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someonewhodied

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  1. But a TK feint can be countered easily. Theres a 50% chance of Mac guessing it right. Well more like a 66% chance of him guessing right since he will get mid no matter what and has to choose between high and low.
  2. First Match. This is when the match goes in my favor. The only difference when i lose is that Mac's haku gets in more.
  3. Lets see where these lead: Counter hit shenanigans: (Grounded Opponent) 236C>236D 6C(1)>236C (Air hit) 6A>236D 2D>236D 6D>236D 2C>236D 6A>4B(2) (In corner) 2C(8 hits)>236C 236B>4B(2) 236B>5DD 2C(8 hits)>236B All of these work, all are counter hit starters Also, i shall revolutionize corner rapid cancel combos: X>236B>(RC)>Pause>4B(2)>2147D>5Cx2>6C(2 hits)>236D>214D~C>236C>446A>Air Combo>632146D Should lead to more damage than X>236B>(RC)>5Cx8>6C>236C>Dash Under>6A>Air Combo>632146D
  4. oh my god, i forgot how much i loved jump cancelable 4DD It could make my 236C>5DD>6DD>2DD>4DD combos work without meter. (The only way to combo after 236C>[Filler]>4D is 632146D>5DD>236C)
  5. Well no one does it so i wouldn't know. I was sure you can 623A out of it, but Mac never does it.
  6. A lot. Its not that this is an easy matchup. Its just that 99% of hakumens dont play it right... But i've figured out so many things i can aboose. Like Blocked 6D leading to unavoidable 236D~C.
  7. Now i just need a way to get pressure off of me. I need a list of punishable links between haku attacks... Everything I try is beaten out by 3C.
  8. Lets just make it simple. If you get hit by 2C(CH), you WANT to burst. Eating 4.5, losing half your primers, and eating pressure is worth totally worth not taking 8.5 to 10K
  9. Huh. Funny discovery: 5A links after 2C(CH). Lets see what hilarious combos we come up with involving 2C(CH)>5A
  10. im impatient ok? dont judge me. I may have a matchup down perfectly (not saying this one, but just in general) but my jumpiness and impatience causes me to not play by it.
  11. They can if all you do is spam 6D, 5D, J.5D, J.2D, Backdash, and wheel.
  12. If you take into account the required timing for each thing, it should be the same as hitting them all right after another. Its sorta like Lambda's airgrab Oki 2BB>9j.B>3C>236B>5C If you catch a roll tech, the 2B will gatling into 6B and then J5B will come out, ignoring the 236B command, and j.5C will then come out. If 2B whiffs, however, 2B will not gatling into 6B, and 3C comes out. You can't gatling 2B into a jump so 3C is the next command that comes out, and then 236B comes out, and you can't combo into 5C command from 236B. Its just putting the timings of 2 or more possibilities together without them interfering with each other. For haku , 1AB>1BC>3C will make it so, like i explained it, you first time it so that you would have blocked a 236B or C, then hit AB, which will still give you a grab reject for 236A>BC from lambda.Then follow up with a 3C so that, if you grab reject, nothing comes out, if you counter-grab, nothing comes out, but if you blocked 236B or C, a 3C comes out. Just time it how you feel necessary.
  13. Lambda shouldn't be using a 236 A, B, or C if you block previous attacks in this matchup (Outside of wheel mixups). But if Lambda does, Just Press 1(Block)>BC>3C. If lambda does 236A, you have enough time to grab reject, or grab if you are fast enough. If Lambda uses 236B or C, you will still be in block frames when you press BC and it wont affect your 3C, which will force Lambda to get hit, block, or retreat. And if you get a grab when lambda tries 236A>Attack, 3C wont come out anyways so you wont waste time on a whiffed 3C.
  14. I mistime the frames you need to wait before you can use a wheel after the first one. Oh well. I have a solid matchup now. 6DD(Blocked)>236D~C Dont let haku near you and win using the chip damage. Barrier doesn't last forever.
