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psycofang2

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Everything posted by psycofang2

  1. cant even imagine mac using drive that much. he didnt vs me anyway.
  2. considering i wouldnt waste those kind of stars mid screen just to do 6k and waste my resources, you most likely wont see that happen. unless you get hit with renka in the corner and i have 5 stars to start that situation. also note i said fatal meaning you hit me during my counter hit frames. now trying to call out drive mid screen is just crazy, unless someone mashes it constantly. also im glad you look forward to dying to kagura, killing you with hakumen gets boring sometimes.
  3. depends if we are arguind practicality vs damage in any given situation, usually ill only get like 2.5k off 5D. whereas ive been hit with 5k from you for a bad call. get ff14 you douche and play with me. also im importing cp so get on that too.
  4. of course that would work given your reaction speed is up there. but then raises the question of why they would be dumb enough to do that. but i see your point.
  5. the place where it has the best chance of succeeding is still a read and still a gamble. no matter how you word it, reword or re define using hakumens drive on a read is still taking a gamble the the enemy has to follow through with. like for example when we fight i use 5D pretty often on you mid screen and too many times it has landed but im still taking a gamble that could end up seriously skewed (read fatal countered) in your favor. highest chance doesnt exist, theres just a chance.
  6. there are alot of answers as to how to play hakumen. my best explanation would be to understand the character you are fighting against 1st, then in training mode test their moves and general block strings against your defensive tools and see if its safe/unsafe to hit a button. i wouldnt recommend using D at all until you can get a good read/reaction on your opponents next attack. 6D is good against overheads, air attacks and mids but loses to lows. 2D is good against mids and lows but loses to everything else to they each have their uses. against mids 6D gives the largest reward. approaching on the ground is usually the best option whilst using your normals to block their path usually causes some players to try and approach from the air which because of how unsafe that is is what you want to happen. your pressure is piss poor, but your throw reject miss game and frame traps are really good. 2A>2B and 2B>2A chaining can CH someone of of mashing buttons if you are close enough. mixing wiht his normals to make people scared is the better way of oppening them up for example 2A>6B, 2B>6B or any genral use of normals that one wouldnt expect like 5B>6B because of how people have conditioned themselves when fighting hakumen. on the defensive, if you dont know the opponent and the character hitting D isnt what you want to do, you want to learn to IB and 2?5a your way out to find the gaps. you usually wont get it right the 1st time unless you study frames like crazy but general trial and error in practice mode helps. learning how to fight on the ground is the best thing you can possibly do for yourself when playing hakumen since his ground game is VERY dangerous against alot of the cast. fighting on the ground also controls the urge to iad in and get hit.
  7. try explaining your problem specifically. what is maing you lose? or what are you losing to? ignore him and answer the question as best you can. you need new material.
  8. you're drunk, go to bed.
  9. hi spark, feel like joining in on this little discussion? you dont speak much.
  10. this too, maybe im just bad at explaining things.
  11. last i saw countering it gives you a star but puts you on the defensive if they block it (which the honestly should) which allows them to further use mixup. 2D can counter projectiles, but the projectile needs to be close enough to him, for example (this happens alot from what ive seen) a jin player will use 236C sword oki and the haku player tried to 2D it because even though its on his face it still hasnt moved close enough for the counter to catch thus getting him hit. its kinda sad/funny to see. also 2d is no 6D, 6D pushes him forward to counter it so you dont have to wait or even see if its close enough to begin with. 2D on the other hand requires this. read upward guy. theres a time and place for it but you cant just do it anymore. 2D should only be used on large or ground traveling projectiles because they WILL go to him. a stationary orb will not move. this is what makes it iffy.
  12. and again ill say just because i use yukikaze doesnt mean its ever a good idea. like ever. like once every 5 or so matches because people will call it out more often after the 1st use.
  13. you let Ds "carry" you? the people ive played forced me to use it sparringly considering the fact that they can combat hakumen pretty well. some even WANT you to activate drive on projectiles or certain set ups in order to make it whiff and put yourselfin a bad situation. im just not seeing it.
  14. not completely true, some attacks because of their trajectory or whether or not they can be jump canceld i.e. tager 5Aing hakus 5D then jump barrier blocking the catch for example can combat this. another i can think off the top of my head is Azreals 3C? drop kick can make him land and block before the catch touches him.
  15. ignore the stick unless the litchi player is dumb enough to use it as an approach. the stick isnt your problem unless its already spinning, focus on her until it launches then if possible use the trajectory to create a fumajin or counter it. in the corner definitely donot focus on the stick, focus on her entirely, if you arent sure about countering out just barrier, guess/reat to her mix up and jump out and anticipate an air throw. barrier jump iad out usually works when enough space is created unless you have a rusher. barrier/ instant barrier> D/ Hotaru depending on the situation definitely helps to get her off you and push the situation in your favor.
  16. CSE training stage is awesome you people are on drugs. also i cant relate to your need for positioning since all i need is; did the screen stop moving? yes?-> corner combooooo no?-> jB late j2A low air dash jb ja 5/2C combo into the corner anyway.
  17. Same, its been a long while since i had to actually pull out the old me. lets play more tomorrow after i pick up my check. how long will you have a ps3? im usually very VERY passive in matches that i know i should be or days i know if i tried to pressure and frame trap ill screw up left and right. so being passive (think of an undesturbed pond) helps me, its just me using spacing and working off others mistakes and running the clock.
  18. you should have seen it... it was...glorious...
  19. ggs to mac. Golden Hakumen vs Void Hakumen, scumbaggery levels were too high in there. I love/hate the haku mirror match but this was probably the most fun ive had in a long time. ggs yo. also sorry direwolf i dunno why the room wouldnt let you join. scumbag levels too high?
  20. are you on psn? if so lets play. or tomorrow since im off for the next 4 days~
  21. yes i am currently on playstation network. what is a noel?
  22. ggs to errooroo my shennanigans need more mugen. id play more but things needed to be done.
  23. not really considering i wont even have to try to kill you for you to die. then ill feel bad about killing poor errol so easily and go learn Kaguya, so i can continue my high damage rampage. errol im rusty wanna play me?
  24. tsubaki pressure costs stars and is actually useful? where as tsubaki is just braindead low damage stupid. get on no ones level fooby. but no seriously toas pressure isnt that dangerous, its trying to hit her that makes her dangerous. her pressure if you arent patient makes you screw yourself over. theres some gaps where you can legitimately tag her. tsubakis pressure on the other hand, if the player continues to use her normals its hard to tell where the gap is because of double normals by choice, reverse revolver actions and frame traps. but im hakumen so what does i know. besides being a king.
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