Jump to content
Dustloop Forums

qwerty

Members
  • Posts

    2,573
  • Joined

  • Last visited

Everything posted by qwerty

  1. i for one am guessing that it's going to be an incredible tech trap tool, at least in/near the corner. not that getting people into the corner is very hard now that we have j.C and 4C...
  2. dustloop dot com daycare service i can see it now
  3. if they haven't bursted already. is it just me or does this game seem to be, dare i say, sillier than ct? i mean, i could understand if hakumen got half of the buffs he did, but now he really just seems horrendously overpowered...
  4. it's a charge motion now (]2[8) instead of a 720, so yes
  5. actually, regarding that, i recall hearing someone say that the way they translated mugen as infinity was incorrect. though i could've just been trolled hardcore due to my weak jp...
  6. well hey nobody doubts that getting matchup experience in gg is hard but are you insinuating that tekken players have it any better? there's like a million fucking characters and a good number of people who play tekken are awful at it.
  7. i use it as a meaty also a good way to preemptively beat potbuster, though you'd best hope if he does a heavenly that you're just getting to your active frames.
  8. qwerty

    AC: Combo Guide

    not really, most of your standard lightweight combos work on her. if you need to learn combos, here's your 101: http://www.youtube.com/watch?v=gVYmgBFNBXc http://www.youtube.com/watch?v=2PXH3LHHCho http://www.youtube.com/watch?v=77BuN0lPVqI
  9. people listen to game "critics"?
  10. i guess i should've been more clear, but i meant after the followup. like, sometimes you don't react quickly enough or you miss the jump input because you're still in the active frames of the followup, and the opponent goes a little bit further (due to the tumble/whatever you call it effect) than he would have been had you timed it right. i rarely use 6D (or any counter, really) outside of instant blocking into it and punishing block strings, so when i do use it on reaction i often end up having to double jump. although walking forward and single jumping would work as well, but that may screw up your positioning depending on who you're facing.
  11. ALRIGHT, we finally got some vids. (if you don't have a nico account and can't make one, use this to view these videos) shadow vs kaqn: http://www.nicovideo.jp/watch/sm8870665 see a lot of nice things here. 6A moving forward seems to make it a better pressure tool than it was in CT and the new j.C seems to be even more useful (!) than the old one (which we still have). the fast 5C and 6C really show their strength here, and i noticed that back throw now wallbounces (combo potential here? 6C shippu maybe?). only move that's under-represented in this match is 4C, which he seems to only use when he remembers he has it. ragna vs hakumen @ 4:50: http://www.nicovideo.jp/watch/sm8869059 nothing particularly interesting here, other than hakumen's damage output.
  12. 5D i just do 6C (shippu if i have the meter). you often have to delay the 6C (if you hold C you can delay it up to 27 frames). 6D just double jump forward and dust loop (single jump if they're really close but often you need to double jump). block. you could always consult frame data but if that shit makes no fuckin sense to you, just go into training mode and have a character do a blockstring and just mash 5D/6D during it to see if you can get something out. also anything you can react to is good to counter, as a rule of thumb. if you start ib'ing everything (i do mean everything), you can spend your meter like it's not even there. just be sure not to do any day 1 combos (hotaru reset j.C tsubaki, just no) and you should be fine.
  13. hey since we're on the subject, i'm pretty sure barrier guarding makes hakumen's aerial hitbox just a little bit smaller. his lazy foot seems to be not part of his hitbox while he's barrier guarding.
  14. sounds like it was a huge mess. but at least veteru won!
  15. holy shit you live in mountain view?

  16. that and arguably being the single easiest one hit to space and execute. but yeah so long as potemkin is anywhere kinda near the corner you should be able to land it. the only limiting factor is whether or not you can land the coin.
  17. hey so i found this MAD BALLER one hit that works against potemkin and i'm not sure if this is old or not but this is news to me so w/e. 5K 5H MMF2 coin *delay* IAD PPPDE i almost want to say that you want to air dash right after the coin hits, but i don't have my camera to do a frame-by-frame. but the nice thing about this combo is that at least as far as i can tell, so long as you're in position to land the first j.P, you can do the rest of the combo by just mashing the inputs out.
  18. hotaru is jump cancellable. plus you can j.D as soon as it recovers so...
  19. rare footage of me goin dumb
  20. i may not expect it, but i'll be damned if i'm not going to react within the half second long window i'm given to. learn to air throw for real- bait shit, use hakumen's air mixup game to your advantage. you can thank me later.
  21. jump around and air throw/hotaru
  22. i think 5C is the better round starter. 2C is pretty godlike against tager though. it's easily your best aa against him if nothing else (free midscreen dustloop!).
×
×
  • Create New...