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HexaNoid

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Everything posted by HexaNoid

  1. I'd just like to say that the number of reps shown isn't the maximum amount possible but a 'safe' number to do. It may or may not be possible to do more reps on some of these characters, but I found I was quite comfortable doing whatever number I've stated here. The starter I used for this test was: 3C > 22BBBBC~66 > 6C > Haida. Haida Loop Showcase Video Japanese Haida List (Easy) Line 1 : Tager Valkenhayn Hakumen Rachel Line 2 : Ragna Mu Taokaka Carl Line 3 : Jin Makoto Arakune Hazama Line 4 : Tsubaki Bang Litchi Line 5 : Platinum Lambda Noel (Hard) Ragna – 9 reps Simple enough. Make sure you do a 6C instead of 66C after the 2nd rep to give you enough spacing to carry on the haida. Otherwise you may be too close to him and drop the haida. Jin – 5 reps Relatively easy, but you’ll have to make sure you do a 6A > 6C after the 2nd rep or it’s almost impossible to continue. Doing a 66A after every two reps makes it much easier on Jin too. It’s possible to get more reps after the 1st 6A without using another one, but it’s more difficult. Noel – 3 reps Imposssible to do 22B > 66C on her, but 66A > 6C > 22B haidas work fine. Noel has quite a small hitbox so you’ll have to be careful on the timing however. Taokaka – 7 reps Really easy. Her hitbox is a lot bigger than it seems so you should have no problem nailing the haida here. As always, make sure you correct your spacing with 6C where necessary. Litchi – 3 reps Tricky as you’ll need to do a 6A > 6C extension for every rep. It’s possible to do a straight 22B > 66C on Litchi, but her hitbox makes it really awkward and more often than not it’ll drop. Tager – 11 reps Lol Tager. If you can’t do the haida properly on anyone else, here’s a good place to practice. Tager is probably the easiest character to haida and you shouldn’t think twice about using your haida on him. 6C spacing works fine where necessary and [6C > 22B] x3 in the corner works too. Lambda – 1 rep Near impossible. I would go as far as saying never try and haida Lambda, but if you ever do the 66A > 6C > 236A > 66C > ender route is the way to go. It's possible to haida her using the Luna Loop (22B > 22B > 662B) 3 times off of 3C, but the repeated use of 2B in the combo kills the damage. Hazama – 5 reps Similar to Jin, you’ll want to do 66A > 6C > 22B after the 2nd rep to keep it going. Tsubaki – 5 reps Tsubaki has a strange hitbox for haidas; it's possible to do 66C > 22B on her, but you have to be pretty far away from her to get the 22Bs to connect. After the third rep of 66C > 22B, you'll have to do a 66A > 6C to extend it while adjusting the timing of the next 22B accordingly as she may be a little too high for it to connect if you do it immediately after. Hakumen – 8 reps Another easy character to haida. 6C spacing works fine here too. When trying to catch him after a Silencer Dash Cancel, remember to use 4 Bs instead of 5 as 5 Bs tends to push him to far away to be caught with 6C after the DC. Bang – 3 reps [22B > 66A > 6C] xN works fine and isn’t too difficult to pull off on Bang. 22B > 66C haida does work on him but the timing/spacing can be awkward at times; you have to delay the 22B by quite a lot to get it to connect. If you do try the regular haida, 66A after every 2 reps is recommended. Arakune – 5 reps His hitbox makes it a little difficult to space yourself, but it’s actually fairly large so getting the loop down on him shouldn’t be too tricky. 6C spacing doesn’t seem to work here, but after the 3rd rep it’s possible to extend the haida with a 66A > 6C. Carl – 1 rep His hitbox is a tiny bit bigger than it looks, but it’s still kind of difficult to haida him. 22B > 66C and 22B > 66A > 6C both work, but it’s hard to get multiple reps on him. 6C > 236A > 6C > ender is a more stable option. The Luna Loop is also another alternative to use. Rachel – 10 reps Actually has her own specific haida – 22B > 22B > 66C. Large hitbox makes it easy to haida her. 22B > 22B > 6C works in the corner. 6C spacing works too but isn’t really necessary. Mu – 9 reps Similar hitbox to Ragna. You'll need to adjust the spacing with 6C > 22B after about the 2nd or 3rd rep, but it's possible to haida her without the use of 6A. Makoto – 7 reps Similar to Ragna. 6C spacing is needed to keep the haida going as you’ll be too close after about the 3rd rep to continue. Also, 6C > throw whiff > 6C seems to be the easiest (if not the only) way to get the haida started without it dropping due to Makoto’s height/hitbox. Valkenhayn – 11 reps Almost Tager-easy. 6C spacing is easy to pull off here and you have a ton of time to do 66C even if you thought you were too far away to pick it up. Like Tager, you want to be using your haida on Valk whenever the opportunity arises. Platinum – 3 reps Small-ish hitbox makes haida quite difficult beyond 3 reps. 66A > 6C > 22B needed to extend after the 2nd rep.
