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Posted

I approve of doing this....

Random 6C is cute too.

Also, put your own lil pauses on block strings to see if they're mashing out that one frame counter. Slight pause to Hells if so. So much fun omg.

Posted

If you want to punish a reversal counter attempt, I'd say Dead Spike is the way to go. It'll catch all of his standing counters during recovery, and on Counter Hit, you're looking at 4.9-5.2k damage. Only do it if you expect him to do it or you've conditioned him to block though.

Posted

If you want to punish a reversal counter attempt, I'd say Dead Spike is the way to go. It'll catch all of his standing counters during recovery, and on Counter Hit, you're looking at 4.9-5.2k damage. Only do it if you expect him to do it or you've conditioned him to block though.

I approve of this...

However, if they block dead spike, many Haku's (the one's I've played) will through up the counter afterwards to punish you rushing back in. I've found that TK GH is a really nifty way of punishing that particular counter, as the delay will usually catch them recovering and it's an easy 4k-ish dmg. Of course you could throw out dead spike again for a similar effect. It pays to be random in this match.

  • 4 weeks later...
Posted

Low attacks are your friend if you get in, granted Ragna can not duck the 6C but if you throw 2A fast enough you can catch him. Problem with Haku is that air dash -> 2C, fricking wrong for priority. And I know its been said on every match up, but ID all day.

Posted

If Hakumen jumps at me, it becomes a guessing game if he has 3 Jewels. He can either beat out my antiair or get hit throwing j.C. Priority isn't something you have to worry about if you throw the best move. 623C is good, but is easily bait'd. I'd rather not be counter hit standing by Hakumen TOSSING OUT 623C EVERY TIME POSSIBLE when I can more safely antiair him and get better damage or some Blood Kain damage into the mix.

Posted

I wouldn't use BK unless its a desperation move, losing that 300 health and possibly getting a counter on you is way to dangerous in this fight. And yeah, you shouldn't toss it out every time, just when your in the air and you know he's swinging. 6A is good and all, but there's something to be said about sending him into the ground, or bouncing off a wall, makes you feel manly.

Posted

I wouldn't use BK unless its a desperation move, losing that 300 health and possibly getting a counter on you is way to dangerous in this fight. And yeah, you shouldn't toss it out every time, just when your in the air and you know he's swinging. 6A is good and all, but there's something to be said about sending him into the ground, or bouncing off a wall, makes you feel manly.

If you knew how to use BK, you wouldn't say that. It turns Ragna's rushdown up quite a few notches. With Blood Kain, you can turn 6D into a VERY good Air Meaty(All Leading to 4000+ Easily), Throw into Massive damage with a beautiful wake up tech trap(Do a few 5D cancels and make the last hit something easily techable after connection such as 5B or 6A. Then Revolver to a Meaty In Air Unblockable without barrier. They will be so close, it can and should lead to mix up if block'd. ), Mess with people's heads with Death Spike, (Take a look at what it does to barrier or Guard Libra. Blocking one is about 2 bars on the Guard Libra If I remember correctly. And its safe VS counters. ) Keep People on the def. side of things, Zone better(You could go air to air with Hakumen if you want now. j.D can be out of Haku's j.C and several of his special inputs simply because its taking up half the screen. Oh, and you can jump cancel it to now flat out dodge counters after the hitbox touches the Counter if your spacing is correct), Rake in Tension on block or hit and chip people out like crazy. A block string with BK and a Rapid should be a guard break. Or end with them having no barrier. One of the other. With the tension that you get from pullin' off basic things in BK, its not to hard to see.

Usually, BK in Desperation is a sad attempt to try and pull things back together. That "Last 50 Heat" vs most chars would be better use'd as a long blockstring into Hell/GH to Rapid than grasping at your right hand. Using it in a safer, aggressive way on the other hand. Much better Idea.

Posted

^He speaks the truth. Blood Kain has turned the match around many times in my experience. Blood Kain is awesome. Blood Kain >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Carnage Scissors

Posted

^He speaks the truth. Blood Kain has turned the match around many times in my experience.

Blood Kain is awesome.

Blood Kain >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Carnage Scissors

Thanks. Now go play with your "Not as good as Blood Kain but its still kinda neat" Version of Blood Kain. Make some crazy block string with it. Become famous~
Posted

All right, you do speak the truth in the fact that BK is a monster reversal and a bitch of an offensive pressure distortion. My problem is that every Haku I fights simply throws out Snow Storm while I'm coming in swinging with my kickass ranged jump swing and then eat half my health along with the rest of BK drain because he is now on the other side of the screen and throwing specials since his meter NEVER STOPS! -.- Granted I'm not that experienced, and I usually go for a throw since TKGH is a good and fun way to make people really mad at you. =)

  • 3 weeks later...
Posted

If Yukikaze is a problem, pause in your block strings every now and then to gauge their reactions. If they Yukikaze or D counter in the pause, use these recovery frames for a free CH, preferably with 2C or HF. That and read Qwerty's post cause that's pretty informative. And seriously, if that tactic is actually working in the first place while you're in BK, that's a good sign you're doing it very wrong and being reckless. In fact, if one Yukikaze is enough to keep you away from Haku, it's no wonder that you have trouble with the matchup.

Posted

Low attacks are your friend if you get in, granted Ragna can not duck the 6C but if you throw 2A fast enough you can catch him. Problem with Haku is that air dash -> 2C, fricking wrong for priority. And I know its been said on every match up, but ID all day.

Just 6a that shit.

Also, Dead Spike is a terrible move apart here apart from punishing him because Ragna screams way before that shit even comes out. Hakumen can just 5D that shit and throw you into 4k~ damage.

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