using meter on air throw is a waste. Meterless, you get 3.5k mid-screen, and more with the corner. - For this combo: 3c CH -> 2b -> Gurren -> hop 5b -> Gurren -> 5c -> Gurren -> 6c. Any reason why I should use 2b instead of 2c? Also, why the above combo, and not: 3c CH -> 2c -> Gurren -> 5c -> Gurren -> 6c? It does 3k, whereas hop 5b 3 star version only adds ~250dmg to that. It seems better to me, unless I'm missing something? - Is it worth it to staircase to the point where you can do j.C after a Tsubaki? AA 2c -> sj.C -> Hotaru -> dj.C -> Tsubaki -> j.C -> 2c -> sj.2c -> AD j.2c Will net you about 5k, but it seems it's also Haku's most damaging option off an AA 2c mid-screen. - Otherwise, I'm finding... 6c CH -> Gurren -> falling.C combo (5k dmg for 3 stars!!) Quite positively addicting. I've been throwing out 6c a little bit too much as a consequence. :lol: Finally, Leonil, how do you go about landing a low j.C? Jumping after a knockdown doesn't seem to give me enough time to land one, unless I'm doing it wrong? Also, how do you do the Ho/Tsu loop while in Mugen? I just can't seem to get it right...

Posted

I didn't want to post the correct way to j.214C cause, well, i need some good stuff for later right? best set up for that combo is anti air 2C 2C > hjc > j.B > jc > j.C > 214C > j.C > 2C > hjc > 2C but if they have to be close, so if there not 2C > hjc > j.2C > air dash > j.C > j.214C > j.B > land > 2C > hjc > j.2C > airdash > j.2C after moves like j.2C and 214B hyper jump IAD, it moves very fast and in most case can get you to the ground before wake up shory, but you have to do it fast. Edit: sorry looks like i missed a couple of things, um 2B most reaches farther, so i don't take the chance of a wiff and i just 2B, but if you can judge that consistently, go for it. forward hop cancel hotaru > land > forward hop cancel tsubaki > hotaru > land > forward hop cancel tsubaki > hotaru > land and i think you get it but my favorite mugen corner combo is, forward hop cancel hotaru > 6C > shippu > 623A > 6C > shippu > 623A > 6C > shippu > 41236C

  • 3 weeks later...
Posted

Couldn't find a specific thread on it but does anyone know where I can look for some Mugen combos? I won using Mugen for the first time today with Tsubaki and Renka spam, ending with a Yukikaze burst counter (jizzed in my pants man), but then I really noticed my spammage never really connected (played a decent Tager at arcades), and was wondering if there are couple that actually connects.

Posted

I don't wanna spend more meter though :[

And maybe I just TK really.. high? o_o

That why I can't get 2c off of it?

when i TK hotaru people i use the the second jump for a falling j.C loop. does about the same damage as renka in the corner.

Posted

That's not one of the stronger mugen combos, though. Mugen has plenty of combos, you just have to find the one you like. I don't know many, so I'll just link to this one for a strong one.

As for me, I've been looking into what I'll call "reversals". That is, combos that make you switch sides. An example:

Throw -> renka (1) -> enma -> back jump -> j.2c -> back AD j.2c.

In the above you went from facing, let's say left, to facing right once you landed. This is useful if you're being rushed/close to the corner and want to go into loop. Some such reversals (I won't list whole combos, just the "turning" point) are:

- 5D/2D (of course)

- Throw -> renka (1) -> enma -> back jump

- 6D -> hop -> falling.C

- 2D/5D -> Enma -> back jump

- Enma -> IAD -> Hotaru

- 2C AA -> sj.2c -> back AD j.2c (found this one by accident. Positioning seems fairly precise, but I haven't tested it either).

These aren't just gimmicks, either. You should be able to get some good damage off of them like any other staple combo. They simply have the added benefit of corner herding/position reversal.

If you want gimmicks:

- [Facing corner] Renka (2) -> Kishuu -> 2a -> Renka (1) -> Enma -> back jump.

- [Facing corner] Renka (1) -> Enma -> back jump

- [Facing corner, opponent airborne] Gurren (dude flips) -> renka (1) -> Enma -> back jump.

Etc, etc.

Source: this vid.

when i TK hotaru people i use the the second jump for a falling j.C loop. does about the same damage as renka in the corner.

