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qwerty

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Everything posted by qwerty

  1. *reads two posts above yours* well fuck
  2. well, it's true. if you try to jump in with an attack and you're in 6A range, more often than not 6A wins. if you try to empty jump in/kara fastfall, i have an airthrow with good range and hotaru. if i'm in blockstun because of nirvana, then that's a different situation altogether now isn't it?
  3. i don't think it is. either way, guren isn't really a move you just throw out. remember you have like, the second or third best 6A in the game (depending on whether or not you think ragna's is better) and carl eats that shit all day on his jump ins.
  4. all the details are in the link.
  5. valid points across the board, but i think the biggest reason gg receives so little hype is because we don't have an established group of players that always make top 8. there's no daigo vs wong or yipes vs sanford that gets the game's name out there. bb kinda has that with mikez and heartnana, which is one reason i think it'll be (and is) the arc community's sf4. still, <3 gg and hopefully the scene will stay around for as long as possible.
  6. you should know better than to think i know how to play games.
  7. since we're on the subject of converters anyways, just wanted to put out there that there is a lagless ps2 to 360 converter that laugh sells. but anyways, i was wondering if anyone here could tell me if taking the art off of the hrap2sa is any different from the other hraps. i ask because the top panel is riveted in, but they can be removed with a hex key on the 2sa (something i don't see on any other hrap). i would figure this out myself, but my toolset is being borrowed.
  8. as do i.
  9. not a matter of punishing a landed counter (which as you said, is impossible), rather finding out if hakumen is doing it on prediction or reaction. either delay the clap or don't do it at all, and if he counters anyway then welp. i still stand by this matchup being 6-4 for hakumen, btw.
  10. alright, since the info in this thread is pretty lacking, i figure i'll come along and help you dudes by giving you a view from the other side of this match. first, don't airdash towards hakumen. just don't, okay? his AA game is pretty similar to yours, but he can (generally speaking) get more damage off of his. not to mention air to air, hakumen is a very hard character to beat (air throw has tons of range, and he has hotaru to mix up with), so he can always airdash towards you if you're airdashing outside of his AA range and make you eat 4k+ from either of those. super jumping and double jumping (especially if you can bait AA's with them) are the way to approach from the air, but always be ready to react to anything hakumen might do (he'll know if you're within air throw range, trust me). for your ground approaches (which you should be trying to go for), you have a lot more freedom and a lot of ways to control what hakumen does. pressure is nice, but pressure for pressure's sake is going to get you punished (this goes against anyone, really), which is why you eventually do need to commit to something and mix up. i can't give you tips there (don't know ragna well enough), but i'll say that the best ragnas i've played have been able to make me get hit by stuff i consider easy to react to. as for hakumen countering your stuff, here's a bit of info a lot of people don't know- all of that purple blood stuff around your drive moves count as projectiles. no joke; go into training mode, have ragna do some 5D/6D pressure against hakumen and have him counter it. in most cases, hakumen will land the counter but the followup will whiff. the only time it'll connect is if he counters when your hand is within range of his counter, but that's somewhat hard to do consistently. definitely good to know for when you do all of those 5D dash cancel shenanigans, since that's something you can react to (if you run into him when his counter is still active, lol ggpo). the last bit of advice i can give is to simply respect hakumen's ground mixup. hakumen can very easily make you regret blocking on prediction (as opposed to reacting, which you should be doing) and can frame trap you to death if you aren't careful (if you block his 6A on the ground, DO NOT PRESS BUTTONS HE WANTS YOU TO PRESS BUTTONS).
  11. i made a long post here that summarizes most of hakumen's mixup. if you still have any questions, i'll answer them as best as i can. i've seen really aggressive hakumens beat tao, but if you ask me the best way to fight tao is to play carefully and not risk getting hit by anything. outside of combos, the only buttons i press against tao are A and B. maybe C if i'm throwing.
  12. combos off of hotaru in general are the same as combos off of just about anything else. 5C zantetsu, 5C enma and 6C shippu all combo after hotaru. use hotaru for air to air approaches (mixup between it and air throw), use a dash cancelled hotaru to bait shit (textbook example is rachel's 3C- backdash and dc hotaru for clean CH), and in general just any time you feel like launching without taking much risk. and remember, it doesn't have very much recovery at all. even if you whiff one midair, you can do things on your way down (j.2C, j.C, j.D to punish anti air, whatever).
  13. beating noel is the same for everyone; guard high and react to 3C (hakumen specific: counter stuff you react to). the only noels worth worrying about are the ones that know how to macgyver their mixup, which are rare indeed.
  14. 5b stops a lot of act pulsar shenanigans it also works against noel's command dash
  15. i don't think that's the same match? as i recall satou got facerolled in the second round and the announcer told him to cheer up afterwards. satou won in the one you linked. as for a bad matchup making gg look bad, i don't think that's the case. if anything, it shows that the game is still evolving years into it's lifespan. satou ended up winning sbo anyways so it's not like there's much room for shit talk in that regard. that, and it's not uncommon for even really well balanced games to have a few unusually bad matchups. vf games usually have a few, as do games like motw, etc.
  16. tagers get greedy too
  17. does anyone have a youtube reupload or a nico link to this match? the video's private now and i'd like it for research purposes.
  18. something tells me this would only work on normal hit if it was ground to ground, because anti air on normal hit doesn't give you much time to do anything. still, cool find i guess. something to remember for when bbcs comes out and your opponent's used all their bursts.
  19. the 6A's i'm assuming are counter hit?
  20. i think he either choked or just lacked matchup experience. possibly both. his lack of hotaru was disturbing, to say the least.
  21. that first match made me scream at my screen in rage. "WHAT WHY ARE YOU BACK TECHING INTO THE CORNER HES GOING TO 72- GOD DAMMIT"
  22. again dude, i was talking about realplay, not netplay. though i do have an xbl replay of him double perfecting me.
  23. make slidehead a forcebreak, imo
  24. breaking clouds is generally a bad idea, since it can be punished pretty easily with the low hitting curse thing (among other things). all of your anti airs lose to arakune's j.B (even yukikaze will clash against it!). arakune also has an inescapable pressure setup in the corner, leaving you with instant blocking into one frame counters as your only possible way of maybe getting out- although all it takes to put you back in your place is a well placed d bug (and good luck countering bugs). basically, what it sounds like to me is that you've only played netplay arakunes. which, granted, are usually horrible enough that you can beat them by landing counter hit j.C''s. but a real arakune player won't let you land more than one hit on him. i used to think nu was a worse matchup, but i have since been proven wrong. without a doubt, this is not only hakumen's worst matchup, but the worst matchup in the game. when i played him at svgl, i was the receiving end of 17-2 against hellfromabove.
  25. two things in particular that stand out are your astounding lack of 6A and the fact that you're guessing with your counters. the former is pretty easily curable- just use 6A any time he's used his double jump option if you're afraid he's going to bait/guard it. and if he does guard it, who cares? it's not like he can punish you. guessing with your counters though is a really bad habit. i know online it's hard to react, but if you had enough time to use a counter, you had enough time to do something more worthwhile (like 6A!). and in general, i would advise to step up your air game. his mindless superjumping could have easily been punished with an air throw/hotaru.
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