Jump to content
Dustloop Forums

Hintalove

Members
  • Posts

    429
  • Joined

  • Last visited

Everything posted by Hintalove

  1. you can cc into combo on normal hit too. The problem is that johnny will hit you out of it if you don't do it super early with his stupid 6h(I think they designed that move to fuck hos). I hate this matchup honestly. Johnny having poor tools to get in with in AC is irrelevant seeing as hos has to bring his game to you and you have an option for shutting down every option he has, it's just a matter of not doing the wrong thing. I'm kinda realizing now that I kind of have to play the match like Zappa, in the sense that getting hit by a coin must be avoided at all costs. One thing you have to remember is to do iad combos where you can. Honestly they aren't that hard and even adding in an extra jp s h into your sweep gattling is fairly substantial. The other thing I hate about johnny is comboing him. My initial instinct is to always go for dloop on him since he weighs 10 tons, but it never really works. Off a midscreen gb is the best thing you can really do 5s ji h sj finisher? Can you do any of those tricky 5h sj d dash s d combos to him? Or is that pot only?
  2. I do what any respectable hos player does: Chose a direction to jump and start mashin' that jp. In all seriousness it mainly has to do with my opponent. If it's some one with a move like test 6k or venom 6p/h then usually I just slowly advance in or jp and then dash back or forward depending on what happens. If they don't have anything fast and long ranged, then just dash momentum 2h or 2d for the ch, sometimes f.s. Jumping back is safe vs like every one but axl so thats another good way to start the round. I used to think it was super important to mindgame a hit into the start of the round but I have since come to realise that establishing a neutral situation or something slightly in your favor is much less risky and still rewarding in most cases.
  3. So, lets say I throw Sol into the corner from point blank. Currently, my combo of choice would be dash jh d dj h d land 5s sjs h d (236k depending on the character/if it would kill). I know that right off the bat it's not optimal because it lacks a hji, but hji included is there a higher damage varient bnb? When going for full dloops do you running jump after landing(I don't think that would really be possible...) so you can get the land 5s sj part? Also, on characters that dash jh is unreliable on(DI, JO, SL, ED.. ect..) if you want to relaunch what is the proper course? you're never going to get a relanch from dash 5s > dloop right? Is dash 5s > dloop > 236k the best damage you can hope for on those chars if you're in the corner point blank? I know that this info is already technically available at the start of the thread, but the manner in which it is represented and the way in which it was compiled leads it to be kind of hard to interpret. for the tl:dr croud: Could some one summarize advanced corner throw bnbs? My current combos for normal weight/tallish characters and non DI/MA females are pretty solid but when ever I start a combo with 5s it feels like I'm just opting for the easy way out(or baiting a burst, but thats another story). Thanks
  4. Hase ocving kazuki's team could very well be the most legendary gg I have seen to date. It was insaneeeeeee
  5. If you do it close enough to them/with running momentum your opponent wont leave blockstun, even from lv1 bhb as long as you follow it up fast enough. I think you are probably just doing too long of block strings and ending up too far away when you bhb frc and getting hit as you try to make up ground. To change topics, does any one use the whole AC FRC fafnir move? It seems like a waste of tension, because it's just as fast to do fafnir following a non-frced ri. Is it just when your sitting on purple meter and getting that extra lvl makes it worth it?
  6. To get the most out of your frcs you want to buffer your dash into the frc, like 236p d 6 frc 6 so you're dashing right out of it. Same concept as the double dp but with a dash. Just input half the dash right before you frc and hit forward and you'll get it. Very helpful with bhb.
  7. The only issue I have with Kanagawa on Sunday is that there might be a party for one of my friends who is going back to india for her work for like another year on monday. Kanagawa is still pretty far out from tokyo but those guys probably aren't going to start up till like 6 or 7 so if the tourney is early enough it wont be a problem.
  8. You gotta read closer. We got tricked into thinking it was a kokoichi, but it turned out to be another chain that is more like a fancy family restaurant. As for hos players, 0 is by far the most consistant and I'd even say skilled player. He's kind of like a KA2 of hos players. He plays conservatively in the sense that his defense is very strong, but once his offense gets rolling getting him off you is a pain in the ass. As I've said in other threads, I've never walked into an arcade where he was playing where he didn't have a streak going. Mike, I'm still up for spending the weekend in gunma, but the Tochigi one on tuesday I think is a no go for me. Got a picnic in Ueno it seems. I've been playing lots and lots and as it stands I feel I have actually managed to make some significant progress, but having a ps2 would really help with my combos.
  9. How about notation some proper bhb combos?preferably starting from some where around lv2.
