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qwerty

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Everything posted by qwerty

  1. actually, jackG is completely right. i am doing this combo in the corner, btw. but yeah, for some reason it never occurred to me that the 5C should go after zantetsu. probably because doing 5C -> renka prorates like hell and actually makes the combo do less. so it does 6352 against ragna with the 5C and 5875 without.
  2. not sure if this has already been posted, but i've been trying this combo in training mode lately: renka (1) -> zantetsu -> enma -> j.2C loop although it does cost seven bars of meter, it's probably the most damaging set up for j.2C loop.
  3. this is why i like to bait teleports whenever i 2C the cloud. not only do i not get crossed up, but i also get a counter hit.
  4. eh, zantetsu isn't THAT good of an overhead in the sense that most (good) people will be able to guard it on reaction. but yes, getting a CH 5C during arakune's landing recovery into a zantetsu combo is the way to go for damage. i'm going to disagree here on the basis that a) arakune has incredible anti airs (as well as clouds, which while you're in the air are usually out of j.C/j.2C range) and b) he cannot touch you at full screen if you aren't marked. so yeah, if you wanna turtle, i'd recommend going full screen and then just being ready to react to whatever he does (be it a teleport, jump in or whatever else).
  5. 5d -> 6c -> 632146c
  6. fun matchup all around, since the mindgamez are endless. is he jumping in with j.C? then 6A. BUT WAIT, maybe he'll do j.D instead to bait you this time! then just sit back and guard and then punish his recovery with 5C -> combo. etc
  7. hahah, he has a way of doing that. anyways, i actually don't think this matchup is quite as bad as it seems (especially compared to nu), though it can be downright hellish at times. the one really good thing about this matchup for hakumen is that arakune (especially if he bursts) takes damage like a bitch, and this is going to be how you win against arakune; punish when possible and punish hard. one thing to keep in mind is that it's actually safer for hakumen to turtle at the start of the round because arakune hasn't marked you yet. in case some of you didn't know, hakumen's 2C beats the hover cloud and 5C/6C/j.C will beat the sphere cloud (the one that travels all over the screen). however, be cautious of when you eat the clouds, because if you're stuck in autoguard for too long arakune can punish you for free- and it will just go on forever, take half of your life, and you'll end up getting marked at the end of the combo anyways. other than that, just be especially aware of your distance and range on your moves, and learn when to punish arakune. i try to catch him in landing recovery after he does j.6A/B/C or j.236D and sometimes i'll try to predict where he teleports and try to land a 6C/j.C, though that's for when i'm feeling bold. it is a hard matchup, no doubt, but it's by no means impossible. i've probably had more experience with this matchup out of the entire roster so far (thanks to being part of the 10 game+ streaks of copperdabbit and hellfromabove), so i can say with confidence that if you're patient and can guard everything that comes your way (easier said than done), you can beat arakune.
  8. this was discovered quite literally months ago. but yeah it's pretty cool, if not a bit wasteful.
  9. sometimes it doesn't hurt to throw out some one time gimmicks, like jump in j.D to bait his 6A or starting a j.2C loop but then air throwing. at least, that's how i beat the mean ragna players around here.
  10. http://www.youtube.com/watch?v=tgcQD5elWYA 7:05
  11. i hate the mystery meat menu browsing in training mode. also i believe there's a "regenerate" option under "health bar" as well as a "display damage" option. also hakman.
  12. i should've clarified that it indeed only combos off of a counter hit.
  13. you just have to input it relatively quickly and be close enough for it to land. try it without the second 5C to see how the guren hits and how the 6C links. the second 5C is just there for some extra damage if you're close enough for it to hit.
  14. it's all about how much risk you're willing to take for how much reward. in an actual match in a tournament? i'd contemplate baiting the throw. but on xbox live, i'd rather just be safe and break the throws on reaction (since i'm gonna win most of the time anyways ).
  15. a few things to help against jin: - hit up training mode and learn the timing for 5D'ing his icecars, since you can counter all of them on reaction. once you land the 5D, if you're not near the corner just do 6C (into super if you have meter) and if you're near the corner even a basic air combo will do (j.C j.214B dj.C) if you don't have j.2C loop down yet. - jin players (especially online, lol) love to do wakeup throws, so keep B+C ready anytime you wake up or your opponent wakes up near you. - a better combo than what you posted (that works on everyone!) is 5C -> zantetsu -> 5C (replace with 6B for carl, noel and nu) -> guren -> 6C. only four stars and it does anywhere from ~50-80% depending on whether your first 5C was a ch, if your opponent already bursted, etc.
