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entnervt

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Everything posted by entnervt

  1. That`s it!! Imo is Hakumen the best balanced character in BBCS. Nerfin´ him is a joke.
  2. B? Only when the Tsubaki-Player charges the 22D. TKHotaru is the better option. Without magatama barrierguardjump(9).
  3. I must apologise, I have probably made a mistake with the 3C after 4C CH. I`ve tried 4C(CH)>3C>2B>214A>66>5A>and so on, but the j.A after 5A won`t connect. Maybe my opponent when I did this combo missed to tech out of it. And I thought the combo-counter was red. Sry for that one.
  4. Hm, also a intersting option. Never thought about it. Thx ryoko. I`ll try it asap.
  5. 3C x 2 or 6C deal a good dmg., but 3C>2B>and so on are imo more efficient, to move the opponent into corner. But this option depends on the distance in which you CH`d the opponent with 4C.
  6. Jump Ins with BG are imo a good way to bait her dp. It`s a free combo, when her dp is BG`d. After getting her with that a few times, she`ll think about using it again. Without it, she has no AA left in her arsenal.
  7. If you land a CH with 4C, it depends on the distance to your opponent. If the distance is not too big, you can 623A+A>jc>f.j.2C>and so on for example. But the 623A+A must be performed quickly. If the opponent was close enough (sometimes that can happen), you can follow up with 3C>2B>214A>66>5A>jc>j.A>j.B>jc>j.2A>j.C or 214B>5B>sjc>j.2A>f.j.2C>\/>2C>and so on (depending on the distance to the corner).
  8. Watch Hakumen closely during this combo. After the jumpcancel you perform the falling j.2C when Hakumen is drawing his legs. The 2C must follow immediately after landing and, when we`re already at this point, you release the stick/d-pad during the animation of the 2C and move it quickly from 2 to 9 and back to 2+A to superjumpcancel the 2C into a j.2A. After landing this hit you enter 66 in air for the airdash and hold directly 2 and press A for antoher j.2A. After the j.2A hits the dummy (or oppenent) you press C with a very short delay. When you`re able to perform this combo constantly, you have gained a good tool to transport your opponent into the corner. Starters like 5C or the mentioned 214B(1hit) you can add to your training for 623A+A>jc>j2C>\/>2C>sjc>j.2A>ad>j.2A>j.C (the combo we`re talking about) to get a feeling for it at different situations. 5C can result in an abare-combo (a combo out of an accidental hit) or the 214B(1hit) to open your opponents guard.
  9. Question: I played only one Bang until now. If the Bang-player jumpcancelled a blocked combo into j.4B to cross me, I just jumped backwards with him and did j.B. Sometimes, when I timed it right, I was able to combo 5C>whatever him after landing. Was it just luck or is j.B under this circumstances a useful option? The Bang player wasn`t that experienced, tbh. And I nearly always could land a hit with the j.B.
  10. I played my first Carl-match just minutes ago. 4C is da shit:yaaay:
  11. Now I have a question myself. In starter>66>5A>j.A>j.B>jc>j.2A>j.C the part j.B>jc>j.2A comes out too randomly in my case. Especially the jc>j.2A comes out too late. The dummy/opponent recovers during j.2A. Any tipps somebody?
  12. I only played one Tsubaki since release of the jap. version. But what I can say, after playin´ this Tsubaki often, that it is not that easy as qwerty mentioned. Spammin´ j.C or 4C can end in eating a damaging combo. But using j.C and 4C wisely during moving forward and zone Tsubaki into corner and bait her dp (or other punishable stuff) makes her a harmless opponent. Especially if she`s cornered, it`s up to Hakumen, to rape her;)
  13. As soon as the 2C comes out, you release the stick/d-pad and then perform very quick 2>9.
  14. @Spark: Correct me if I`m wrong, but isn`t that fact (the not connecting j.C) the reason to use 66>5A>5A>jc>j.A>j.B>jc>j.2A>j.C after BC? Iirc, the opponent will move higher and the j.C will connect.
  15. Btw, nice stuff. But wouldn`t it be easier to understand for players, which are totally new to BB, if combos like 5A > sj.A > sj.B > sj.2A > sj.C (0 stars) would be marked with (AA) as antiairs? We all understand the situation to use this combo, but somebody totally new to BB?
  16. Oh, sry, I got you wrong. I thought you`re talking about f.j.2C directly after j.D.
  17. The vid you linked me is not avaiable on yt.

  18. Nice, then I hope, some of my in the other thread posted combos are useful for you.
  19. If I got you right, you mean * 66214C or 2147C>5C>623A+A>jc>f.j.2C>\/>2C>j.2A>ad>j.2A>j.C dmg: 4948 I must thank you, I postet it wrong first (forgot f.j.2C>\/>2C). The dmg was correct in my 5 Magatama section, but I simply forgot to write down this three steps^^ I tried it several times now and BC>214B>2C>j.C>j.2A doesn`t work. It won`t even come out as whiff. And to your qestion at mAc: the opponent is always thrown up to the moon after j.D and Hakumen lands. So you can`t combo on like after j.BC. After j.D it`s imo the best to combo on with 2Cetc... EDIT: I added some combos with 5C>3C ender to the 2,3 and 5 Magatama sections.
  20. The only thing I found to let the enemy fly with 6C(max) is after 6D. But that`s not a FC. I tested some things with 6C(max) as FC, but the dummy always is staggered.
  21. Tbh, I thought with my CT-experience there would be no problem, to learn the "new" Haku since I never played another char. But the timing for f.j2C is different to f.j.C since the startup is slower, to name one example. And I`m not very talented as fighting game player. But compared to Testament in GGXX AC, which I`ve started recently, it`s easy;) But CT was my start with arcsys-games and they`re a science of their own...but they`re so cool, you gotta love `em
  22. Okay, I`ll give it a try later. I fear that my execution is overtaxed...
  23. My wife`s at home now, I must test it later, sry. But those corner-only combos are not possible. you can`t perform a j.C and connect j.2A>j.B.
  24. @Re4L14124c: um...how should 2C>j.C>j.2A>j.C after 214B work? @Leonil: by simply pressing one button (at my config it`s L2) the names switch to the notation necessary to perform the combo. EDIT: And post a combo, that`s possible. I mean, 2C > hjc > j.C > j.2A > j.B ? WTF? You can`t be serious.
  25. @aeonphreak: thx, I forgot to edit those in the original list. I must add a j.C a ender to them. And you`re right, you can end with 5C>3C but it`s a little bit more diffcult to time. But I add that one of course. EDIT: I`ve corrected the combo and now the dmg is 4880. EDIT2: I`ve done your optimized combo and it`s even 4921 dmg. EDIT3: Actually 5C>3C as ender makes sense since you`re in the position for okizeme then. Oh, and I forgot that I started the combos with 5C. So, your optimized one makes really 4620 dmg without the 5C as starter.
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