  10. I think hos' acceptable bnb lvl has gone up considerably since that post's creation, but it still is true for the most part. While hos has threatening damage in some situations, and decent to even good oki options, his risk/reward ratio is no where near as good as say slayer or jam. get comfortable blocking, because sadly hos' only answer to a lot of things is going to be IB > SV/something risky. I would like to say however that while the slayer match is fairly stifling, I wouldn't rank it as one of the worst. He still has to get into hos's sweet spot to run his game on you, so any slip ups can potentialy turn into opportunities to take initiative. I would say pot is fairly bad, as well as typical good zoning characters like test/faust/eddie. Axl actually fairly easy to get in on compared to other zoners as long as you respect his chains. It's one of those matchups that will teach you of the evils of jumping.
  11. just buffer a cc into every random aa hs you do.
  12. Did you guys win in Chiba?
  13. As long as the normal is fast enough and executed properly, most jump ins can be safe. Potemkins dont just sj because they get more options, but because in general it negates most characters' wake up options as well. I love safe jump in meaties too much probably, and only really nail them like half the time(lol I suck). I like them vs sol/robo/any one who likes to reversal on wake up. I think you can even use them to beat back dashing, especially the longer ones.
  14. Is there any time it actually facilitates combos though? All the cited examples already have points you can JI at inside the combo so it seems kinda pointless, like jh 5k ji 5s. Considering you can hji off like all most all of his normals, I don't see how this would give him anything he doesn't already get :/ I can see for ino though, getting to JI with out doing jcable moves. I guess you could do something like jh 2p 2s lv3 RI, but why you would want to do that when you could do jh fafnir or jh 5s 5h lv3 RI is beyond me. On another note, how come we never see jh fafnir in matches? Just too hard to predict the deep enough jh?
  15. is js burst safe? Like if you do 5h sjs and they burst you'd be able to block it?
  16. What is the most damaging burst safe aircombo? Preferably out of a hji 5s or 5hs?
  17. Any well timed meaty can beat a wake up buster, because it has vulnerability at the front end. I think what the others are trying to tell you is that 5k is 1f faster than your other fast options and when you're dealing with 3f of vulnerability and the fact that pot cant crouch under 5k, it is your pot stuffing move of choice. For example, any time you want to poke out of pressure and you're in range, 5k is the move you should throw out. As for me, I just jump out and collect my free combo when pots start getting predictable with buster. One thing I've heard but haven't ever spent the time to confirm is that jump startup is also throw immune. Any one have hard facts about that?
  18. That pizza place we went to in Ikebukuro back when I met you is a shakeys too. They have the same lunch buffet deal, and its right by the sega place over there. Good games and good luck this week. I'll probably come check it out and play some gear. Where are they at?
  19. Just for the record, SV will not beat a late js
  20. I don't know how I didn't notice before, but those recent combo vids had people doing sj.d at the begining of sj combos and pulling people back down into kd range. Any one tried replicating that? As cool as dj.d kd combos are I can't believe I didn't notice the sj combos that were ending in dloop to kd :O
  21. Not that this is eddie specific, but it fits with him as well as any one else: How do you build chage against characters with full screen presence? Just through brief manual charge and in block strings?
  22. You're also forgetting the more artsy hos combos that are pretty common in current hos vids. jh CH r.5s > full dust loop Anything > sweep l2 bhb ac frc > air combo/ jh-d djh-d brp Corner gb combos are crazy, but corner gb are some what harder to get than midscreen. Basically his damage becomes very respectable in the corner, and his tensionless midscreen stuff will still get you dead in about 3ish combos. All that said, I don't think the failing of hos is really in his damage so much as having no screen presence(outside of savage fang) unless he's riding your face. Many characters limit him from getting into a position that allows him to utilize his damage if they play the matchup correctly. I'm curious to see if any hos players spend the time to get down those meterless kd dj.d combos, and if they'd be worth it.
  23. 2k also goes under his dp and leaves you better off on block than 2d due to options. You can't really get predictable with 236s because he can stun dipper it on reaction for a free combo. Also, he can 6p FB PB if you get predictable with that too. As for his oki, just blocking it is generally the best option, except against cse where you have the option to parry.
  24. Ok, show of hands. Does any one actually go for real oki outside the corner? If you have a charge already, the stuff you can set up off of a sweep seems to be pretty limitless, with crossups, double cross ups, fake over heads, ect, and you can always go into the traditional 6h/2p shit when ever you want. Admitadly, this is only really an option if you can iad dp like a mother fuck, but it's there and I would assume it would be pretty funky to block, especially if you'd never seen it.
  25. My source happens to be the internet.
×
×
  • Create New...