Jump to content
Dustloop Forums

zer0kage

Members
  • Posts

    349
  • Joined

  • Last visited

Everything posted by zer0kage

  1. What I mean is that the Mugen combo is a good burst point. Zantetsu(1)->Renka(1)->Guren->Kishu loop in Mugen state moves Hakumen front so much that it makes him vulnerable to bursts. So this kind of stuff is really situational. Note that Mugen is still meh imo, there's still better uses for 8 bars. I hear his 6D does counter bursts but it might be counted as a projectile. So Yukikaze might not really work as they might still be able to doublejump.
  2. Blazblue is it's own time man . It doesn't really put a finger on GG. Nevertheless we'll be looking at that site regularly to keep up to date with some of the finest competition in EU.
  3. There's one Japanese match that shows Mugen is guaranteed off 6D. Bear in mind since it combos after 6D the damage will be scaled and it's not like it's burst safe either.
  4. Wonder where Sanma flew off to especially that his Hakumen is solid. His Kohatsu matches pretty much demonstrated how to approach Nu13 to gain an advantageous position.
  5. Is it actually possible to Counter/Super Counter the 2nd part to Tager's spin super? Although it could be misinput/timing, I tried it and it didn't come out most likely due to blockstun. I know it isn't the smartest way to punish that super but some little knowledge won't hurt.
  6. It's only 1 video but here's the finals to a UK small GG tournament featuring one of Taiwan's representatives in SBO 2k8 http://www.youtube.com/watch?v=VdPqneHA4zg&feature=channel_page The May is from Shanghai. Sound is off tune because when it got recorded it was out of sync so the editor did the best he could to patch it up. It's great that we have good players like this staying here to help raise the bar for us.
  7. Against Rachel, at the right range you do 623A you'll go right under her cannons during the time she's still blasting the thing and get a free CH throw for massive damage.
  8. To be honest his combos follow a principle. Basically anything that slams them on the floor such as 5C against airborne opponents can be followed up with 41236C or 236A depending on how much meter you want to spend. I didn't know people here are into chocolate Hakumen. That color is essentially solid looking. I'd wish for a gold color Hakumen but the one available looks too yellow. Red is taken away by alot of jp players. Black looks cool but it's gonna be everyone's favourite.
  9. Bloodkain kills Hakumen's pokes as a reversal super. So far I can't do anything really good about it without putting myself at risk of getting looped and giving him life. Best, if not safest, way against it is just block and look out for the throw so far
  10. Reasonable considering Mugen can't be abused like Blood Kain as a reversal due to not having that much invincibility on startup. Can 6A CH combo into mugen into this though? Can't test it as of yet. Someone should test these combos. My concern is that is there enough time to land a hit and complete it. The damage it does makes it worth learning really especially if you want to kill Rachel.
  11. I don't have a ps2 to check this out but are there different types of active hitboxes for weapons or character limbs? I'm aware Potemkin buster sucks in extended hitboxes especially out of extended 'limbs' like Millia's 5K on wakeup. However, if Ky does something like let's say 5S can that long sword hitbox be sucked into the Potemkin buster? This came into my mind after playing Blazblue where Tager can wakeup Tager Driver Hakumen's meaty 5B at it's tip but not meaty 5C or 6C. Just curious whether this principle was applied before in GG.
  12. You can't delay the A bit to his 623A right? So far it feels like I can't do it late in the dash. Just wondering ways to work upon 5C block 623A hit/throw mixup. Then again perhaps it's better that way so it's easier to land 623A 2C after a midscreen wall bounce. Off a counter hit 6C from far what is guaranteed outside of his super other than closing up?
  13. Here's my day1 vids. I dunno what's going on but everytime I look at these vids I feel like Tekkaman has to be dropped if Morrigan is to be my point character. Perhaps Casshern will do... hmm.. Karas would be ideal but considering the size of the scene might as well pick someone different. http://uk.youtube.com/watch?v=vqoJ5Cw5CT4&feature=channel_page http://uk.youtube.com/watch?v=9zkabWfT_Qw&feature=channel_page http://uk.youtube.com/watch?v=q48YfI62cEU&feature=channel_page http://uk.youtube.com/watch?v=Lts5cYJqfek&feature=channel_page http://uk.youtube.com/watch?v=7fcTLEk-qhU&feature=channel_page
  14. Looks like EU is left behind for this game till console... Lol question, how is Zenia overall now?
  15. I actually expect this to be for 360/ps3. Ps2 is quite a risky decision to port AH2S! to.
  16. Are you coming to some tournament in England this Sunday? On topic:- Mad CV. This is good editing where the intermission doesn't really disrupt the flow of the combo video itself which alot of bloated CVs are guilty of.
  17. I nearly wanted to pick HnK after seeing that.
  18. Can't you cancel to FB Danzai when you get slashbacked? I didn't get much when I SBed a local ABA's FB Danzai, might as well whiff it for better rewards.
  19. If you JI before doing BB and FRC it, there will be air options.
  20. Sweet better than some other 'form of interests' for Millia innit. :3
  21. It also happens on Baiken. To be honest 5S and 2S are good pokes to stop preemptive dash in attacks.
  22. Kane you played against Scott's Venom alot dont you. What are your usual strats against him?
  23. Raa! Latiff hope you can come over to UK this coming Spring and form Team Saudi with Bido! 2 Eddies omg.
  24. My take on Venom is like tug of war on who gets the knockdown. Becareful of his 5S when approaching him from the ground. If you insist on doing so a running roll-throw would suffice but you have to judge it carefully as 5S can stop your run in momentum cold. If that's not bad enough attempting to overlypoke him or going low first with 2D or 2K will give him a free dubious curve hit. Note that he can already harass you with Stinger Aims from the get go. It's not too hard to get around but if he has a ball setout he can cover more space thus getting near him is quite a task . At the right range throwing out the pin can stop his projectile game cold allowing you to get in and wreck him down. Easier said than done and that is one of the real main obstacles in this matchup. His c5S, 6P and 5H are deadly anti airs against a jump in jS *without pin. If you're feeling gutsy 5D beats out his Double Headed Morbid clean. Otherwise block (preferably IB) and throw him for free. When he's up in the air, jK is a good air to air against his air normals but not if you approach him from right below. A preemptive 2H is a decent solution to that though since with the right time (usually preemptively) Millia crouches low for a short while to 'dodge' his jH and score a CH 2H which will deal massive damage. The most recommended basic adc against him is jPSH adc jD adc jD. If he scores the knockdown... Just block his ball formation oki game. Millia not having a dp will requre a more 'passive' approach to get out of Venom's oki. With meter you do have enough time to setout an FB disc to stop stuff like ball formation 623K back ad jS crossup. Wakeup Winger is viable but it's a real gamble.
  25. Hmm what followups can you get out of a jH CH but instead after landing you're at the other side so the opponent slides towards OS. Hopefully the best one does a noticeably higher amount than the usual jH CH followup.
×
×
  • Create New...