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ryokoalways

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Everything posted by ryokoalways

  1. Nevermind everything I said before. Just make mugen 100% unburstable (as in if you are hit during mugen you cannot burst). Totally balanced :o
  2. The only thing that's required is a super jump.
  3. Dogura goes pew pew pew.
  4. AH always takes 100%. If you can AH finish someone, then you can just super them to death.
  5. No, not permanent. I'm talking about able to use it as a reversal. Right now you have additional frames after activation where you can get nailed. Remove those additional frames (so basically the move should be N number of frames +0) and mugen becomes totally applicable because now you have significantly more locations where you can use it (ie, against any long recovery moves)
  6. Mugen will totally be applicable if it activated like blood kain/furinkazan.
  7. You are missing my point. I got the impression that you are trying to focus too much on mugen because you were trying to debunk my argument against mugen with your prior post, which is why I was trying to provide a more convincing argument against it. I'm not saying you cannot have a discussion abotu mugen. Hell, if you ever break it out in a match, put it on youtube or something and let me awe at it. But you should never put a lot of emphasis on mugen. If I am mistaken then I apologize, but again, please make sure you understand the point I'm trying to get across.
  8. I am addressing you, not 4r5. I was under the impression you are still trying to actually work mugen into your game because you are talking about strategies with mugen, which I believe is a major no-no.
  9. Yes I read it already. But my point stands. Let me put it more clearly. When would Mugen be useful? When you opponent has nearly full life. If your opponent does not have full life, which is likely the case, then why would you mugen? Hakumen has no problem dishing out 7k with 8 magatamas, or significantly more damage with 2 combos that total to 8 magatams. Which means you are probably getting manhandled if you have 8 magatama and he has nearly full life. So there is only one likely scenario for mugen, when you need to pull a miracle out of your ass. Regarding you trying to use 4r5's post as a counter point, here is my thought on that: You are hakumen. Your offensive options are already crap compare to the rest of the cast. Are you going to further limit yourself into looking for the elusive 6b counter hit when you have 8 magatama. No of course not, because god knows that will never happen. Now if all the stars align and you somehow do get the counter hit 6b, what do you do? well, if they have anywhere between 40-70% hp, you would never mugen because you can get much better/safe damage return by just burning 4-5 of your 8 magatamas on one combo, and work on the follow up with 4 more magatamas. So basically again, unless you are getting manhandled, there is no reason to mugen If you are so dead set on using mugen, then here is the most likely case: People tend to eat the first combo from hakumen, then burst the second so they can eat a third one instead of dying to the second. So you can almost bet that when they have 30-40%hp, they will burst you. What you want to do then is to 6d burst and go into mugen. Is it practical? hell no, you can just kill them outright if you have 8 magatamas, why bother going into mugen? So what am I trying to say? 6d (or 6b, or whatever) mugen combo is an all-in play that you only use when you are 100% out of all other options and you need to go for the kill immediately (or force them to Burst, one or the other). It has no other practical use. As for baiting burst, go to training mode with a friend and see how well you do baiting burst through out that combo. There are at least 4-5 holes where you cannot defend against burst. All the kishuu, tsubaki, hotaru are safe to burst, among others.
  10. If you are thinking of mugen at all, practicality goes out the window. Again, the only time you'd mugen is as a last ditch effort to make some kind of miracle happen, that or you are just screwing around. I guarantee you under normal circumstances no one would try to mugen. There are too many requirements that needs to be met for mugen to even be considered. It's the same reason why I wouldn't use 75% tension on jam's launch super. Sure the 150% prorate is lawlz funny, but why the hell would I ever do that?
  11. We haven't been talking about things with practicality in mind for awhile now.
  12. The thing is, if you are willing to mugen, your opponent will almost surely also be willing to gtfo of there. So the good news is that burst will come early. And at high level it's not any easier. Looking for shit and timing it is significantly harder than just timing something. Now, if you really want to be cool, you'd super yukikaze that shit (1F window). Super yukikaze punish on a burst cannot be avoided.
  13. The thing here is since you can cancel into shippu at any point, and since shippu draws hakumen's hitbox into a vertical position, it acts as a semi-natural burst bait. So basically, if they are not at point blank when you activate shippu, you should be able to dodge (not invincible through it, but dodge it entirely) burst, and wait for the burst invincibility to wear off, then let shippu rip for 7200 dmg.
  14. I like it. I still don't see it being all that practical but it's better than whatever else was shown before. Only time people would really use that is if you are getting your ass handed to you mightily and you end up with 8 magatamas with them near full life and you have no choice but to go for epic come back. But what a come back it would be if you do pull it off.
  15. Top 2. Rachel has a lot of good match ups but nothing in the 7-3 I believe.
  16. I don't believe that is the answer he is looking for.
  17. Again, the Top 16 is more telling of the tiers than anything else because you actually still have a decent sample size.
  18. 6a and Jin's crossup game only works after a fair amount of conditioning. Treat 6a like a bloody dp because it's basically that easily of a punish (since you can't do anything if it's blocked). You will get your face ripped off if you use that more than once, or maybe twice, a match.
  19. I was thinking that Dora would have been fine as long he didn't have to face fumo or kyaku. Too bad I guess. And I was really surprised by two things: 1. 0 beat Shonan. I thought 0 was boned, but I was wrong. Although I seriously doubt shonan cares because he won GGAC. 2. And no Jin made it past the second round. 5 fell in the first, last 2 in the second, both to nu. And I share the main sentiment here: It could have been worse.
  20. It's almost always better to open with 2a. You have to condition your opponent a lot to bring the other stuff out. Although 6a is not a bad idea sometimes.
  21. Jin can bait 2c fairly easily because he has quite a few moves that have superior range. Hell you can punish that move on reaction. Just don't rush in blindly. And don't spam musou in any form. IB Musou A is a guaranteed punish that will hurt a lot.
  22. I usually play fairly cautious for the first part of round 1 to try to figure out any habits the tao player may have (Their favorite poke, favorite way to drive their way to you, how good are they with on-spot breaking, etc). As long you don't get nailed by 5b or (god forbid) 6c as the combo starter, you won't lose too much life. If you get nailed by 6c that's 4771 dmg, anywhere on the screen (assuming the guy knows how to taunt combo you).
  23. If you are sticking 2D out, you probably want to keep them grounded for a better wake-up. May as well.
  24. you need dash hotaru because that's one of the main ways you can keep your opponent honest when you are dashing at them. It is fairly hard to punish because on block it's nearly even and if whiff they won't be in range to break out any major combos (because they will only be able to start a combo with their fastest poke). You won't be able to work off your dash mixup game (and more gimmicky versions) if you don't make them respect you when you dash at them. Shit like getting poked out of tsubaki will happen.
  25. Try this in training mode: IAD and immediately stick out jc. At the correct distance, the tip will hit the target, then you can do hotaru when you have almost landed. The idea here is that you are baiting them into trying to punish you because you did an early jc and thus they should recover in time to stick out a poke and break out a combo when you land. But you don't land and instead stick out hotaru (basically dp their punish). This will almost always result in counterhit and a fairly decent amount of damage. This is a very good offensive pressure tool to keep your opponent honest. Very important in pushing your target into the corner. And of course, don't spam this shit. Use it when no more than a few times per match, if even. As for the question about renka, you only do one hit renka if you are going to burn most of your magatama for the next combo. Otherwise, 2 hit renka is much better for starting a low magatama cost combo.
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