It also has the benefit of less tech time for the other guy, so you can do your falling.C lower than with regular enma. It does less damage, but it's more guaranteed if you're still getting down the timing of falling.C enma.

Posted

anyways guys i was thinking when i was playing vs online...yes i failed. i ran into a slump with haku mix-up. these are the things i know so far. 5A>6A trap 5A/2A/2B>TK tsubaki 5C>zantetsu 6B>236A 623A>grab/AA now i'm wondering is there anything i'm missing worth any value i kinda hit a slump here.

Posted

those aren't great options, for mix up j.C > delay j.214C j.C > land > 41236C j.C > land > 5B > tk j.214C j.C from the momentum of air dash > 6A > 6B > 41236C 6A > 6B catches to many people and when they block that 6A > 6B > 623AA and when they block all of that 6A > 6B > 623AA > 214B and grabbing tricky. time it right for green. 6A > B+C 6A > 623AA > B+C 6A > 5A > hop cancel hotaru after recoveries. opponent is using a aerial move j.214B tk-ed hyper jump j.A (if high) 2C and that's that.

Posted

slayer i'd be more helpful if you'd just write separate combos, and those have nasty proration, and it's kind noob to use magna to make openings.

Posted

Not new either, but it makes me wonder if a 100% kill is possible off 6D even with the proration.

Anyway, as with the previous vid, very situational. The dude needs to have used up his bursts, you need 8 stars, and you have to land a specific move to guarantee Mugen, which may heavily prorate your combo.

Personally, if you land full 6C ch in CS, there's combos that allow for a better damage:star use ratio.

And speaking of 6c CH combos, everyone should worship this one:

6C CH -> [if close] 5c / [if far] Gurren -> Enma -> falling.C.

Damage for 2/3 stars is too good. 4.5 - 5k midscreen and over 6k in corner loop. I've been swinging around 6c too much lately. I'm an addict!

Posted

slayer i'd be more helpful if you'd just write separate combos, and those have nasty proration, and it's kind noob to use magna to make openings.

TK Tsubaki to break a turtle shell and end a round is not noob.

Also, having magnatama and the threat of a hop cancel hotaru is what makes his forward hop a good pressure tool.

Using Kishuu to close distance on some characters is highly recommended, like Nu, and Rachel.

Posted

well, it depends, kishuu often will get you counter hit. Personally, i find aerial entrances and countering anti air the best means of distance gaining. but kishuu is not always bad, goes under almost all of the critical counters of rachel and can get you out of nu's 5DD 4DD by insta-blocking the second 5DD and kishuu-ing. also, in fight with my brother, i get kicked out of hop... a lot, so i gain distance by never giving it up, time your opponent's wake ups, IB anti airs, counter those fake blockstrings, and never give up the corner, tech trap, end with your opponent having the lease options possible.

Posted

well, it depends, kishuu often will get you counter hit. Personally, i find aerial entrances and countering anti air the best means of distance gaining. but kishuu is not always bad, goes under almost all of the critical counters of rachel and can get you out of nu's 5DD 4DD by insta-blocking the second 5DD and kishuu-ing. also, in fight with my brother, i get kicked out of hop... a lot, so i gain distance by never giving it up, time your opponent's wake ups, IB anti airs, counter those fake blockstrings, and never give up the corner, tech trap, end with your opponent having the lease options possible.

Hop cancelling into hotaru isn't easy, either.

Posted

it's easy, but I've played haku for 6 or 7 months so... but yea, you need to IB, cause it's a block string, and kishuu is not instantly upper body invincible. Request to place these in the Haku vs. Nu match up thread please.

Posted

About Shippu, I've come to think that it's actually a bad move to use unless you have 5 stars for Kishuu -> corner loop. My reasoning is that off the usual 6c there are better combos that do more damage for half the stars. Also, shippu blows away the opponent, which makes it a reset. On the other hand, combos usually ending in shippu can instead finish in j.2c, which achieves the same idea, but you land nearly on top of them. So I conclude that shippu/yuki should only be used to finish off the opponent, unless you have an opportunity to go into corner loop with them. Am I correct in assuming this?

Posted

What's the combos you can do off 6C? I think the stars used to Shippu can be used more efficiently but I'll still take the 4k damage if someone gets hit by 6C.

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