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ryokoalways

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Everything posted by ryokoalways

  1. Your opponents are not playing correctly if you manage to land enough counters and throws to deplete your magatama reserve. Most of the combos only require 2-3 magatamas, while yield you 1-1.5 magatamas in return. Let's not even mention 6c, which shouldn't come out more than 2-3 times per round against opponents not named tager, and to a lesser extent, carl (something that I don't really agree with but it is a valid approach).
  2. If you are IBing and not spamming moves, you should never be short on magatamas. I hover aroudn 4-5 magatamas all the time, and I consider myself to spend magatamas pretty liberally.
  3. a note: if you are just regular comboing, renka(2) into gurren into whatever (6c, 2c, etc). If you are going to shippu, renka(1) into gurren into 6c (charge) > shippu.
  4. The problem is that 2b has 1 active frame. It's not meant to be a meaty by any means.
  5. at the correct height, you can jd > hotaru > jump tsubaki > jb, etc. But even then it's not really worth it in my opinion.
  6. You bought senwa parts BECAUSE they are durable. Unless you are hitting them like a hammer I don't think you need to worry about breaking anything.
  7. I think your problem may be that you are not doing it fast enough. Remember there is a fair amount of push back from (in this instance) 6a. For example, unless the move comes out immediately after 6a land (ie, you are not hit confirming. You are just mashing it out), you will not connect the launch hit on, say, Ragna. I don't see why you can't get the combo to go. Just go to training mode, do 6a, and start mashing. Then do 5b, 5c, and mash (for characters that have no vertical standing hitbox like rachel, bang, etc).
  8. Chains into itself so good for starting pressure. Advantage so you can continue pressure. Much easier to vary timing so harder for opponent to IB. Has slightly better hitbox (sheath is not part of your hitbox).
  9. You need to send 5 inputs before the first hit comes out, so just start mashing it out after you do the previous move.
  10. Think about this for a second.
  11. IBing just comes down to recognizing which block string you opponent is going to do. IBing isn't difficult by itself. It's when your opponent start frame trapping that things gets really messy. By itself, just go into training mode, record a block string, and start getting a feel of the timing. Then it's all about actual match experience, because you need to be able to respond on the fly. And I wouldn't say don't use your throw trap at all. It's going to come down to the flow of the round. If you opponent is panicking (say, you sucessfully counter one of his block string with something like IB dp) because he just got nailed unexpectedly, and since a c dp counter has horrid prorate so you won't get too much damage out by completing the combo, feel free to all of a sudden throw the trap out because you are sacrificing 200-300 dmg for another 2.5-3k, meter pending. Also, anything mixup/throw related generally has a higher chance of working online, so just because it may seem to land with great freq online (and also imo, online competition is not all the good) does not mean it will be a good thing to spam. I think the best way to figure out if something will work is to record it and use it against yourself. That's the best way to tell if something seems legit.
  12. Regarding the throw trap, it's neither good or bad in my opinion. Occasionally throwing it out is a good idea. Also note it's pretty easy to tell. I'd say you would be able to sneak up on someone with that once, but after that I don't think it would work again. I only scanned the first round. Since the other guy doesn't zone correctly either, I can't comment on anything other than you need better combos. And IB some.
  13. That's what I was saying. Basically, he wanted to do a meaty 5b (probably anticipating a regular quick tech), and it landed instead of whiffing. In most situations, landing that 5b is the same as catching a roll. However, since the hit counter did not reset, nu can tech significantly faster, so there was no way he was going to keep comboing. But I am guessing he jumped because he recognized the hit, but then realize the hit counter didn't reset, so did not bother sticking out ja. You can't forcefully reset a combo in that situation. The only time you can get a combo reset is if they just don't tech at all for whatever reason.
  14. He read the wake up incorrectly. First time he got punished, second time nu's aa whiff so he was ok.
  15. Don't do it often because 2c dpX2 still does a fair amount of damage at the end of the combo (which is why you did d musou in the first place). However, if you believe your opponent may not see it coming, then you can definitely try. If broken, it works just like any other low air breaks, ie you don't have a free get in on broken throw. If they see it coming you will get blown out of the air by an AA, guaranteed.
  16. My apologies. It's the invincibility instead of the attribute that's winning it then.
  17. An additional note, hotaru and (I believe) Tsubaki both have body attribute, so sticking out either will beat any aa they throw out. It's just that you can actually combo after hotaru, but near the end of a round (say, the other guy has bursted), it's not a bad idea to bait with an obviously AD, and then stick out tsubaki for a nice 3k+ one hit to end the round. Hakumen's offense comes down to bait, bait, and more bait. You make up for your shitty moves by making them think twice about punishing anything.
  18. Unfortunately unless you reproduce it we won't know what happened. Yukikaze hits all the way to the ground. You can go over it, not under it.
  19. Do not try to catch second hit of 5d all the time. 5d can be dashed canceled on both hits so if you spam it you are going to eat 4k for no reason. They can also just revolver after first hit, but that's the less safe option. As for 6d jd, unless jd is delayed by alot, IB won't allow you to catch in the string. In most situations, it's much better to just keep blocking if he manages to get a 6d out. That's probably the most annoying thing for hakumen to block because he can work off a lot of his better mxiup options from that block string.
  20. Delayed hotaru on air entry is one of the basics. It opens up your AD game. Otherwise everyone will just spam you to death when they think you are going to jump in on them.
  21. If you are falling too far away then super jump the j2c for more forward momentum. This especially applies to characters who have no feet in the air.
  22. her DA
  23. I scanned one. I think the most noticeable thing is that you need to work on your zoning game, where both of you are playing off neutral.
  24. Haku only RC to beat a burst. Under no other situation should Haku ever RC.
  25. No one would ever get hit by that unless it's via a combo, and there is no reason to use 50% meter for that in a combo. All arakune players save meter for DA and reversal super. Getting hit by that super is like getting hit by second hit of Jin's D dp after you block the first hit.
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