  15. Haku being close up means you are close enough to be grabbed >=3. And on netplay, that is a big deal. No one ever grab rejects. Im not experienced at ALL with using haku, but i seem to see that Haku's most effective range is right outside grab range. (unless you are in the middle of a blockstring that will leave you out of that range at the end of it should it all be blocked. if that is the case, then its fine.) And i could be crazy, but it seems like Haku's 2B has very little range. Enough that you can be grabbed at around that range. Also like i said, i have no experience with haku. But I dont think 2B gatlings into anything without spending meter though. And meter could be used for much better things than a 214A that is sure to be blocked, a 236B that is also sure to be blocked, and 41236C that you can get hit out of. Or even 623A>Anything as you can be jabbed out of 623A last I checked. Of course, like I said, i could be crazy, since im just thinking of this stuff. I wont be able to see or test most of it till most likely the weekend.
  16. Mac beats me by timeout most of the time .-. Heres some tests I did: 6D is still the greatest move for lambda in this moveset. If you try to crawl forward, lambda can shoot a random 5D. If you get hit, eat 2K damage If you bind 6D, Lambda can spam 6DD and the second sword can still hit you. 6DD (Blocked)>236C is NOT a good idea for lambda. Haku is usually out of range if 6DD is blocked and lambda uses 236C. Haku can get a free 3C(CH) or 4C(CH) Still dont get hit or block 6DD. 6DD(Blocked)>236D~C can not be avoided easily. (Note the easily part) so getting hit or blocking 6DD gives lambda damage or a free mixup. 2B is useless for both characters as pokes or combo starters in this matchup. If you are close enough to do a 2B(either character) in this matchup and its not Mid-Combo, one of the players is doing something wrong. Thats all of the notes i took during my battles with Mac, what i can read anyways. (my scribbling is sooo hard to read.) Edit: Wait, more. I feel like an archaeologist deciphering my own writing. Haku can safely throw out a 5D, 6D or 2D between the following of lambda's links: 5A>6A 5B>5C 2B>2C 2C>5C 5C>4B 5C>6C
  17. .-. its so hard battling mac. We keep going even until i screw up and 236C instead of 236D~C and he gets a 3C(CH) or 4C(CH) combo on me.
  18. Lambda's 6D beats almost everything. Just ask Mac Chaos. He experienced my noob spam first hand. 6D picks up Haku's grounddash from about Haku's 4C range. 6D Picks up airdash 6DD>236C gives an air unblockable forcing you to barrier. Lambda can still safely retreat through you with 236A if you barrier. 6D picks up command dash about 1/3rd of the screen away. (Maybe a bit less) 6D comes out faster than Haku's jump and j2A/j5C/j2C (well, faster than if you jump and attack when 6 starts. If you predict it you can still hit it with your sword) 6D ONLY does not pick up a high jump 100% the time. its all based on perfect timing with Haku's high jump. Using a haku drive counter doesn't help either side. Lambda can jump cancel 6D so using a counter super is useless. You can still bind 6D with Haku's 2C but that can be predicted and Lambda's 5D(CH)>236C is big damage. Other than that, there isnt much you can do against a lambda that is spamming 6D AND knows when to stop and get away if you approach slowly. unless theres some way of approach im forgetting?
  19. I need to adjust to XB360 controller again first lol. During my 3 week XBL hiatus, i did combo practice on my 3ds, which has a slightly different feel to it. (Mainly DPad instead of joystick) so I need to fix that first lol. But im totally down for more matches lol. My connection is good, but it isn't consistant so I may disconnect occasionally. (Shouldn't happen all that often though.)
  20. I beat mac 2/3 times last weekend ;3
  21. 8.2K, 50% meter starter, gold burst after gravity optional (one gold burst adds about 500, 2 adds about 800) 2C(CH)(8)>214A>236C>445Cx8>4B(2)>632146D>5Cx8>6C(8)>236D>214D~C>236C>445Cx4>2C(Any amount)>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D
  22. Bah, i'll just buy it, rip it, and use XDVDmulleter to patch the region code on the disc or just manually hex edit the XBE file myself. Hopefully it isn't an XDG3 or AP2.5 game.
  23. Im not preordering it. I have an XB360 so I have to see if it is region locked.
  24. The songs I used were: X-Matic - BBCSEX Gluttony Fang - BBXGG Music Live 2011 Still In The Dark - BBxGG Music Live 2011 Plastic Night - BBCSEX
  25. Just from yesterday. Keep in mind i haven't played in 3 weeks minus scrub combo practice on 3ds.
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