Jump to content
Dustloop Forums

psycofang2

Members
  • Posts

    1,456
  • Joined

  • Last visited

Everything posted by psycofang2

  1. his play style is closer towards passive rush down, his defense is garbage and his only real way out is ex 236C since it has I frames. alot of his normals minus a few have low to moderate range. his Cs are pretty long but slow and very punishable. you basically wantt o dance around being in their face and keeping them within 5B range. his traps are very visible and can be stopped by getting hit or them hitting the trap. traps are more for lock down purposes than anything else aside from combo tools. even then sometimes its not the trap thats even needed in some senarios instead its the various follow ups for the traps input. 214A sets a trap>A/B/C launches him at various angles and distances> then A/B/C uses a specific attack A>falling hard knock down overhead, B direct downward overhead with hard knockdown but you stay air born, C is an insane corner push launch. he lacks the crap ton of specials other character have and instead make up for it with cross ups (decent ones) oki you have to block or take an easy 2k + floor webs and easy to moderate combos that can do whatever you need them to. side switching, corner pushing and straight up damage. its still day 1 but i can net 3k+ easily with a mid screen corner push into a really screwed up corner cross up or space it so you cross yourself up. 6D + a b or c are all legit overheads with various range and purposes. his play style revolves around setting and controlling space with his long normals, using his "traps" to bait them into attack the traps, locking down players options on wake up and just being a douche. traps can also catch forward moving attacks and anyone hit with a floor trap will eat 2 to 3.9k. his play style as a whole seems closer to a close to mid range moderate damage cross up douchebag...>_>...testament almost. also JB is one of the dumbest normals i have ever seen. it hits in a 360 range and reaches pretty far, crossing up with this is slightly tricky but rewarding and safe.
  2. guess ima have to be the guy to say it, this dudes damage is insane he can net 3k easily, steal 1.8k + with an absurd corner cross up thats hard to react to so far (you'll need to react to super flash and pray to god the player doesnt space it off 5b/cfor self cross up shennanigans)\ mid screen from 5A into bs can go: your basic bnb: 5/2A 5B 5C 236A->214A (you have to be fast, very fast) then 1-after 214A>A(for side switch if you want to) 2C>5C>236x3 then 236C or 623 A/B/C or 2-66 2C 5C 236A 236B 236A/B for the knock down (236Cex for more damage) single direction corner push 3- 66 2C 5C [3C] j.B j.2c (tap) j.C land 623A/B (depends on how close you landed to them on the knock down) for floor web oki. you can also 5/2A 5B 2C 5C (or 5C 2C to keep them lower to the ground) 236A 236A 214A (web catch) A B (downward stab, knockdown) which can lead to land 236C ex or land 623 A/B for web oki or 6D>j.[2C] charge for an incredible untechable combo right after you land. 6D>j.2C chagred is insane interms of free damage and range (if any hit lands its an untechable launcher until they hit the ground) 6D>j.2C/5C>236A 236A>236A for 1.9k specialk cancelable into 236Cex 6D.J.2C>5C>236A>214A>A>C>gimmick time IW mid screen: 5A>5B>5C>236A>214A>A>2C>236Ax3>41236A 3.1 to 3.5k in the corner he gets even worse: 5A 5B 5C 2C 236A>236A>214A>A>A>2C>(5C omit on smaller character or ones with weird hitboxes)>236Ax3>236C for 3.1k-3.6k or you can omit the 236C ex and go for 623C corner web cross up into complete bs (mash your Cs) for 1.7-1.8k Iw combo is basically an extention of your normal combo so far: 5A 5B 5C 236A>236A>214A>A>A>2C>236A>236A/B>>236A/B/C>41236D for 4058 to 4535 in veil off.
  3. Hm I have a decent interest in chaos, what are his weaknesses? I looking at Lin, chaos,byakuya and the rapier chick so far.
  4. Never mind playlists selling a 5k for 59.99 I can get the remaining 1k from the as well. So yay crops out to a little over 70.
  5. Well it be on Jpsn or us? It's it jp that comes 70$ via conversion? Or am I going to have to spend 100$ plus on digital? I looked at amazing and they have a 5k Jpsn currency for 72$
  6. Huh so is play Asia a safe bet? No word on digital release? How reliable is PA?
  7. small question ive had it happpen twice now but cant get it to replicate reliably basically in training mode if i do 5A/B>C>236C>6D>2C>5C>JBC>JBC>236C>D sometimes after hittind D she teleports but doesnt attack while in gain art. can this be controlled for a second noir? also in normal mode is it practical to do TK Noir rc combos? such as TK Noir>RC>falling JC>5A etc?