  16. . i did start up a wiki page for h-man, and i'll be adding to that over the course of the week (though it's all just info from this thread and other places atm), so bookmark that i guess. jackG is doing a good job with the matchup threads here, so hopefully we can get more of those soon.
  17. dude reaver, i'm not even going into why you're wrong on so many levels. i guess you sort of make a valid point in saying that hakumen and hos share nothing in common, but i didn't need a reminder of that, and neither did anyone else, thanks. but what i will say is that i have beaten high tier characters- tons of them actually. i've even managed to beat players such as copperdabbit and taoftw a few times (and they are no pushovers by any means). i don't go into matches thinking i'm going to lose because i play a low tier character- if i did, why would i bother playing as hakumen? just stop reciprocating this dumb discussion. seriously, you're making my head hurt with all this baseless speculation and assumption about a game you have not even played yet. if you're going to get the 360 version when it comes out, i will gladly give you as many matches as you need to gauge how good i am. but until then, i could honestly care less about what you have to say about this game.
  18. i got your point, it just wasn't a very good one. even from matchvids of jp players you should be able to see that more often than not, a hakumen with full meter is a dead hakumen, because the "doing nothing" you talked about happens to be the core guessing game of blazblue (and basically every 2d fighter); guarding high or low. people like 0 or buppa might make it look easy sometimes, but it's not. hence why hakumen is so low on the tier list and is going to stay there. yes, building meter during your opponent's rushdown is nice, but you're going to have to find a way to use it. and more often than not, hakumen never gets the chance. you have to realize that hakumen is a retarded johnny/slayer/baiken hyrbid in a game where you have a loli robo eddie, eddie's long lost brother and dizzy with may's hitbox, and all three of them can effortlessly keep hakumen out of their face.
  19. easier said than done. that "doing nothing" part happens to be the hardest thing about playing hakumen; not getting hit. especially against the top three, you want to spend as little time on the defensive as possible (protip: hakumen spends a lot of time defending ). counters help with this, but you still have to know what counters to use and when (ie: if tao is right in your face, 6D isn't a good idea since it has a minimum range, but you also need to be sure that you won't get ch'd out of a 5D). and sure, theoretically hakumen can make a comeback once he's gained all dat meter, but look at how often hakumen loses with all eight stars. point being: play the game against live comp for eight months and then comment on how it should be played. nothing personal against you reaver, but the theory fighting should at least be left to those who have played the game. you might mean well, but that doesn't mean you aren't wrong. sorry dude.
  20. i wouldn't say raping, but having an easier time for sure. though tao is especially painful as far as non projectile characters go (i was using counters in this match too!...). as i'm sure everyone at svgl will attest, i've gotten much better since this match (but tao is still hard ). when can i have my on-guard 6D for two stars arcsys?
  21. does anyone happen to have a full image of the accent core mayship? i wanna put it on my stick but the only version of it i can find at guiltygear.ru is a shitty 1024x768 wallpaper from like 2000. it would be incredible if the loli on the left hand side was holding her make a miracle sign, also.
  22. well, when we played at fanime haku and nu were available from the start. granted, that's not the final version of the game, but aksys is particularly good about listening to the community when it comes to these kinds of things.
  23. i'm 99% sure that he's playable from the start in the console version.
  24. i finally have a frickin stick. i've only been playing on it for three hours now and i've already overcome input barriers in this game that i couldn't do in over a year of playing on pad; kjt frc, actually utilizing kj frc's triple jump during combos (as opposed to just using the reset for j.H), wavedashing, staggers, etc. (the shots a bit crappy, since i actually had the camera on the stick while i did it, but that's a kjt frc) two of the problems i've always had when i've played on other people's sticks is that i can't get my motions right and i tend to inexplicably drop combos. with just a few hours of nonstop practice, i've been able to determine that the first problem was because i was doing the motions way too fast (a habit formed from playing on pad) and that the second problem was because i was pressing the buttons way too hard (a habit formed from playing on happ sticks). so just in case anyone has those same problems, that's how i solved them. i'm hangin up the pad for good.
  25. johnny is hard for johnny to combo.
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