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Posted

@Ryo: Yeah, that's it. Thanks. I'm incorporating this asap the moment I get my Ps3.

Hmm for the combo you mentioned off 2d, I'm having trouble getting the j.C out. By the time it starts up they're already teching o_O

Is there someone in a vid who used it? Video reference might help me :O

? Not sure if you mean the new combo above, because that's off 5D.

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Posted

whatever way jumpcanels the prior move then cancels the jumpcancel into the later move is the correct way of fuc'ing

Posted

sorry that it doesn't really add much to the discussion, but i thought i'd mention that you can see the "enma cancel" and other new combo, above, here:

http://www.youtube.com/watch?v=1Db9BC4jkeU

If I'm not mistaken, the enma cancel is shown at 1:35, 2:08.

2:22 also displays the new combo ryokoalways posted above.

Posted

Yeah, that's the combo I was talking about. There were two other things in that vid that was usable: The tager combo- renka(2) > (slightly delayed) gurren > IAD (delayed) jA >jB >2C > etc The tao combo- 5D > kishuu > enma > j2c > back AD j2C > jC >2C > etc That was a good one.

Posted

Been thinking about this lately. Since Haku is unlikely to have a backdash with invulnerability frames any time soon, couldn't he receive command dash like kishuu, but moving backwards? Not sure if making it special cancelable would be broken, but it'd be a nice way out of pressure and the cost (1 star) sounds appropriate.

Posted

Seeing the two fighters not face each other seems really wtf as I play it out in my mind though... and I think it shouldn't. If you're being pressured, you have drive. (in my opinion) they gave drive to hakumen and in the process took away his evasive maneuvers. "if you want out of pressure, you're gonna use what we give you, and that's the kind of char he'll be" That's just what I imagine it though.

Posted

Hakumen is not a pretty ballerina who dodges attacks and hit's you lightly. Hakumen is a heavy set men who takes your attack and makes it his. (while struggling to do comparable damage as women with little shelf space)

Posted

But his meter increase was increased (as far as I know) so the comparable damage shouldn't be as bad? Especially since lots of the other characters took hits to damage/combos. (I'm still unsure of the changes of j.2c/j.2a myself though)

Only zantetsu was nerfed in damage iirc so I think that's good :D

Posted

hmm i just started taking hakumen seriously and wonder if you guys can give me some pointers, i'll post a vid of what i got soon but just to let you know i got the basics down. can combo into j.2C loops. can combo after 2D, still learning 5D and 6D. can capitalize off counter hit. things i need is match up experience. recognize what to counter. and meter conservation, i have a few issues with this.

Posted

master the corner j.2c loops, especially the ones off renka/hotaru, as those are the strongest (that and hop cancel tsubaki) hit confirm all of your moves. Notably 2b/5b/5c/2c/6c (for me) play lots of matches :]

Posted

can combo after 2D, still learning 5D and 6D.

5D i just do 6C (shippu if i have the meter). you often have to delay the 6C (if you hold C you can delay it up to 27 frames). 6D just double jump forward and dust loop (single jump if they're really close but often you need to double jump).

things i need is match up experience.

block. :toot:

recognize what to counter.

you could always consult frame data but if that shit makes no fuckin sense to you, just go into training mode and have a character do a blockstring and just mash 5D/6D during it to see if you can get something out.

also anything you can react to is good to counter, as a rule of thumb.

and meter conservation

if you start ib'ing everything (i do mean everything), you can spend your meter like it's not even there.

just be sure not to do any day 1 combos (hotaru reset j.C tsubaki, just no) and you should be fine.

Posted

Just a note on 6d it auto corrects position, so no matter what distance you are from the opponent when you counter him, the distance will automatically be corrected. For me I just walk forward a bit and then single jump :P

Posted

5D i just do 6C (shippu if i have the meter). you often have to delay the 6C (if you hold C you can delay it up to 27 frames). 6D just double jump forward and dust loop (single jump if they're really close but often you need to double jump).

ah i see thats why it won't work.

block. :toot:

its so simple! -facepalms-

you could always consult frame data but if that shit makes no fuckin sense to you, just go into training mode and have a character do a blockstring and just mash 5D/6D during it to see if you can get something out.

also anything you can react to is good to counter, as a rule of thumb.

so someone trying to j.bullshit me counter them.

if you start ib'ing everything (i do mean everything), you can spend your meter like it's not even there.

yeah but IBing feel different with haku-men, is it like GG IB wise?

just be sure not to do any day 1 combos (hotaru reset j.C tsubaki, just no) and you should be fine.

ew at that combo i prefer hotaru air dash back. :(

Posted

Just a note on 6d it auto corrects position, so no matter what distance you are from the opponent when you counter him, the distance will automatically be corrected. For me I just walk forward a bit and then single jump :P

i guess i should've been more clear, but i meant after the followup.

like, sometimes you don't react quickly enough or you miss the jump input because you're still in the active frames of the followup, and the opponent goes a little bit further (due to the tumble/whatever you call it effect) than he would have been had you timed it right.

i rarely use 6D (or any counter, really) outside of instant blocking into it and punishing block strings, so when i do use it on reaction i often end up having to double jump.

although walking forward and single jumping would work as well, but that may screw up your positioning depending on who you're facing.

Posted

Yeah, it sucks when I have to remember to think waiiitt it's carl so I have to walk forward a bit more/whatever. Though I also don't use 6d too much, mainly for overheads which I don't run into far too often... (need to, my reactions are slower than i want T_T)

Posted

Can you combo off throw against Carl? My normal grab > gurren > 6C doesn't work. Neither does Renka > gurren.

Posted

against Carl you can backthrow > 623A~A superjump j.2c>j.C but it's tough timing and just really awkward to do honestly.

  • 2 weeks later...
Posted

this may come out of nowhere, but... his drive "zanshin" means complete awareness in japanese martial arts right? why does the english version say "god slash"? what's up with that?

Posted

the "zanshin" you're referring to is written 残心, and as you said, has to do with the practitioner's awareness. Hakumen's drive name, however, is written 斬神, which literally means "slash-god", but is probably better translated as "god slash". in japanese, homonyms abound! always check the kanji, if you can, before assuming something like that. edit/p.s.: if you can't see kanji on your computer, then you won't see what i wrote, so you'll just have to believe me when i say they're written differently and are thus merely homonyms.

Posted

actually, regarding that, i recall hearing someone say that the way they translated mugen as infinity was incorrect. though i could've just been trolled hardcore due to my weak jp...

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