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someonewhodied

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Everything posted by someonewhodied

  1. Tao a bad matchup? Just run and 2C the lunges.
  2. I'm fine with the changes as long as you can still do her midscreen combos and she doesn't lose any gatlings.
  3. Alternatively, you can jump the deadspike and airdash out. Or IB his 5C/5D and attack him during Dead Spike's super slow startup.
  4. Heres a nice Distortion Fatal combo: 632146D(Fatal)>662DD>214A>Gravity Combo>236C>6DD>2DD>Air Ender And 4B(2) CAN be comboed from a DD Fatal. You need to buffer the dash and 4B immediately, or else the first hit will also land and your opponent will be too high to combo.
  5. I just did 3C in that for a quick start. I normally use gravity after 236C>2DD
  6. Oh. http://www.youtube.com/watch?v=tmj0UEwsfyU It too me two tries, but I did it. On a DPAD, not a stick O_o.
  7. Another thing, I found a couple of usable options after Gravity Airhit: Standalone 6C>236C (Useless) 5CxN>6C>236C (Useful for lower gravity hits) 2DD>2147D>Dash>6A>6C>236C (Mid height, good damage output) Back up a tiny bit>4B(2)>2DD>TK Crescent>5DD>236C (By far the highest damage output. You can almost always land this) <----Yes it does work. I'm uploading a video right now. Its hard to land 236C after 5DD though.
  8. I guess that all of the tons of hakus I beat just sucked then....None of them ever got past my 6D....
  9. Oh ok.... So...nothing beats missile.... We just...uh...jump over em? blocking em leaves you open go get pressure applied...
  10. We are missing grab combos in the opening post O_o Edit: Nevermind....I missed em....I must be tired.... But I'll keep the ones NOT listed. I'll list a few: Midscreen: Grab>2DD>Wait>6DD>2DD>Air Ender Grab>Dash>Jump>j.5C>j.2C>j.5C>[Airgrab>Oki OR j.2C>j.214D] Corner Forward Throw: Grab>j.5C(1)>j.214D>5B>6A>2147D>6A>C Air Ender Grab>4B(2)>2147D>5CxN>6C>236D>214D~C>236C>Dash Under>6A>Air Ender Corner Backward Throw: Grab>6A>Tk Crescent Loop x2>6A>Air Ender Grab>6A>2147D>6A>6C>236C>Dash Under>6A>Air Ender Grab>6A>2147D>6A>6C>236C>Dash Under>236D>Blockstring Grab>6A>6C>236C>Dash Under>5CxN>6C>236C>Dash Under>236D>Blockstring
  11. You can only get 5C CH off of an instant block. IIRC 236236D beats cat missile. I'll need to double check that one though. (or someone do it for me. =))
  12. Have you seen how fast 6D comes out over and over? If Haku tries to airdash after a whiffed 6D, you can easily get another one out to hit him. (or if he blocks it, 236A under him and repeat) If he tries to command dash, after 2 command dashes, he isn't within range to attack you other than 4C, and you still hit him with 6D after. If he tries to 623A623A623AA you, you can still hit him with 6D before 623AA. If you mistime, well, your options to get away are: 236A (If haku is airborne), Backdash (If haku is too close already to 236A away from and in the air), Instant Back Airdash (If haku is too close and grounded) Think up a way for haku to get around this without a lucky bind, and I will tell you why it doesn't work.
  13. Only his 2C and j.2A/j.5C come out fast/slow enough (Perfect timing needed) to bind a 6D. Most hakus don't waste time doing that because after round 1 when I see that coming and get a nice little D counter to a good combo, they stop and just try to approach. I've lost maybe 5 or 6 matches against hakumens in the past 5 months.
  14. Here is how I TRY to punish each move(I don't always succeed) Bubble: 5D Heartcar: Mash 5C after IB Command Grab: Gravity Seed C (Grab invincibility IIRC, or my timing is great) or 4B TK Swallow Moon>Anything: 5A
  15. If you spamm 6D, and nothing else, here are the possible outcomes: You pickup off of your opponent's airdash into an air ender combo. You pick him up from his command dash half screen away and combo into 236B You Whiff and he tries to get in, you have enough time to shoot 6D again to hit him. Sickle is just for when you KNOW he is going to command dash. I never lose to hakumen. Ever. Since I started spamming 6D against hakus, even some of the better hakumens on XBL can't even get me past 50% hp (They usually have 150-225 psr) And what happens which lets haku get to me is that I drop the 236B after a grounded 6D hit or I whiff the crescent ender of my air comboes, allowing haku to forward tech to my face.
  16. You can, but timing is strict and near impossible online. I'm also trying to see if I can land 4B after Calamity sword, but its not working. I'm assuming I'm just too slow, not that it won't work.
  17. 2 Things. 1. Against hakumen, ALWAYS. ALWAYS spam 6D from fullscreen away. Throw out a few random sickles when he has meter to stop command dashes. But 6D limits him to only command dashes for approach. 2. Calamity sword Fatal can net more combo damage from 5DD>2DD>j.5DD>j.2DD>dj.5DD>j.2DD>j.214D. Using 6DD leaves them too high. Those are from my experiences anyways. Others' experiences may differ.
  18. I know. But I like experimenting to find combos. I don't like stealing other peoples' combos so I try to come up with my own alternatives, then use the ones with the highest damage output.
  19. Falling 2C comboes: (Midscreen) {[5D(CH)] or [5C(CH)] OR [236C(CH)>236D]}>236C>Wait>6DD>Wait>2DD>Forward Jump>j.2C>2DD>Gravity>[Optional 2DD]>Crescent>6A>6C>236C>Wait>6DD>2DD>Air Ender. (It isn't that hard. Timing is awkward for the second j.2C though) 4B(CH)>Backjump>Instant Forward Airdash>j.5C>j.2C>Gravity>(Optional 2DD)>Crescent>6A>6C>236C>2DD>Wait>6DD>2DD>Air Ender. 2C(1)(CH)>Instant Forward Airdash>j.2C>2C/2DD(Depending on height)>Gravity>[Optional 2DD]>Crescent>6A>6C>236C>2DD>Wait>6DD>2DD>Air Ender. (This combo is useless as 2C>Instant air dash is more trouble than the damage this combo nets is worth. You can get 5K from 2C CH and 50 meter midscreen. This combo barely gets 3.5-4K. Its still a cool combo though.) Yes I actually tested these. Edit: Fixed a typo. I left out an attack in the first combo..... This is why I hate doing things early in the morning...
  20. O_o. Damn. I gotta learn that stuff. *Takes notes* Also, I've had another quick improvement. Still spammy though. =<
  21. Does a crescent ender to an aerial combo still place the opponent (after forward Air tech) in perfect position for a 6D?
  22. None of these changes seem to be too big. I'm just happy I finally got 2DD>6C back. Gravity lasting a bit shorter will also help me with 2DD>214A>2DD>TK Crescent>6A>6C>236C as I always do that just a bit too fast. Also, off topic, but lilseph, didn't we play a few matches a few days ago?
  23. oh yeah. one more thing. Arakune has 5 j.Ds 4D makes it appear behind him 2D makes it appear under him 5D makes it appear right in front of him 3D makes it appear at party bug range in front of him 6D makes it appear nearly the entire screen from him
  24. oh. my bad then.
  25. Thats what I meant. 2A (Or was it 5A? I forgot) can punish 6B on startup.
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