Jump to content
Dustloop Forums

Halcyone3

Members
  • Posts

    526
  • Joined

  • Last visited

Everything posted by Halcyone3

  1. try the 1 for 7k damage, its quite fun to see his bar deplete to that extent in 1 combo <3
  2. against his block string, IB his sledge, its not too hard to get the timing for that 1 unless u have some lag. If u IB it, u can 5A to counter his own 5A and then u can do whatever. If you find he likes doing a 360 after the sledges, do a backdash instead. With some practice u can IB his sledge with ur eyes closed
  3. No idea, but if she can't pulsar through nirvana (which she can't anymore) or opponents, i wouldnt be surprised if projectiles stopped her pulsar
  4. i think u can follow-up at any time, but that's just a guess, i believe i saw a vid of him doing so but nothing definite.
  5. tager's seems to be up already, i hear the rest are still untranslated, waiting for them as patiently as i can.
  6. thats what ive been thinking this whole time as well, the whole latch into projectiles thing still seems like something u could only rly implement successfully if u had super reflexes.
  7. rly? huh, brain failure there in that case, i stand corrected.
  8. i think bang's went up if i remember correctly, i think he used to be below noel in hp. carls increased as well...... i think, not sure, but i think i remember it in the high 8ks on CT. Tao's most definately went down though. the rest of them seem to be about the same.
  9. hes grappling to projectiles? i dunno, it always looked like he could just stop the chain snake thing at a point in air and swing along it. Honestly i don't think some1 has the coordination to keep track of projectiles, predict their trajectory to hit with the chain, and then be able to use that particular angle to ur advantage in the middle of a fight.
  10. ah, apparently i did miss that, sorry bout that. that other effect (counter carry-over) sounds hella nice as well.
  11. think i read somewhere that u get positive proration for the combo u get off of that hit.
  12. i honestly had no idea the doll would break before i died completely if my hp was high enough, now thats a nice bit of info. How high are we talking here, 80% up? in that case, wouldnt breaking the throw constantly make him do less damage overall until the doll breaks, as well as giving him a slightly harder time doing the loop?
  13. I originally wanted to use nu, cuz lets face it, her fighting style is pure condensed awesome. Then i noticed that i couldn't play her worth shit cuz im a rushdown type of player and rushing down tagers wasn't helping me any. So i switched to the 2nd option, the chick that smacked ppl with the barrels of her guns till candy came out instead of using them as ranged weapons
  14. aye, one of the rare occasions where tager's size is actually helping him. But as they said, buffering the 2B is an excellent way to do this. personally, i use dashes, stop at a distance and 5B, which can then go into 3C on counter, and due to his size u shouldnt have much trouble haida looping him or geting at least a BnB going. Air approaches are also a huge plus, ive had good tagers state how annoying they find ppl who approach by air pokes (annoyance is a good indication of an approach that works). Don't rush into a backdash, it will hurt. This is another reason to use 5B as a poke, the range still leaves u outside his range if he backdashes. he's still a rather weird match-up, requires completely different approach than the rest of the cast. Overall, u should avoid starting combos with C or D unless the tager is rly concervative with his sledges and make sure to abuse of his size to the maximum.
  15. dude, noel mirror matches are the bane of my existence, i rly dunno why >.< its like i start falling for every 2D overhead, every 6B on wake-up, i just rly blank out in mirror matches as for D spammers, u can actually C under a lot of drive moves, and the 1 that hits low is slow enough that u can hit her before it comes off. But then again, i have a bad tendency to blank out even more vs spammers, but thats just annoyance being added to the usual blanking of mind. its a rly weird match-up, u would think that becuz u main her u would be much more aware of her moves and have a much easier time predicting them, apparently im living proof thats not necesarily true
  16. seriously, any know some good tips to juggling this darn twat? i have trouble just doing the most basic BnB. i mean im still doing more or less the same damage bar-wise if i just do air combos due to his low hp, but the fact that im having trouble with like the most basic thing gets to me like a bad itch in the back. and the fact that he can 1-combo kill me from basically any normal is not rly an incentive to not want to kill this twat as soon as i possibly can.
