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psycofang2

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Everything posted by psycofang2

  1. chances are from his C speed. he will be one of the slowest zoners i have ever seen. hopefully they dont make anything stick.
  2. it appears they just made it harder to do. like it wasnt already.
  3. oi... you must be speaking of hakumens challenge mode. heres the thing its vs Bangs hit box so you must be precise. when you 2D>hop>5B immidiately jump cancel 5B into jA>jBthen jump cancel again into j2A>jC. you need to be quick, do not delay it. and for terminology heres a list: these are all from the player 1s side. 5A,B,C,D: standing, or neutral position. 6A,B,C,D: forward (holding your characters forward movement direction) 4: move backwards, also it causes you to block if you are under attack. 2A,B,C,D: (holding the down button) 3: (holding down/forward) mostly just for hakumens 3C (sword sweep) 1: (holding down/back) usually just the down idile stance unless under attack. 7: (holding up/back) causes you to jump back or if you are under attack to jump and guard. 8: neutral upward jump 9: (holding up/forward) jump forward. SJ : super jump tap 2 then 7 8 or 9 to super jump. jump cancel: some normals will allow you to hold a jump input as the normal hits. they have different requirements as well. for example hakumens "2C" (down C) if it is blocked you cannot jump cancel it. but if it hits , while holding 7 8 or 9 you can immidiately jump right after the hit. D cancel: haku as well as some others can drive cancel. this is a new thing for hakumens. it is pressing his D button as he uses 1 of his drive cancelable normals :5A ,5B,2A,2B,6A and 6B. he cannot drive cancel his c attacks. as for imputs for example if you wanted to input Gurren (crimson) you would input 214A (down, down/back, back + A) that kinda thing.
  4. im gracing this country with my brilliance. unlike you...living in the aborted baby of new york and pensylvania called new jersey...:v: im here on business, lol stay dead new jersey and ur update loopz, so S teirrrrrrrrrrrrrrrrrrrrrrrrrr

  5. im just thinking it will bring back the old : 5C x N >dash through> 5C x N>dash through> x N
  6. yeah np i was in alot of pain, so yeah. sorry dude.

  7. twitter is god of fb. and japan will always stay one day forward in time. fuck japan.
  8. any videos? or is this all blog info?
  9. you should have just topped right there...play CT BEFORE stating a counter argument. @sophi how much slower is CS now? i forget
  10. gtfo mah page, new jersey. :v:

  11. his low special: the kick + follow up kick unless IB you Ibed the first kick this is unpunishable. his 236C is an overhead strangely. so if you are constantly blocking low they might try to hit you with this, hense its not really a good idea to stay too close. that pretty much sums up my experiences and uses with valk. take it how you will and do be careful. EDIT: also everyone just needs to be patient, sparks keeping it closed for a reason so just wait.
  12. eh ill asnswer this question for you through my own experience so take it how you will: valk, hes slow (in human form) good damage (in human form) and a few little mind games here and there. in human form: watch out for his 6C, imo it feels fast. it cancels from 5C, and 2C. usuaully you just block low, so REACT to this overhead, do not expect it. his strum wolf DD has more loose holes than a 5 cent hooker. you can easily 5D the the DD on start up or very late use 2D or 6D. if you are in the air late chain jD>jD to counter the second blow. 2D and 6D work if you block the first hit. afterwards just if you didnt counter this yet, IB the rest of the DD until just before the last kick, then 2D,6D into whatever, if you IBed you should have at least 2 stars. vs his Air DD jD,5D<and 6D kills it. he has very long pokes, so only use 4C at near max distance, or they can IB it and respond with a 5B CH (bad for you) into a deadly combo. imo his pokes feel fast as well so dont 3C at close range. also beware of his 2C, it is a legit anti air and i myself have no problems AAing an IAD happy haku. 6A can also be "counted" as an AA due to its auto-guard. his pokes are slow enough to IB easily, but it puts you in so much block stun that its hard to counter between say : 5B>2B>5B>5C. its legit and cannot be countered so wait for a good opportunity. his strum wolf DD can easily be used as a reversal, kinda like daifunka just not with the insane invincibilty, it has good invincibilty, and if you are not careful or being careless with 2A,5A,4C poking you will eat it if they choose to use it. his air DD is terrible outside of combos and quite easy to block. butt his damage isnt something to be laughed at, one wrong move and you lose 5-7k hp. his jC is also something to watch out for, it feels faster than our jC. also beware FC 6C. in wolf form: the damage is minor. tsubaki level. but his wolf form isnt ment for damage, its ment for the insane amount of heat he gets per hit/block from wolf cannon. the command grab is strong but a quick 2A,jA depending on your current position knocks him out of wolf form. in wolf form his A is a solid low, his B is a mid/high also air unblockable so barrier. his wolf C can be dangerous because he can immediately dash at you the revert into human form and do w/e so be a bit on guard. all in all this match up imo goes around you being careful with your moves: his shoulder rush specail is +2 on block so dont try to mash out, just relax and be patient.
  13. hes right CT was faster. sophi quit posting correct information, ppl ignore those.
  14. i know i keep bothering you, but its only because i love you. question do you have the download link to : Draw the emotional - for a sick boy album??? \(?_?)/