  8. i like cp hakumen the most if we go by his original CT intent. extreme damage for no apparent reason anywhere on screen. now my utmost favorite was cs2 for no real explainable reason, it just clicked. i like ct hakumen because i enjoyed slow high damage strike characters. he fit the bill before and now again. hotaru and drive nerfs make defense a bit harder minus ib>2D/5/2A as ive been doing recently. also ch 6b is amazing now. 4.9k in the corner for 3 stars.
  9. unfortunately my hakumen isnt living anywhere near s teir land. im literally winning off one attack and over 90% of our matches my damage never goes above 5000 damage. just like in cs, im winning off 1 attack.
  10. my feelings. ow and such. who wants to play with me?
  11. fun note is it did hit him, every single time. ggs to everyone i played since release. and lol kokonoes out for a week and people find 6-7k unblockable set ups no burst or OD required. hey errol i fund you someone new for you to splurg your hate all over.
  12. like how i just 6b OD supered someone for 7k as terumi. yaaaaay.
  13. thats like 90% of my matches with soul-6-ookami. all 6k of them.
  14. found a fun one against a corner 2a masher today. fc 6b>CT>66>5c>3c>mid level 22c>2c>5c>3c>ODC>236D>641236D 7021 damage. 125 heat.
  15. did a small terumi write up, feel free to add to it with anything you know. playing terumi vs bladeofjustice gave me some good info (and curb stomp combos)
  16. from what i can say about this match up is : the short version? this will be a very short match and you both can tear each others faces off as fast as the other OD or no OD. these character are equal in the damage output for the average damage range. long answer? hes fast, gains meter faster than you, lower damage at first until he hits you for 6k out of nowhere. meter isnt a problem for this guy and you want to end this fight quickly before it gets bad. points of interest before i start, his stomping super 63214B is an overhead with super flash. block it, especially in the corner, or you get comboed. try as best as you can to outzone him, try to run the match as best you can or youll die. 214d or his command grab basically, its fast and has decent range dont under estimate it or youll take 1.5k+ and give him 30+ meter. he can chain supers, or late chain them to tack on extra damage. his 6C is a long range moving trio of slashes. if you block the 1st blow the second can be IBed so you can 2D the third. beware that using D~enma wont land you the fatal. 5B>5C>3C>5D is completey air tight even on IB it cannot be drived. terumi 3C is unsafe on block and will usually be made safe with 5D. 5D will push you too far outside his range for you to 3c him. his AA 6A is a diagnal slash with his knife, its very fast and can potentially lead to either good damage or meter gain or both. be smart about your air approaches. his 6b is a very dangerous tool as it can be chained from his 5D. this move has decent reach, is low invulnerable, goes over our 2A/b and 3C and is +4 on block. it also fatals. have fun with that. other tid bits: his OD vastly increases his meter gain and changes a few of his supers (read; all of them) to mode damaging and sometimes more easily comboable forms from there non OD counter part. some do neigh absurd levels of damage for how simple they are to combo into. some of his combos can do as much damage as a haku mid HP OD combo from what ive tested but hell need enough heat to use it. another thing is this: if you see him with 100 and he ODs full screen, GET AS CLOSE TO HIM AS POSSIBLE or technically within 2-3 character lengths from him (5C range) or youll take 6k to the face. its also unblockable, completely in OD. it guard smashes you on the 1st hit on normal form and hits you for nearly 4k anyway the normal version must be barrier blocked. so stay close if he has almost 100 heat or time your jump. the reversal of choice is his 623B , 236236A nd 41236C the prior being a 2 hit vertical super (3 in OD) and can lead him to getting 4k+ on you mid screen the second is a fast moving horizontal super that can land him 3k+ its a tad odd to 662B combo it so trying to tech is advised, 236236A is a walking reversal thats very...ineffective...ish. it has 3 weaknesses: 1 it cannot counter any attacks coming from the air, 2 it can be counter grabbed, 3 it can be counter hit with lows. its like CT yukikaze except worse. now for the actual write up: Neutral: becareful