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psycofang2

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Everything posted by psycofang2

  1. despite all in all of the learning process. if you want to get better its best to set a limitation regiment for yourself. on top of the fact if you do want to get better -stop trolling- just try to be as serious as you can if you can. dont be too serious or youll just anger/frustrate yourself. but concentrate enough to learn the timings. to gain the muscle memory you need to sonsistently land the starters and actually do these combos in game requires you to let go of some of your old tactics and learn better solid tactics. and fight vs training dummy and humans. not saying you do it 24/7 but as a beginner you are where i once was. after you get it all down then you can choose where you want to be if you arent already where you want to be.
  2. i dont think it has true full body invincibility (DP level) i think the invincibility kicks after a certain amount of frames in only vs projectiles while we still get the head/body invul vs physical attacks. noel drives...idk, im unsure which is more dominant in her drives, projectile or physical. if projectile takes the highest priority in her drives then hakumen may be able to kishuu through as an entry. even then this still sounds skeptical.
  3. last 2 posts made me lol. now in all seriusness i have a question, ive been grinding the 2D>late iad>jA>jB>etc for the longest and can barely get it to work. an vids on that? ive been ib 2ding alot lately so ill need all the mag i can squish out of it. also the renka(1)>kishuu>2C>hotaru combo i cant even begin to iad off the hotaru. suggestions?
  4. the way i see it from how they are appraoching this, i dont think they see it as wasting stars, they see it as possibly trapping the enemy, more damage than they wanted, too easy corner push? i dont think they are thinking from a hakumens perspective but from a bit a skewed balance perspective. if something looks too strong without knowing the reasoning behind such things as well as the backlash or bad consequences of such actions, they will only see it as a 1 wayed advantage. i was acually counting the days when theyd remove it, its wasting stars to us but to them its a really long repeating combo they see as too strong. 23 hits. lol.
  5. seems like they are trying to balance out the meter/ no meter gain issue so that its not over buffed but not over nerfed. after about 5-6 + stars i throw out hotaru mid block string on obvious jump outs mashing or IB counter attack attempts, this can be an extremely helpful buff if used correctly, though all in all in serious play it wont be a shiny gold chip on the plate, but the suttle bronze one.
  6. so from what im getting, 6A has questionable head invul time, changed trajectory on hit and counter hit, meaning theres a question of if it can even be comboed off of outside of the corner. mid screen renka> 4c charge> gurren seems a bit skeptical since in the video the charge time was near 6C level 3. unless you mid charge it, chaining it to gurren still seems a bit unrealistic in its regard to hit stun. kishuu is full projectile invul? when does the invul kick in exactly? i dont see it as activating on frame 1. renka wallbouncing 5a combo seems viable. i really believe 5A is fast enough to catch them rom renka>hop>5a. damage isnt the issue from my perspective, its the tools they are changing. especially 4C. if the hit box is still the same, and the actual hit stun even on ch then its simply asking to get hit out because it can trade in the enemies favor. or it can serve as a new mind game, release 4c early get free hit. etc. the changes are pretty interesting, just i dont really think a charge is what 4c needed.
  7. you technically shouldnt be letting him get in, haku is now part zoner, i learned this vs some very good and very bad valks. basically youll want to control as much space as possible and react to his movements. do not let him get in and start a wolf block string the wolf 5c ja is near unreactible. his wolf moves are fast but he cant block. if you can control and move in slowly you need to work fear into then, valk has very little defensive options outside of IB 6A IB AH and 4D which wil get him hit. more or less the best method is try to to work him to the corner and try to control his options. his human normals are long but slow block/ib them and interrupt the succesive attack if you can. now his jC can be a near instant overhead if he uses 5B or 5C so youll have to react to that. in the air his normals arent too powerful just long. thing is in this match up your biggest worry is the corner and wolf form. some hakus to combat wolf form will sit there and block and try to D their way out or IB 2A. Or a more agile type player will move around duck and dodge. its riskier but the valk player will have to work harder to trap you down and itll waste wolf meter. valk isnt too dangerous as long as you dont just go straight to him, try shutting down as much of his options as possible, your range vs his is a bit equal, but your mind game level is alot stronger due to special cancels.
  8. sorry been out with the gf for a few days and just got back. about the combos yeah go ahead and set em' up. if theres anything theres more to add not change. so after this ill do a counter corner combo list. you can guess what the main bnb will be. :P i see this threads started to finally take off. good shit guys. EDIT: yeah they are all mid screen.
