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reaVer

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Everything posted by reaVer

  1. The first 6C needs to be CH for it to work after that you can link in the second 6C. Also remember to tap, not hold. If you hold the second 6C comes out slower and it won't combo.
  2. The Zappa player was Imo, who couldn't touch Nemo previously XD
  3. It might be a good idea to mention which combo does the most damage for each star spent.
  4. Probably 6D:p And 5K stops a lot of his attacks if timed well. Though tbh I'd rather be playing Rachel, V-13, etc etc than Ragna.
  5. 6C does 2-3K damage on it's own or something, if you burst you easily get to the 5K which means half life taken from you.
  6. Easy combos: * into 236A 41236C [5C/6B 236A 6C]/[6C/3C]/[2C j.2C...] * into 214B[1]236A 6C 214B 236A 6C(if you put anything in front of this the 236A will always whiff). Throw 236A 6C(be sure to cancel the throw with 236A rather than linking it afterward. Oh and if you're lagging, you can forget about all of them. And JackG, you might want to add that 6B is feet invincible and launches for 2C + followup on CH.
  7. damage counters as in damage points dealt by combo:p And on the second page I didn't see an auto refill.
  8. Something that works though is 5C 236A 41236C [6C/3C OR -> 236A 6C] but the link is hard. If you start the combo with 41236C you should end up right next to your opponent where 2C j.C is favorable over 3C and 236A 6C. Btw, has anyone been able to get trainingmode to reset the healthbars and get damagecounters? I've been looking but couldn't find such options O_O
  9. Euhm, 5C doesn't combo into zantetsu, maybe if it were CH or crouching, but it's not guaranteed.
  10. You know that the point behind 623A is that it's a counter mixup to 236A right? So it's just a straight out 50:50 mixup you get with those moves, I can't really tell what more you'd want:P
  11. No, that's not what I said, I'm actually saying that such a thing can't be the case and that Hakumen matchup specifics aren't as bad as they are made out to be. So when you say that one thing kills a character's gameplan, that can't be true by default. If you could that character would always lose against you which can be contradicted by a simple matchvid. By no means does it mean it's a problem easy to deal with, but it can be dealt with which is important.
  12. Ok, apart from 0 playing Hakumen vs some V-13, lets put that aside, your argument is now contradicting itself. You stated(or angrynord did and you supported him) that zoning kills Hakumen's gameplan which will lead to him losing, yet you're beating these toptiers that would kill you by your own words. I didn't state OS and Hakumen are totally different. Both their basic game relies on getting close to the opponent. I only pointed out the differences between the 2 characters as I assumed you'd know what both OS and Hakumen are about. Now, I don't have a 360, but if you somehow get your hands on a ps3, feel free to hook me up.
  13. No, my point was, that Hakumen doesn't share the same weakness as OS did. In that OS is forced to rush down if he ever wishes to get anywhere. The longer Hakumen is forced/decides to wait till offense the harder his offense will hit the opponent. This is a feature that's not shared by Johnny, Baiken or Slayer. If there's anything I noticed about Hakumen it's the constant reminder that Hakumen can win the game at any moment even if he's down 90%. So if anything, being patient with Hakumen will pay off unlike it did with OS. Also, I admit that I have only seen and read about the game. But my experience as an OS player isn't to be disregarded. Dealing with zoning and closing the gap is something that will come with experience, once you can do it however, all what you say will prove incorrect as it did with in regards to OS. Next to that, OS's primary weakness was and still is the lack of meter gain during neutral and defensive game. Rushing/aggressively zoning OS really shows that weakness as OS loses all means to do damage. Of course OS will beat most, if not any, rushers by other means than sheer damage as does Hakumen, but Hakumen simply performs a lot better against zoners. If anything, I'm trying to tell you not to draw conclusions on what little experience you had. Yeah, you got more on me on the Hakumen department, but you seem to enter battles with a premature "I'm going to lose this one by default", there's no way you will gain any beneficial knowledge if you do that. This in turn applies that all your experience actually means nothing and should be disregarded. The moment you beat these 'difficult' opponents you have experience and you know how to deal with them. At that point you can complain about the matchup all you want and then I'd be willing to believe you.
  14. Good, now you totally missed the point and accused me of theory fighting.
  15. I disagree with that. Unlike with OS where OS wouldn't get meter(especially in /) Hakumen can just wait for the zoning to end(either by mistake or by selfmade opening) while he keeps getting stars doing nothing basically. And when opponents are using projectiles their tension gain is less than Hakumen's. So trying to zone Hakumen only makes him more dangerous in the long run. As for mobility, that's what corners are for:p
  16. lol, wait till next year then XD
  17. reminds me of KZO vs Ogawa.
  18. kaqn failed back then.
  19. I just read the SBO thread, there's hope for Hakumen! 0 Qualified!
  20. Tell him I'll kick his ass next time :bad:
  21. Say, do you happen to practice against Goga?:P
  22. Maybe I forgot to mention this sometime earlier: any music that isn't metal tends to be boring(or terribly irritating) by default. This especially includes J-pop and J-rock; J-metal is to be avoided for the most part.
  23. The first thing that actually came into my mind;) Except I would've worded it more like: This says he's wrong! Quite honestly I don't know where Ogawa gets his mu insights from, but with Inoue's vs Eddie performance on the rise I wouldn't say that 7:3 is correct even for a Tokyo player's standpoint. I've probably mentioned this before, but the major issue for OS vs Eddie is is that Eddie has a potential 350 damage mash(interrupt into mawaru loop + unblockable + H drill unblockable) while OS only has a potential 250 anti mash and in general; OS's anti mash options end up doing a lot less damage while Eddie's mawaru loop remains fairly consistent.
  24. I was referring to 2P,5P XX l1Ri and yeah they can interrupt my idea. But the idea is, people usually tend to wait a bit before they attempt an interrupt so that if you tried closing the gap with your 'gapless' mixups they autoguard. (If they mash hardcore you can just do 2S6H on repeat)
  25. Hmm, wait a sec... You have to GB early to make it a guaranteed crossup in a GB setup so this whole stuff has been wrong from the start:P So you can actually get crossed up during or before meaty. What's more likely to happen is that you cannot get crossed up for several frames after you initiated your own guard, which is something that happens when you hit them on the meaty or any time later. This is for example why a regular GB doesn't crossup unless certain conditions are met(opponent standing or FDing). As for the 2P5P into mixup, perhaps instead of 5King it's a good idea to l1Ri, you'll end up fairly close regardless with +3 so you got full l1Ri mixups available to you. And if that thing hits, it's usually a CH (because it's what you were fishing for) and because it's close enough you can follow up with 2S5H into whatever(or a dustloop when in the corner).
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