reaVer
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Everything posted by reaVer
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use 236A and 623A at the right timings, wait for this field to nearly disappear before you attempt anything.
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yeah, BD = Barrier Defense and I also remember it was something like 30%, but seeing combo damage in matches it seems like 50%:p
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If you have to choose between Arakune and his cloud you always should attack Arakune. That cloud takes time to get to you(if it ever does) and you should be able to get a good mixup off or scare the shit out of him making you able to deal with the cloud afterwards(or make it disappear altogether).
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You can BD it and punish afterwards.
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After the overhead drive press 5D and see what happens:p
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The difference is, that your Jam has a nonpunishable invincible move that can instantly kill an opponent. Next to that, OS's 2S isn't all that what it's claimed to be and in some ways it's even whiff punishable. If he drops cloud, you kill cloud, if he drops it late, you race over there and slap him in the face. And you keep yourself at IAD range to be able to do that. Also keep in mind that whenever you do a jump that would set you at perfect airdash range, you're warning Arakune that doing anything at that moment will be punished. So if you keep hopping around he's risking punishment at everything he does.
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The thing is, Hakumen isn't that different from Order Sol. It's not easy to get in, but once you know how to do it it's no longer a real issue. This applies to both characters. I can't tell you how to get in on your opponent however(too many variables and exceptions to the rules), you'll need to figure that out on your own. I'm just saying it doesn't really matter a whole lot what Arakune throws at you, once you know how to move through his maze of spam he's relatively easy meat.
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The ones you get swung at you after you're cursed are too fast to be cut, but anything that floats around while you aren't cursed is C-attack meat. So far I've beaten nearly any Arakune I went up against, so naturally I disagree here. I do not think the matchup is that difficult at all; you just need to know how to get in on Arakune.
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Should be 7 stars, not 6.
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she can't specifically hit you if you move in the right direction. There's a range where 4D works, you're supposed to roll outside that area. You can also eat the mawaru and forward tech into her face.
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Just keep down if she wants to play that mixup, tech after you see the thing getting close to you. You should roll through those mawarus that way.
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Yes, and I said specific cases
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Yes, but not in those specific cases.
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No, opponent slides out of 5C range after zantetsu.
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*AHEM* Anyways, 0 also uses those combos.
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I did some testing with counter hits, the only useful things really are: 6B 5C 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C and 6C 5C 214B(1) 623A~A j.5C 2C sj.2C->AD*2C->5C I also did some counter combos: 5D 236A 623A 2C j.2C->AD5C 6D dash 5C 623A~A j.C 2C sj.2C->AD5C 2D 623A~A j.C 2C sj.2C->AD5C All combos do about 3000 damage.
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If people only see that thing come out at the third round or so their senses to it are going to be dulled regardless. It's imperative you keep high speeds throughout the game of course. Of course, you're not going to be staying in the air for long if you lunge towards your opponent now are you?:p Anyways, if you stay at range and semi-near the ground you can land 623A~A the first moment he tries to AA you. Use j.C near the ground to guard your landing, not to get the tag on him. In contrast, everything he has, doesn't really work anymore if you stay on that range in the air. Probably the same as with staying fullscreen, except you're risking negative penalty and corner traps by doing so.
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Yeah, probably works with the blues, but I doubt purples.
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Aren't those airthrows easy to tech? Also, I think leaving out 236A would net you more damage for less stars.
