MadRhetoric
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untechable time may not be enough for airdash > j.2C but I'd have to try it myself to know for sure. Just from looking at it though I don't think its possible
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Those combos aren't terribly useful because the damage is bad and the positioning is bad. You give up damage and you give up oki, even with tsubaki you tend to be too high to oki. For instance on the second combo instead of 2C you can do renka (1) > zantetsu > 5C for better damage and spacing for the same amount of stars. I only do those jumping combos when that's the only way to combo, for instance off a 5A or 5B AA, both of which happen rarely. Off of 5A CH AA you can link to 5C for a better combo anyway.
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Both as a Haku-men and Tager player I agree with this. The hard to fight Haku-mens are the ones that abuse double jump and hotaru's extra jump to keep in the air and cross-up. 6C is still a good tactic though but you're not gonna crack open a good Tager like that. If you use it sparingly to control the match while you get mags its useful but that's not how you're going to beat good Tagers.
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its a gimmick for sure but I believe as someone else pointed out its unburstable so simply because of that it would be useful in some situations. but you're right in that a blood kain > yami combo would be a much better use of 100% heat
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yes you can't just mash out the combo (well the first part maybe) you have to learn the timing. It's similar to 623a~a > jc falling j.C > 2C > sjc j.2C if you can combo that the corner combo is similar in execution with just slightly different timing. also you should use 2C instead of 5B after renka, better damage.
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G.A.M.M.E. - Orlando, Florida - June 4-6 2010, $5000 SF4
MadRhetoric replied to Moadib [GPX]'s topic in Archive
Excellent, one of my best friends lives in orlando, I'm definitely going to this. It's quite a bit aways but I'm excited already. -
Your combo choices seem weird to me. I mean combos tend to be personal preference a lot of times but you seemed to use 5C > gurren > 6C a lot, even in situations where another combo would have been better. Like off of 6B counter hit falling j.c > 2C > j.2C > j.C does better damage for no meter, and gets you more meter because of the length of number of hits, and if its spacing you want you can just replace the final j.C with j.2C for pretty much the same position as 6C. also inbetween 5C and enma putting gurren only does 300 or so damage and prorates the rest of the air combo so it seems hardly worth the meter.
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what carl combos are you expecting? normal combos work fine, use them. You just have to remember to only let renka hit once if you're following it with gurren. After forward throw if you're near a corner you can follow it with shippu.
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renka (1) > zantetsu > 5C > zantetsu > 3C throw/renka (1) > gurren > 6C > shippu for this one if you're not planning on doing shippu and just ending with 6C let renka hit twice, it does more damage. if you're planning on doing shippu cancel renka after its first hit. 5C > kishuu~enma jc > falling j.C > 2C sjc > j.2C > ad > j.C near corner: renka > 2C > sjc > j.2C > falling j.C > 2C > sjc > j.2C xN > airdash > j.2C xN pretty much all of his other combos are some variation of those, so if you learn those you can quickly pick up any other combos in the combo list on the first post of the thread. If you have any questions I suggest watching some vids since any good haku-men is going to end up using these and that will probably clear most things up. If you still have questions about execution go ahead and ask.
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There are some other physical attacks that have such huge reach if you counter them at max range the follow-up will whiff. Noel's bloom trigger is an example, the first hit is physical but if you counter it at its max range the counter will whiff.
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if you're close a good string is 2A > 2A > 6A which is safe. You can also go 6A > 6B for low mixup and then frame trap from 6B if they try to punish it. Farther than that distance you've got to work everything off hop. If you make them afraid of your hop when you have 2+ stars with hotaru its only then you can really start to mix-up with 66 throw, 66 2B, 66 tsubaki. His pressure is shit because you have to burn stars but his mix-up is good as long as you make yourself intimidating, make your mix-up short and sweet.
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I'm going to vote for Litchi as well.
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haha oh wow I thought I was the only one who thought of Vader when I read qwerty's post, and then I come back and see clearly I wasn't. except I imagined it more along the lines of Tager saying it while force choking Haku-men.
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I kept wondering why he never combo'd off anything. Ok I can maybe see having trouble hit confirming a 2B or something but come on, you land a CH j.C or 5C its time to combo.
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wow that's damn awesome, for some reason I never thought about comboing after shippu outside of mugen. I knew you could special cancel from it and combo in a corner but I never thought it would be worth it. 2000 damage for just 1 extra magatama is excellent, I just tried it out because I'm definitely using that if that situation ever comes up. I also decided to try an 8 mag version for kicks, 6C > shippu > kishhu > 5C > zantetsu > 2C > sjc j.2C > j.C 7119 damage with an uncharged 6C. Only an extra 600 for 3 magatama but I suppose if you really need to kill someone off a 6C and have that extra meter this would be the way to go. There's bigger stuff of a 6C but only if you're right next to them and its a CH, this one is actually usable.
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ohhh wait I see what happens now, I didn't realize carl had no i-frames at all on cantata. That's what was confusing me. so the super goes off even though he's hit with the counter, and if the counter successfully goes off there is some recovery. That's pretty interesting.
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wait a second, are you sure? Even if Carl uses the i-frames on cantata to dodge the follow-up to the counter, you should still be invincible for the entire recovery of the counter. So you should be able to counter a second time or just block. Is this just a glitch or something?
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the dash comes out late since you have to wait to recover from the j.2C. Just wait a bit and then double tap. Don't mash on the stick that's just retarded. If you just wait a bit you'll probably get it right since its not really hard timing, but if you end up waiting way too long just wait a little less next time and you should get it.
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just cut spark bolt like a real man
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I'd have to see it to know exactly what's going wrong but as long as the j.C connects the j.2C should be able to connect. Maybe you're just hitting it too late and they're teching?
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Never been hit out of D by Ragna's inferno divider even though he does indeed do it everytime to get out of your counter. Sometimes I think after recovery he's still in it and you have to block it but I'm not really certain since I haven't fought computer Ragna since beating score attack, I just know I always counter then punish his divider to do more damage than the counter would have done in the first place.
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super jump into the j.2C and it should always land. Also you don't need to superjump from the 6D into the j.C, walking forward a bit and jumping in is enough if you super jump into the j.2C to compensate. Also Watoo24's question was already answered but I just wanted to clarify that 236A combos into 623A~A so that might be the cause of the confusion since he said when he was watching videos is seemed like it launched off a second hit.
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a little irrelevant but I've always called it escape install myself.
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I have medieval haku-men... lol