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Posted

Yeah, j.C is now the horizontal air slash (or Johnny j.S if you come from GG). Old j.C is now j.2c. It's changed how Haku manages corner combos, among other things.

Posted

Instead of:

TK Hotaru (corner), 5C, 2C > j.2A > falling j.2C, 2C > sj.C, falling j.2A, j.C, 5C, 3C

You should list:

TK/Dash Hotaru(corner), falling j.2C, 5C, 2C > j.2A > falling j.2C, 2C > sj.2A > IAD j.2A, j.C, 5C, 3C

5089 damage as opposed to 4087 damage, execution is tighter though.

Posted

neither of those are that good. doing hotaru into a corner, you should pull 7k mag to 6k or 6k 2 mag with oki.

Posted
neither of those are that good. doing hotaru into a corner, you should pull 7k mag to 6k or 6k 2 mag with oki.

Wow, didn't even know that was possible. o_O What's the notation for these? I don't think I saw 2 mag 6K combos in the first post.

Posted
For example, 1) (Hit high in air) 214A > move forward a bit > 2C > jc > [JB Aerial Combo or J2A Aerial Combo] - I cannot get the 2C to combo after the move forward a bit (I am doing neutral throw -> 214A)

Also, as far as JB Aerial combo goes, this is one of them JB > jc > J2C > .....

For the life of me I cannot get the jc > j2c, it keeps black beating on me. Is it really strict?

Also, another aerial combo is j.a > j.b > ...., but j.a doesn't seem/want to combo to j.b, even if I delay it (no jcing involved fyi)

Any help is appreciated

Missed this, so replying...

I think Gurren has to be the first hit (i.e. used as an AA). I really don't think it can combo into 2c otherwise since you can't get that kind of height in regular combos using gurren.

I'm assuming you know "jc" refers to "jump cancel". Just do it fast. I also wouldn't do j.2c, but j.2a -> j.C, unless you want to either air trap or combo into tsubaki.

j.A -> j.B is a late gatling. Mash B after you hit A.

Haku has a good bit of timing-based stuff in is combos, but, imo, they aren't that hard once you get used to it.

Posted

Mac: Not sure if you noticed, but there's a couple double entries in the hotaru combo list.

(6, 2) TK Hotaru (corner), 5C, 5C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A > falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C (7019 damage?)

(6, 2) TK FC Hotaru (corner), partial charge 6C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C (7136 damage)

The above is the same as the following listed below(which is better notated). The above damage totals are also incorrect. The below damage totals are the ones I verified with my earlier post.

(6) Hotaru (near corner), 5C, 5C > Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A, IAD j.2A, j.C, 5C, 3C (7016 damage)

(6) Hotaru FC (near corner), 6C (Lv 2), Renka(1) > 623AA > falling j.2C, 5C, 2C > j.2A, falling j.2C, 2C > j.2A , IAD j.2A, j.C, 5C, 3C (7138 damage)

Btw, for the bottom 6 combos in the hotaru section, they can all be vid referenced at this link.

http://www.youtube.com/watch?v=yam65DRc1sk

Thanks for your work with all of this Mac.

Wow, didn't even know that was possible. o_O What's the notation for these? I don't think I saw 2 mag 6K combos in the first post.

Best you can get off corner hotaru with 2 magatama is 5K, so those combos Full auto referred to are great for 2 magatama. Of course for optimization, one should try to complete the 5K version as full auto mentioned(5089 vs 4807). I'll take 5K for 2 stars any day. Of course, with 6 magatama it is feasible for you to get 7K damage with corner hotaru. However, 6K damage with 2 magatama is impossible.

Posted

Oh, oops. I just assumed the combos posted were new for some reason... not the ones already on the first page. :psyduck: Guess I'll have to check next time. Good catch. There, now it should be up to date.

Posted

lol, caught one more.

2, 1) TK Hotaru (corner), 5C, 2C > j.2A > falling j.2C, 2C > sj.C, falling j.2A, j.C, 5C, 3C

same as:

(2) Hotaru (corner), 5C, 2C > j.2A, falling j.2C, 2C > sj.C, j.2A, j.C, 5C, 3C (4807 damage)

Thanks Mac!

Posted

How important is it to master the sj.2A > falling j.2c > 2c > ... ?

In certain instances (after corner renka > 2C/TK Hotaru > 2C/corner tsubaki > 2C) it says to use it, and I can see why as a standard falling j.2c > 2c would not work in these occasions as the spacing is not correct and the combo blackbeats otherwise

I have no trouble with standard falling j.2C > 2C timing (after kishu > enma for example), but with the added sj.2A in front it's a little different, kind of hard to get used to. I got it a few times out of 10, just need to keep practicing I guess

My main concern is that do I have longer stun off the j.2A? (than I usually would with say a kishu > enma). Can I delay my falling j.2C more or is the timing pretty much the same as standard?

Sorry if I am being too specific lol

Posted

^ That's the basic corner bnb, of course you have to learn it. There isn't any other way to get that kind of meterless damage.

Yeah, the spacing is important. But it shouldn't be overly difficult. Once you've done it a good couple dozen times, it should come naturally.