  17. 1.depends on the arakune and ur current position. Generally speaking, if u play too defensively u'll bite the dust, he can set-up a cloud which will be insanely hard to avoid with all the buggs and recurse as he slowly edges you towards the corner for some nice arakune corner love, and i dont think noel would be too into that. Rushing in blindly is also gonna get u beaten pretty badly. your best option is to hit him, though if ur confident in ur defense (or dont wanna risk getting hit, like ur low in hp or something), you could try to wait it out and avoid the cloud, though the chances will be vastly against u. If you are going for a hit, he is actually left wide open in some ocasions. If he does any curse related move mid-air, like the low hitting bug or the cloud, he's a complete sitting duck until he hits the floor, you can use optic barrel or Fenrir to get him, it dosen't matter if any bugs hit u as long as u hit him as well. Other than that, be highly attentive for openings in the bug attacks, ive managed to rush my way through bug barrages quite a few times, though the arakune may have just been scrubby:v: 2. if ur low in hp, yes pls, get rid of curse and dont get killed, but if ur high in hp, remember this loop actually prorates and isnt infinite like another certain 1. That loop does induce panic though and i admit i reach for my burst as soon as i see it because of it, but if ur relatively good in hp, bursting is just gonna bite u much harder later. 3.i find a quick forward dash->6C beats quite a few of his offensive starts, like the forward bird thingie or 2C. Though if he starts with a defensive backweards jump he can punish with the dive. Its like starting a match vs any1 else rly, u more or less take a guess. U either do a defensive start, or u take a gamble with an offensive one, and if you go for offense, its like i said, a gamble, many different ways u can start, and ur practically wagering it hitting. defensive start is the more practical one. But if rly can't tolerate him getting any breathjing room go for 6C, IAD into some attack or throw, anything works rly, just keep in mind that 90% of the time, his starting move involves jumping. hope that helps, i honestly do decently good vs kunes, but its not like i fight many to begin with, and decent kunes are rare, so not too sure how firm this info is vs a GOOD kune. EDIT: ah, missed the air unblockable question. His giant tongue is a decent anti-air, though u have to look hard for an arakune that stays in the ground long enough to even think of using it. his B and C bugs (the ones that appear from the sides) also are, so basically never get off the ground without barrier blocking if ur cursed. He also has that odd pelvic thrust-like move (not sure he has a pelvis actually) that he does after some 5A hits, blasts u away from him, that looks like it could be an anti-air, not sure, kune is like the only character i never tried in training mode extensively so im not too sure how that move works exactly.
  18. well... there goes my exciting find thnx for the clarification
  19. well, ya, if we r talking simple only the BnB would be ur prime choice, just mentioned that haida cuz it rly helped get started on the more advanced 1s :x
  20. http://www.youtube.com/watch?v=i5yZ4879ABw first match. http://d.hatena.ne.jp/video/niconico/sm8891289 horrible quality, second match. seeing some rly nice combos and corner pressure game lately, ppl seem to be rly starting to get used to her now as for the time outs, im seeing lots of time-outs on rachel/noel matches (though rly those are the 1s im watching 90% of the time, so there may be just as much for the rest of the cast). Im guessing its damage reduction across whole cast to make matches longer, but then again,i repeat, ive been watching vids of mostly noels and rachels, both of which got their damage nerfed real bad, so still indefinite
  21. nu sub here, was training the other day and found u can do this link 2C->3C->RC->2C->6C(wall bounce) sorry if this is common knowledge already, wasnt too sure. in any case, i found this a rather nice find, any1 know of any good combos i can make out of that? so far im doing the standard 2DD->j.5DD->jc->j.5DD->j.214D can't remember right now if i did a 6DD before the 2DD, been a week since ive done it anywho, it's like more than 4k damage, just wanted to ask if it's rly a worthwhile investment for the 50 heat and whether i could do any more damaging follow-ups to it
  22. something else to add, theres a small haida loop: *for mid-screen* 3C->22BC->66C->throw cancel->6C->22C->66C->22C->jc->j.A->j.B->jc->j.B->j.C->j.236C *for corner* 6B->6C->2C->3C->22BC->6C->22C->6C->22C->jc->j.C->j.236C they work on every single character except carl and are actually pretty simple, do like 4.2k damage or so. Just make sure to dash in close enough for the two consecutive 6C's vs smaller targets. The corner 1 wont work on litchi or carl. Besides that, they are easy and not rly character specific, so you can use them as "stubs" of sort vs the characters vs which havent learned any advanced haida loops PS: the jump combo at the end is rly up to u, i just find that 1 to be the easiest :x
  23. hope ur wearing a study helmet cuz im bout to blow ur mind (yes its an MOT, too lazy to edit that out) srsly, thats exactly how i always pictured tao under the hood o,o
  24. as a little something to add, as u mentioned, the corner haida loops get rather distance specific. If you do 6B->6C->2C->3C, it places you right at the sweet spot. Of course, u will have to shorten the combo and the overall damage is gonna go down, but if you aren't very good at getting the distance down, this can help you get started on the corner haida loops.
×
×
  • Create New...