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banshee

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Everything posted by banshee

  1. If you guys mean "air throw cancelled into Tsubaki", I don't get that "Air throw > 63214C" notation, otherwise pretty good work there with those combos
  2. so has his air throw range been increased as it was stated in several loketests?
  3. CS1 Back Throw > RC, especially when cornered
  4. Are you talking about 214B -> 236B? You'll get used to it, it's actually a buff.
  5. Hm, in general I like your idea. Regarding your list, though - let's say I want to find out what to do after a CH 3C... where would I find that information? On another note, here's a little something: (0) 2D > 2C > jc. > j.2A > ad > j.2A > j.C (1996) (0) 6D > j.2C > 2C > j.2A > ad > j.2A > j.C (2410) - might need to walk forward a bit or jump cancel a hop, needs confirmation Corner: (0) Throw > 2C > sjc. > j.2A > j.2C > 2C > jc. > j.2A > j.2A > ad > j.2A > j.C > 5C > 3C (3130) - skip 3C for better Oki
  6. This. Numbers collide with the directions for the moves. I'd prefer something like this. Nice idea though, let's get started with the brainstorming for CS2.
  7. I think I've seen 3 loops only in CH combos. They got really dangerous in CS2...
  8. Hm, correct my if I'm wrong but I think 2B > 623AA connects in CS2
  9. That's correct, from what I've seen so far you're too high to hit with the second j.2A. Most of those Hakus just use 5D > 2C > j.2A and then air dash into j.2C to continue with the pressure.
  10. shirushi (jin) vs. zayasu B (haku) that guy played really well and the match itself is outstanding...
  11. http://www.nicovideo.jp/watch/sm13276093 15:44 - Kanimiso vs. Lambda sorry, too busy to put it on YT, but it's definitely worth the watch. That guy is sick...
  12. Now that's something I don't understand when I'm watching those videos. IIRC 5A > j.2A now connects. So in theory, shouldn't j.2C > land > 5A > jc. > j.2A > ad > j.2A > j.C be the better combo, i. e. making staircase obsolete? I'm too lazy to do the proration math but it carries your opponent much further and you have a stable knockdown if you reach the corner. What am I missing here?
  13. Try to do hop 214B for practice. If you get - a blank renka, your dash input was incorrect; - a B attack, both your dash and 214 input were incorrect; - dash into renka, you're too slow; - dash into B attack, your 214 input was incorrect; - dash into nothing: dude, did you even press a button? - nothing: uninstall BBCS
  14. Doing the move during the animation won't work. If you have issues with the correct AD: - check your inputs via trainings mode options - instead of trying to do the move as fast as possible try to do it as slow as possible (i. e. wait a looong time after your first j.2A). The next j.2A will whiff, so reduce your delay in your next try just a slight bit. Rinse and repeat
  15. Thanks for all the information you've given us so far. j.C > 6C seems to be awkwardly hard to connect now that j.C's untech time has been reduced. I guess it's character/height specific?
  16. True, that's why I said its main advantage is to carry people into the corner. In CS you need to be close to do that (unless CH) or throw out random Gurrens. Besides, 623AA loop should return at least 1 star, even in CS II.
  17. I guess this is confirmation that 4C > 214A > 623AA > etc. works. Granted, the damage isn't that high, but the ability to carry the opponent into the corner off a fast, long range hit is a huge buff IMHO and a very nice tool in Haku's arsenal
  18. TK Hotaru > back hop Hotaru, since it's faster
  19. it doesn't have to be 5, though. You can just as well do (1C>4>1>9), works better for me.
  20. I've seen lots of Japanese players skip 3C in the corner lately and instead go for a better oki. 6A seems to be one of the options, another one is to wait a bit and then do 2B > 214A. 2B catches their rolls and auto-hitconfirms into 214A > combo. This might be the worse option if they neutral tech though, so someone with more experience may give a more detailed answer
  21. are you talking about a specific situation? why would you do 623AA in the corner anyways?
  22. I've read this a few times now. any source for this? cause all I found for the last loketest was we know from earlier loketest that Hotaru wallbounces, so I can't quite follow your assumption that it's not comboable outside of corners. I think 66214B > land > 66 > followup may be possible *fingers crossed* edit: typos
  23. some a-cho haku footage for those of you who haven't seen it yet: batch 1 - http://www.youtube.com/watch?v=V9G1jFf1zgg batch 2 - http://www.youtube.com/watch?v=8lEmCvP_SaQ batch 3 - http://www.youtube.com/watch?v=2JB9E8bOM1s batch 4 - http://www.youtube.com/watch?v=Ev93klbh_u0 why does he deliberately skip 3C in his BnB corner combo? to punish tech rolls? also nice job blocking his opponent's bursts by going 623AA > jc > j.1C. I always have a smile on my face when that happens in my matches edit: typo
  24. if your Enma hits as low as possible you can do a normal jump (at least on certain characters). best thing for me though was to learn to do all the moves as early as possible and just use sj every single time.
  25. I guess Renka's wall bounce only works after the second hit, so no big deal for me since I usually cancel it into Kishuu > Enma (let's just cross fingers this change doesn't f*** up corner combos). removing the follow ups for Zanshin seems just plain stupid to me. they could just go ahead and remove his drives altogether then... IIRC I've read that j.D could be followed up by air specials during the first loke test. I think I could live with that... edit: what do you guys think about Renka's new command (236B)? I'd happily accept that
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