  9. woops forgot to name the prior variant, the list still isnt complete though so gimme some time.
  10. totally forgot about the one ive been using for so long. thnx zreb. this was at around 4am so i posted any and all combos that made sense. some you wont do unless near the corner but others work just the same. ill do a Counter corner combo list later tonight.
  11. a combo for the renka in the corner thingy: renka(1) kishuu mid 6C can go for 3 loops not just 2 (J2A) tsubaki mid screen can be followed up with IAD J2C 5C gurren (the 5C is VERY tight and requires an almost immediate IAD) otherwise a simple fast IAD j2C gurren can lead straight to the corner from slightly over half screen. for up to 4.7k-5k. in the corner tsubaki mid 6C 66 2C can go for 3 loops for 5.1k Counter combos are as follwed: 5D: 2B gurren 6C 1918 damage use mid 6c it does 1980 (high corner push) 2B 5A JA JB j2A 1,9k 2B gurren 66 2C 1.8 2B gurren 66 5A JA JB J2A JC 2k 2C gurren 6C 2k use mid 6C it does 2.1k 2C j2A 1,8k 2C gurren 66 5A JA JB J2A JC 2.2k 2C gurren 66 5B JA JB j2A JC 2.3k 2C gurren 66 2C j2A 2.2k 2C gurren kishuu 2C j2A ad J2A jC 2.2k (high corner push) 2D: 6C 1.4k (high corner push) 5B sj JA JB J2A JC 1.7k 2C J2A ad J2A JC 1.9k 5C gurren 66 5A JA JB J2A JC 1.9k 5C gurren 66 5B JA JB 1.8k enma loop is not possible so far, from how much ive tried. JD: lolno 6D: heavy delay right as their feet take off the ground gurren 6C 1.8k (high corner push) enma FJ2C 2C J2A ad J2A JC 2.3k (high corner push) (mid screen) renka(1) enma FJ2C 2C J2A ad J2A JC 5C 3C 3k. the rest is common sense and what challeneg mode teaches you. combo wise. ex gurren 3c or so. MISC funny AU set ups 2D max 6C and watch them fly out the ball park. mugen in the corner tsubaki loop and end with shippu. *weird wall untech time, any time if your enma loop of so puts them close enough to the corner tag hotaru into the end of the combo, they will hit the wall and be unable to tec until the hit the ground or insanely close to it. this leads to higher damage out put for up tp 4k. alot of combos ive been doing end in a late JC into quick 6C in the corner. 100+ damage and just in case i cant 5C (3C) 6C gives some minor oki.
  12. im a patient person so ill wait till the 6th month mark, then go off from there.
  13. as much as i hate bang, that was pretty fucking cool. good stuff bro.
  14. I dont fully believe thats the case, the well known hakus are still doing fine, but the rest of those videos are of some random hakumens playing. I think they might be new to kakumen which explains their weird or straight out crazy choices. Most of these videos dont even have the haku players names, which says to me they are either new or not famous enough. If my conjecture is true then give it about 3-4 months.
  15. check in the haku CS2 final changes thread. its all there.
  16. oi, this thread is uh...well anyway lets not start something stupid in here. please?
  17. i only see 6B rc combos as the final hit confirm desperate kill. if the have low hp didnt block the overhead and you need to end the fight before it turns against you type thing.
  18. I highly doubt it, 6B still causes immediate tech on the second hit, so there is litterally no time to do it. Unless you RC the 1st hit into a normal or straght into enma. id say you best clear shot is for example: 6B(1)>RC>5B>enma>etc. 6B>RC>enam on the other hand in my mind seems like it would take too long to hit and they'll be out of hit stun by then.
  19. yeah thats what i ment. forgot the "[]"
  20. sophi add my info to your info, also i forgot to mention makoto can cancel 3C into 2A 6B and i belive i saw 5B.
  21. Yes its always from personal experience, problem is if you havent seen and dealt with said characters at or close to their optimal potential, then the information you post about it will be null and void. before posting info try learning as much as you can about the character in question, via videos, or even training mode by yourself.
  22. that would be semi broken.
  23. it was a fuzzy guard. her hitbox was still considered standing but her sprite was crouching.
  24. Racist... i will be able to play with Fiona soon...
  25. Zreb you forgot to put the "#" before the t=xMxS. otherwise the specific link quote doesnt serve send you straight there. its interesting btw.
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