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someonewhodied

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  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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...
  8. O_o. Damn. I gotta learn that stuff. *Takes notes* Also, I've had another quick improvement. Still spammy though. =<
  9. Does a crescent ender to an aerial combo still place the opponent (after forward Air tech) in perfect position for a 6D?
  10. 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?
  11. 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
  12. oh. my bad then.
  13. Thats what I meant. 2A (Or was it 5A? I forgot) can punish 6B on startup.
  14. More conditional things: Fullscreen away: 4D to punish her steins. 236236D to punish anything Don't bother blocking. Just shoot swords. Close up: CH5D a held 63214C 5A Mu's 6B Block low any other time. (Mu has like, 3 overheads that can be quickly pulled out. J.5b can hit on the rising part of a jump, 6B can be punished, and j.2C is slow and easy to IB) Her other one (j.5C) is obvious and easy to block.
  15. 2A, 5A, Backdash, or 632146D it. (Don't forget, that super is a DP)
  16. indeed it does. I found a useless but flashy corner combo. 5BC>j.5C(1)>j.214D>5B>6A>2147D>RC>6C>236C>5CxN>6C>RC>5DD>236C>2DD>Air Ender. Its useless, needs 100% meter, but its hilarious ending a match with it. Edit: Yes, I realize you can do 236236D instead of RC>5DD but its funnier that way. edit 2: Heres a practical and easy combo I actually tested before posting this post: Midscreen 5C(Ch)>236C>Dash>4B(2)>2DD>214A>2DD>2147D>Dash>6A>6C>236C>6DD>2DD>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (~5.5K) And a random flashy and useless combo I found: Corner: 5CxN>6C>236B>RC>2DD>214A>2DD>2147D>6A>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (~4K)
  17. You can, but 6D doesn't work on A or D ice cars. Unless you time it perfectly which is hard online. 2A is hard too of course, but it is much safer, and a bit easier for me. And its funnier. (It ties with D car, beats a and b, and makes C whiff)
  18. Heres a couple random matches. Nothing amazing. Just a major improvement from my last few uploaded matches. http://www.youtube.com/watch?v=xDk514Nrbnc
  19. http://www.youtube.com/watch?v=t2YWyWDDD4M
  20. I blocked low and the ice car just went over and past me. 2A is the safest option during an ice car. Uploading video now.
  21. Well, I'm getting better at mixups after seeing that youtube playlist... but.. back on this thread's topic. Ice cars.... I successfully ducked 2 C cars in a Jin mirror match. Can lambda duck the C ice cars?
  22. I don't deny that I'm terrible. I'm just posting things that I've tried and have sometimes (if only once a while) worked. And I only play online, so theres that which may influence why some simple and stupid things work too.
  23. Well, the only experience I have is online play so..well. I KNOW It works online most of the time. And the comboes that I state should work. (Even though it may be that my opponent is missing multiple techs, since it sometimes goes blue between attacks that I KNOW will combo, like sometimes, it will go blue in the middle of 5C mash, sometimes between 2DD and A seed.) Of course, it could just be online thats messing me up. My opponents always seem to roll forward safely out of 236D in the corner and I lose ~4K.
  24. Heres what I've found: 5C oki: (Roll Wakeup, both directions) If you successfully Oki your opponent, 5C will give an air hit. 5CX8>6C>236C>Dash under>5CxN>6C>236D>214D~C>236C>Dash under>4B(2)>2DD>214A>2DD>2147D>Dash>6A>6C>236C>5CxN>2C>Air Ender 5C blocked: (Normal Wakeup) 5Cx8>3C>236D>Dash>6A>2B>2C>Jump Away. 236D Oki: Backward Roll only You start the same combo above, just without the starting segment. And your opponent can tech if you do a second [Dash under>5CxN>6C>236D] by teching after the first wheel hit. 236D>214D~C>236C>Dash under>4B(2)>2DD>214A>2DD>2147D>Dash>6A>6C>236C>5CxN>2C>Air Ender 236D Blocked: Normal Wakeup. You can drain more of your opponent's barrier and one guard primer safely. 236D>214D>Dash>6A>2B>2C>Jump Away 236D Punishable: Forward Roll. (Must be immediate or Oki will still hit) Your opponent gets a nice little Counter/Fatal. You decide which is safer. Too long for you? ok. 5C leaves you 100% safe if you position yourself out of DP range. 236D can be punished with a forward roll. Unless you are further away, but it takes about the amount of time to position yourself correctly after a 3C or 236B as it takes your opponent to tech. of course you can lock your opponent in the corner with an A seed. But gravity has much better uses. Yeah I spam 5C like a noob and I win based off of predicting my opponent and landing random 2Bs and 5Cs instead of actual skill, but I have never once been punished for spamming 5C in the Corner when I take the time to space myself.
  25. Out of what I tested, Jin (Well, for his 623C and D), Rachel (If you count the chair as a DP... its her only invicible move) Mu, or Hakumen (2147B) can't DP you on wakeup successfully. Of course you have to hit with like the very edge of 2C. And I guess that with the trouble it takes to position for some of these, its better just to do 5CxN>3C>236D>Dash>6A>2C>Jump away. Its safer that way Tsubaki, Ragna, Jin's 623B, Noel, and Lambda (632146D only) can still hit you in 2C range though. And carl can still spin out and get a 2C fatal in time. Even on the first 5C if I remember correctly. Anyone not mentioned, I haven't tested.
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