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That overhead by itself takes 3000+ damage which is about 1/3rd of what most opponents have to offer. I mean, you can complain all you want, but regardless, that overhead hurts really bad. Then if you have 2 stars you can nearly double that damage and take away half life. Considering that Hakumen's primary game is hit vs throw and that that overhead should come out of nowhere, that's gonna be one pissed off opponent when he eats it(and the likelihood he does is huge). My take on Arakune: get that tag on him and rush that shit down using 623A(~A/Throw) vs 236A mixups. It goes quickly, he's stuck for a while and the only moment he can move is after you combo'ed him(or when you totally fucked up). At the moment he can move you can IAD.5C and you're very likely to get the tag again where you can rinse and repeat. If you get in neutral game, just be patient, he likes to fly, so you should either j.early-C and fish for counters or stay on the ground and have that 6A/2C/5D/6D ready. Keep in mind that while in the air, he can do a low attack that can curse you(so he gets unblockable and more spam), so it's best to stay with him in the air. If you see him teleport and you have no god forsaken clue where he's going immediately respond with 5C, it will usually attack in the right direction and if he went towards you, he eats it + your follow up combo. If you get tagged by the curse, try to get the tag on him immediately(tech, attack), if he did anything you're free, otherwise you still have a tiny bit of time to get one mixup off before entering the totally shitty situation. (Of course, that mixup on success cancels the shitty situation.) While in shitty situation, staying in the air is probably your best bet. He can't do too much when he gets anything on you so you're just dealing with minor annoyances while your meter is getting filled. The moment you break free and get the tag you can repay him in full.
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yo, plz update first and second post with the combos listed so far, that way people know what numbers to beat when looking for better combos:p
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What I found out is that if you use barrier defense he'll create holes if he wishes to continue his endless spam.
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What I stated was correct, those are 9 star combos:p Euhm, it isn't always useful to do that extension, if you see the listing, you'll notice that some totally different combos can net you more damage than that extension. If you for some reason gain enough stars during the combos however, I guess it should be fine. j.214K tj.C nets you +500-1000 damage easily. EDIT: oops, misread, the knockdown on j.214C imo is the only thing it has going for itself, damage wise it's definitely not worth the stars.
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To get a combo listing going, I've selected the best possible combos for several situations. All of the combos in this post are performed from starting positions on normal hit. * means you reach a corner. These combos are tested on Arakune for now. 1 Star: ((Jump-in/Mid,)Low/Throw): ((j.C/6A,)6K/Throw) 236A 6C : ((2574/1917)1963/3068) 2 Stars: Mid/Low: 5C/6K 623A~A j.C 2C sj.2C->AD5C : 3333/2810 Jump-in: j.C 5C 623A~A j.C 2C sj.2C->AD*2C->5C : 3838 Throw: Throw 236A 623A 2C j.2C->AD2C: 3445 3 Stars: Mid/Low: 5C/6K 236A 623A~A j.C 2C sj.2C->AD*2C->5C : 3611/2926 Jump-in: j.C 5C 236A 623A~A j.C 2C sj.2C->AD*2C->5C : 3901 Throw: Throw 236A 236A 623A 2C j.C->AD*2C->5C : 3764 Overhead: 41236C 3C : 3514 4 Stars: Low: 6K 41236C 5C 236A 6C : 3719 Mid: 5C 214K(1) 623A~A j.C 2C j.2C->AD*2C->5C : 4530 6C 632146C : 4584 Jump-in: j.C 5C 214K(1) 623A~A j.5C 2C j.2C->AD*2C->5C : 4700 Overhead: 41236C 5C 236A 6C : 4437 Instant overhead: 2147C |> 2K 236A [6C] : 3702 5 Stars: Low: 6K 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 4146 Overhead: 41236C 5C 623A~A j.5C 2C sj.2C->AD*2C->5C : 5399 6 Stars: Low: 214K(1) 41236C 236A 6C : 4964 Mid: 5C 214K(1) 41236C 236A 6C : 5085 Jump-in: j.C 5C 214K(1) 623A~A j.5C 2C j.2C->AD*2C->5C 214K tj.5C : 5039 Throw: Throw 214K 623A~A sj.K dj.S 214K tj.2C : 4561 7 Stars: Low/Mid: 6K/5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 5216/6177 Jump-in: j.C 5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C : 6024 Overhead: 41236C 5C 41236C 236A 6C : 5768 9 Stars: Low: 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C 214K tj.5C : 6718 Mid: 5C 214K(1) 41236C 623A~A j.5C 2C sj.2C->AD*2C->5C 214K tj.5C : 6660