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ryokoalways

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Everything posted by ryokoalways

  1. for bang: 3c jc-able on hit.
  2. Hakumen can catch new burst (treated as a special projectile).
  3. There is a change regarding Hakumen's missile cutting capabilities, along with another thing. I can't quite make it out, it's pretty strange.
  4. I believe that's incorrect. The guy is asking for that to be checked.
  5. System: Burst no longer have damage penalty You start with 1 burst in round 1, and get 1 more burst per round, can stock two. So if you don't use your burst round one, you end up with 2 in round 2, but you can not stack anymore after that. Edit: Lose to gain burst +1.
  6. Jin's air d fireball now only has 2 swords instead of 3.
  7. Rachel's new dd requires all her remaining wind meter, effect changes depending on charge. Can use sword iris in the air, command has been changed. Edit: mistake with translation about wind recharge, removed.
  8. Arakun: Cannot guard crush with bugs. You may want to also add that fever mode is time based, not meter based. so he is like zappa.
  9. ALL 10/3-4 LOKE TEST INFORMATION IS IN THIS POST. HAZAMA Movelist: Jyabagi- 236d jyasetsu- 214d  → ressenga A  → gassyokyaku B  → zaneiga C  → 構え中断 D This is probably the cancel move hirentotsu- air 214b gasaisyou- 236c jyakou- 623d jyayokuhoutenjin- 236236B mizuchirekkazan- 632146c - 6A is overhead - 6B is a overhead feint into a low - 2C is AA - jc can be mashed for more hits I think - Time up lose pose is clapping like slayer (lawlz) - Win pose is spinning his hat on his finger. TSUBAKI - Tsubaki charge has AC OS charge speed now.
  10. Certain variations of that combo works on all characters. Just need to reduce hits/increase tech time accordingly, but it's always the highest damage combo available for 25% meter for that category.
  11. Yes, let them land after 6d. Also note, after a certain number of hits (dependent on how the combo was started), it is also impossible to do that combo because they can tech too soon after 6c.
  12. Yes, The way to input is throw > b dp > hold back and do 5c at the correct time > 6c > 6d The movement backwards is very slight, but that makes the difference between able to land 6d and whiffing. Also, make sure you are getting the height correctly for 5c. The hit should be fairly deep into the target.
  13. Something interesting vs bang: for the jb jc jd musou combos, which normally doesn't work against bang, replace the 5c with 2c. Most likely scenario would be: something into 6c > 2d > 2c > jb etc. Not sure if it applies to others chars such as rachel, can't test because I'm out of town. Edit: Credit to suupuu.
  14. I'm going to guess frame trap. Dio may be expecting 5D (at that distance that is the correct thing to do), so if dio tried to IB, he would get nailed (which is what happened). Note that I have no idea if that's what he was thinking, or perhaps he saw something else. I could be blowing smoke out of my ass. Regardless, that is a extremely dangerous thing to do against carl (free loop).
  15. J2c has horrid recovery if it is a miss, so yes, c and d dp will be guaranteed hits if you guess right. Be wary though, c dp can be baited pretty easily by rachel, and for a shit load of damage (6b combo starter is going to kill you for a min of 5.3-4k).
  16. a catch, more specifically 6d
  17. Super jump (or hell, even regular jump) when you think an overhead is coming. If it comes out, you should IB it, if not, then you are out. Don't do it everytime though because you will burn too much barrier.
  18. everything is frame trap with him. For starter, try these: 6a/6b/5c/2c (various delay) > gurren/kishuu/kishuu enma/renka(1-2) jc > land hop/delayed hotaru/delayed tsubaki 2a/2b > hop > hop/dash hotaru/various pokes, can extend indefinitely (or however long you think it is necessary to screw with their mind. And most importantly, don't forget that you can also just do nothing. That's very important. Nothing requires you to have to do a special after anything, and it's part of the mind game. After these, then start working on feints and knockdowns, which will add another variation of frame trap/regular traps for each.
  19. It only works if they immediately stick out a move/throw you. If they opt for something like the tk overhead, you are screwed. It's going to be counter into at least 5k.
  20. You are not looking for damage if you chose either of those combos. You are looking for positioning.
  21. Pass a certain number of hits and recovery will be too quick to link 5c jb, so just jb afterwards. So for your combo something like 5B > 5C > 623B > 5C > 6C > 6D > run jb > ja Note the tech time adjustment by b dp is significant, so the number of hits you have decreases dramatically in any combo where you use b dp. Edit: forgot to address the second part of the question. Jin works well from either a reset or a knockdown. It depends on the flow of the fight. Both give you plenty of options for mixup/frametraps.
  22. I don't see the problem. Jin is frame trap galore but he isn't going to break hakumen's defense unless you are spamming catch or trying to poke every chance you get. You need to pay more attention once he has 25% meter, and timing gets a little more tight, but it's nothing difficult to handle. You are going to have to be more specific as to why you are having trouble (in the form of a video would be helpful). Jin doesn't really have anything that's super good against hakumen, and it's not like you can spam safe moves all day. If you don't go offensive against hakumen, he is eventually going to rip your face off. And if they play even a half way stagnant offense, then you get to spam shit all day if you IB some of it. Again, if you are dead set on playing hakumen online, psychic everything. You don't have a choice. Online play is all about who has the better offense.
  23. What do you mean deal with combo? if you get hit watch out for purple throws and get ready to tech, not much else you can do. Shake ice if you don't think he is going for a reset, and don't shake if you think he is going for one. Not much else to add to it. Jin's mixup game is pretty weak, unless you are tager. Problem is your defense, not Jin's offense. Hell I can't even think of anything that you can really complain about Jin. He isn't going to get anything on Hakumen unless Hakumen plays impatient. Hakumen vs Jin is only slightly in Jin's favor. Now, if you are playing online, then I got nothing to help you with. In my opinion, you can't play hakumen correctly without IB. IB is scary even if you don't stick out catches afterwards. It's a quick and easy way to get in your opponent's head.
  24. General j2c combos consist of only spam, so don't think too much. Trying to get knockdown off every j2c combo is a bit harder, but still not really difficult in my opinion. dash hotaru/tsubaki isn't hard either, unless you are going for the optimal baits (which will be easily doable with enough experience). Honestly, Hakumen probably has one of the easiest offensive games to run till you start doing feints all over the place. That's the really difficult stuff because it comes down to 2-3F for the inputs, and you can't really advance input anything there (not in the definition sense at least). Remember, you are looking for 1 of 3 combos to do (damage, shippu finisher, knockdown), so it's not like you have to remember much.
  25. Everything goes into j2c. Hakumen doesn't really have "hard" combos. Not that odd considering you play tao, and should have plenty of practice doing 2 quarter circles. Even if the input it easy it still takes practice to do it near instantaneously.
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