I don't have any advice here other than you should simply practice it a lot. It's not something we can tell you how to do. The only thing you should keep in mind is that the j.2a needs to be as close to the corner as possible. Too far and j.2c will whiff. The height is also important, but much more intuitive. Just keep practicing.

Posted

Alright so I've had multitude people address me about the difficulty of

Hotaru > land > 5C > 5C > Renka (1 hit) > Enma > jc > falling j.2C > land > 5C > 2C > jc > j.2A > falling j.2C > land > 2C > jc > j.2A > airdash > j.2A > j.C > land > 5C > 3C

and the 5C > 5C link within itself.

Let me address the hotaru corner loop first.

major pointers:

In doing the loop, there is really no liway for accidental super jump cancels. the moves have a set position needed to proceed onward in the combo. Also keep in mind that some characters have varying hit box so if you are have problems practice the combo on a larger hit box and work your way down the cast. Also when landing a haku-hop hotaru into the corner, to connect 5C > 5C you are aim for the point at which your opponent's raising or starting to mutate into their peak hit box. Also, the falling j.2C after enma is a loose link that forgives a hefty delay to continue the combo. Do not be afraid to over exaggerate it.

Now, for land 5C > 5C on links such as J.D > land > 5C > 5C and enma > jc > falling j.2C > land 5C > 5C you can purchase my book called how to be a good hakumen is 21 day featuring game play vids and toturials on the art of reading people minds. (personal yomi factors may vary)

Posted

any barnes and nobles under the awesome section xD

j.D > land > 6C > 5A > sjc > j.A > j.B > jc > j.2A > j.C

j.D > land > 5C > 2C > gurren > hop > 2B > 5A > sjc > j.A > j.B > jc > j.2A > j.C (if 2B 5A doesn’t work just 5A)

the j.C CH) > gurren link can be executed falling backwards. which is why i think this combo is really useful.

j.C (CH)> gurren > enma > jc > falling j.2C > land > 2C > jc > j.2A > airdash > j.2A > j.C

However, 6K damage with 2 magatama is impossible.

off to the lab with the intentions of braking this canon.

Posted
However, 6K damage with 2 magatama is impossible.

I'm sure you meant using off of Hotaru, but just for fun.

6134 DMG (2 stars) *Standing or crouching Hakumen/Tager in corner only

6C (Lvl 2) > 5A > 214B (2 hits) > 2C > jc > j.2A > j.2C > 2C > jc > j.2A > ad > j.2A > j.C > 5C > 3C.

Posted
I'm sure you meant using off of Hotaru, but just for fun.

6134 DMG (2 stars) *Standing or crouching Hakumen/Tager in corner only

6C (Lvl 2) > 5A > 214B (2 hits) > 2C > jc > j.2A > j.2C > 2C > jc > j.2A > ad > j.2A > j.C > 5C > 3C.

Indeed I did-Off using corner hotaru as your starter with 2 stars.

Nonetheless, thats hilarious. I was gonna say, if someone eats a full charge 6C in the corner, they deserve 7K off 2 mags, lol. But thats not even full charge 6C.......good stuff! 5 frame window for 5A.

Posted

hit confirms are cool, i'll be sure to punish a shory with this ^_^

Edit: Correct me if i'm wrong, but when hitting a standing opponent, does (recovery) - (untechable) = (hit window to combo)

Edit: In addition, I understand this is not the golden rule for combos and move range and trajectory do play an effect.

Posted
Edit: Correct me if i'm wrong, but when hitting a standing opponent, does (recovery) - (untechable) = (hit window to combo)

Not quite.

For combos that don't cancel it's

(Untechable time) - (Remaining active frames) - (Recovery) - (Startup on next move) = Window of opporunity to combo.

For moves that do cancel, remove the middle two terms. Remaining active frames refer to the fact that a move has useless active frames after the move has hit (unless it's a multi-hitting attack, which hakumen doesn't have many of).

Posted
hit confirms are cool, i'll be sure to punish a shory with this ^_^

Edit: Correct me if i'm wrong, but when hitting a standing opponent, does (recovery) - (untechable) = (hit window to combo)

Edit: In addition, I understand this is not the golden rule for combos and move range and trajectory do play an effect.

When hitting a standing opponent the "untechable" number in the frame data doesn't apply. That is only when the opponent is in the air. For standing and crouching enemies you go off how much hitstun a move has depending on it's level on less the move has special hitstun then you go off that.

Posted

I see some combos are listed with sj.C, falling 2A j.C as the ender (after falling j.2C, 2C) as opposed to sj.2A, IAD j.2A, j.C. These both do the same damage as far as I know, is it just situational?

Posted

I experimented with Backthrow RC combos.

When not in the corner you can do:

(4) 4B+C > RC > Hop forward > hop forward > 2C > jc > j.B > djc > j.2A > j.C (3313) (you need to do j.A before j.B for Tao and Hazama (3276))

(4) 4B+C > RC > IAD > j.2C > 2C > jc > j.2A > AD > j.2A > j.C (3740)

I know it's kinda useless to backthrow when not in the corner, but the option is still there.

Tensionless corner throw combo, works on Jin/Ragna/Noel/Tager/Lambda

(0) B+C > 5A > jc > j.A > j.B > djc > j.2A > j.C > land > j.C (2779)

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