he since this will usually set the tone for the fight, he may use 5D. its long its fast and give decent meter on hit and on block. getting hit or blocking puts him in control. id say block it, if you know the person tendencies you can try and 5D it to neutralize it but thats it, you wont reach him unless you enma but wont be able to combo from it minus JC for 1.4k. generally at the start of the round back stepping may be the best idea as it gives space and keeps the neutrality at neutral, spacing with 5C,3C, JC and agito or nice ideas as well. always remember hes fast on the ground and in the air, his running speed is on par with noels or faster so misplacing a JC may get you AA'd and in trouble. his damage will generally (unless you are in the corner) start off low then get higher as the match drags. the better sitaution would be you get 5 stars, Od combo him for 5-6k and be in control. or dont use Od keep the 5K and still be in control. this usually wont happen, hes a figgety character played by figgety people and they wont hesitate to attempt to mash and disrespect you especially when the reward is so high it makes my head hurt. usually their block strings may consist of any random assortments of 2A 5A (for reasons unknown the 1st 5A in a string of 5As will miss you entirely, the rest will make you block) 2B 6B 5C and 3C. sometimes messing around with 5D, 2D (this can be countered but the timing is alot longer than it appears to be, delay your reaction) and 6D for the fatal. 6d is horridly unsafe on block and cannot be special canceled so watch for the rapid but feel free to 3c it anyway as it is a free counter hit. there are some combos to watch out for considering the situation they will put you in: in the corner especially be careful of grab>22C mash>2C>5C>3C>6D>236D. right at the ground slam you will auto tech standing straight up, this can set you up for a command grab. other combos consist of them adding in 2 6Ds it will cause you to tech mid 6D fataling you and adding to their damage and meter gain. if you are caught in a second one just take it or burst, dont tech or bad things will happen to you. his only 3 overheads are 63214B (the super) and J2D. j2d being the experienced terumis oh of choice its especially fast on hakumen because of his height and can potentially cross up. imho this match up if 5-5. even though SOME PEOPLE like to claim haku can just out of the blue warp OD OHKO you its not that simple especially for a character thats not only rewarded for taking risks in disrepsecting you but usually will have the heat to do it in multiple ways, has very safe block strings, insane meter gain and generally high average to very high damage. you both can tear each others faces off as fast as the other, it just depends on who gains momentum 1st.
  17. the essesce of curbe stomping rivalry
  18. such is the life of hakumens. terumi vs haku is fun. i like that MU. as long as im terumi.
  19. been doin the haku jump loop on multiple characters, i feel landing the more normalized starters such as 2B and 5b are still warrented for use since at minimum they can land you 2.7k if you miss time the loop and a little over 3k if you do 3 reps with an agito ending the third rep. 2A and 5A are really making me feel the combo timer though, you wont get much off of these unless you spend stars. 2.2 with the simple renka kishuu 2C double rep but anything else needs crucial timing. im slowly getting it but doin the reps with 5A and especially 2a are just a little harder, will yield smaller reward but a reward none the less still viable for this desperate situations. im glad this untech bar was added it really shows how easy or difficult a combo can become simply off its starter let alone if a lengthy one is even possible. from what im getting from all this though its like they WANT you to blow your stars per combo. just from the reward ofusing them and not using them are leagues apart.
  20. finally got cp. hakumen feels kinda stiff this time around, took a couple minutes to get used to his new loop. i kinda feel what they were trying to get hakumen to be in this game but this damage is lol. also hakus english voice...omfg
  21. was gonna pop in and correct that lol. then i became a black mage in ff14 and learned flare. ye gods man...dat damage...
  22. heard that places weather is ass and unpredictable
  23. region? eastern. east coast. ohio.
  24. gimme a bit me and my free company are about to take on Garuda.
  25. so what combos do i focus on? its not like he has alot of them anymore.
×
×
  • Create New...