  2. If you do 22B too early it won't connect, but If you do it to late they'll tech out. Basically you wanna leave a slight delay in between 6C > 22B but not too long. You'll get it with enough practice.
  3. http://dustloop.com/guides/bbcs/frameData/noel.html - CS1 http://dustloop.com/guides/bbcs2/frameData/noel.html - CS2 That should give you all the information you need in terms of changes to invincibility frames. 5D is now 3-15f invul instead of 5-19f.
  4. It's a gameplay change. j.4D now always hits behind you, hits low and is a lot faster.
  5. You won't have to beg if you steal.
  6. You're putting Halo before BlazBlue? Priorities, son.
  7. Oh, I know all that stuff works. I was just assuming he wanted the j.4D in there for some reason. I know 3C leads into more damage in the corner, but I figured he wanted something flashier lol.
  8. Okay, I had to change the above combo in a few ways to make it work: 3C > 22BBBBBC > 66C(2) > j.4D > d.2D> d.623D > 6C > j.D > d.6D > d.6B > d.5D > d.5C > d.236D - 4,220 The rest of the combo wouldn't work and any alterations I made to try and extend it ended up with the opponent teching. It's flashy I guess, but somewhat impractical and not worth doing in a match since there are other combos that do similar damage and are much easier to pull off.
  9. Not too sure about the first thing yet, but in terms of getting people to jump away I've been messing around with a few things we used to do in CS1. Things like BT > 6C > they tech > sjc.airgrab or Fenrir > 5C > they tech > sjc.airgrab are still things that'll probably work in some situations. Just remember to do a super jump so if your grab whiffs you're not totally screwed.
  10. I'll try this out tomorrow if no-one else can do it now. Just remember that you can't use 6C(2) twice in a combo because the proration will make it impossible to do the rest of the combo. Change SR > 6C(2) into SR > 6C and it should work fine. I'll get some damage numbers for you tomorrow.
  11. Yeah, I've always found Haku's hitbox to be a weird one for that loop. At any rate, just delay the 236A for as long as possible in that combo and it should work. If not, just know that you have to omit the OpticA on Hakumen when you do that combo I guess.
  12. That really depends on the combo you're doing and maybe height I guess, since I've OB'd Hakumen quite a few times before. What combo are you doing and when does he tech out?
  13. Maybe if I had 100 heat. :P What's the combo?
  14. Try practicing on other characters (Tager maybe) and see if that works. Then if you get it down on him, start trying it on others to see who it will and won't work on. Otherwise just go for 66C > 236A > 66C > xxx instead.
  15. Not really. You shouldn't really be doing that in game as it's really iffy to pull off. Good combo video material, but otherwise forget about it.
  16. Not always. I've found that on some rare occasions 6C > BC > 6C will whiff on the second 6C (due to spacing I'm guessing) but 6C > slight delay > 236A hasn't failed me thus far. You're right in that the throw whiff can be used for height adjustments sometimes, but you just have to make sure you know when it'll work and when it won't.
  17. Do you mean the d.6D won't connect? Because if you're hitting d.6D then d.6B should usually connect connect. Anyway, if you're having trouble connecting d.6D after j.D then it's all about the height. Once you do 214A > 2B > 6C, remember to leave a slight delay before you do 236A otherwise your opponent will be too high in the air. I'll mention that in the combo thread too to avoid any more confusions.
  18. Can't help it, man. It's in mah blood.
  19. That's okay. As long as you can make the thread and update it when you have the time that'll be fine.
  20. Definitely the purple one.
  21. Since you have the game already, would you mind making the new thread, Fire? As you can see we're in need of an updated one, so if you could do the honours that would be great. I'll be messing around with Lambda throughout this week, so I'll help provide combos as well.
  22. Man, they were everywhere. I won't lie though, it was pretty fun wrecking everyone's day one Platinum. :bad:
  23. Hey guys, who wants to see "Training with Yoshivi pt.2"? Just kidding.
  24. Even if you don't say it, I know you're thinking this:
  25. That would be great, Heat. I haven't actually gotten the game on PSP yet, so I couldn't verify these changes or make them more clear/in-depth; they were for the most part copypasted from the changes thread in the BB Gameplay forum. I pretty much added this thread because we were lacking one so if there's any information you feel needs to be changed or something, run it by me and I'll update the first post. Of course, I'll also be willing to help you out with a frame data comparison if you need my assistance.
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