  15. whorin it up 24/7 :v: now gtfo my page.

  16. there is a height limit that determines whether to sj or just jump. if you catch them as late as possible with 2C then no dont jump. but if you land it as early as possible (while still being able to do the whole combo) then yes sj is necessary. also if you do 214B(1 hit)>236AA>into jC combo then sj is completely necessary.
  17. 1) i can barely understand this but: from what you are saying, you are still in block stun when he attacks from the air? otherwise you are using his 2C ( his head invunerable) anti air too late possibly or too early depending? i have never run into valks AA trading off against hakus attacks unless its hotaru, 2C hotaru late for a CH if he hotarus in the air. if he TK hotarus then just block. 2) also if he uses JD vs your strum wolf DD he can chain JD again to counter the second hit, then you lose 50 heat and you are in a bad position, hense why you shouldnt do it. vs your air DD JD will beat it. save it for combos. 6) do try it. i only labled 1 or 2 examples. watch this valk : http://www.youtube.com/watch?v=pHSWrjRSI3Y you'll see alot of what valk can do. 7) yes 4C is good, at max range, if you are mid range, or closer your 5B can beat his 4C and CH hit him because the entire attack puts haku in CH state. at max range you can either use 236A (shoulder charge) because its +2 on block. the only way this can get countered is if your friend is expecting it. even then if you feel he is use 236C it has slower start up and can CH him out of his D stance. or you could block and rethink your approach. i used valk vs good hakus, 4C isnt bad. jC is. also if you must know. im testing everything i say or think before i type it. i have also done these things im posting. -minus that video. that player is god teir.
  18. yeah but if we want to play other players we pretty much need to keep with the updates. also the DLC characters will only work on said updates.
  19. this is making me sad. if haku is becoming what mac was pointing to...i dont know if i can still main him. i liked CT haku, close game was beyond awesome. CS he got a bit worse but JC gave me more room to do what i want to ppl. now...oi...i dont know anymore. even if its a loketest, if this stays then damn im out of a main. he was the only one that fits me.
  20. i have "logically" stated as to why they are trying to nerf hakus D. here: http://www.dustloop.com/forums/showthread.php?10246-PSN-General-Mk.V-MAAAAAAAAAH/page45 near the bottom second to last post. page 46 explains hakus C attacks and his very existence im good with words...
  21. its a test yo. it might not even stay.
  22. yeah problem is...vs good ppl they dont stalemate that long. like 3 to 4 seconds. everyone i fight never gives me a second to breathe let alone amass mags. hakus sword really isnt that difficult to get around unless you are A: running straight at him or B: being predictable. ive used multiple characters vs good hakus, and the only thing that even barely gives me trouble is his D counters. but thats my fault for being predictable.
  23. its still fun to bitch about them.
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