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Sophisticat

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Everything posted by Sophisticat

  1. ^ Nice. Very solid play, I like! Two Q's, though: why so much 2a mash, and doesn't the new corner loop have 2-3 more hits than what's seen? I'm pretty sure you stick in an extra j.C or something for more dmg. Looking forward to seeing the other vids, I'll be keeping an eye on Spark's play.
  2. Yeah, but that costs meter, same with doing Tsubaki after air throw break. You can do it once in a while, but not consistently. Now we got meterless options, which is cool.
  3. Oh my God, Rachel looks so boned by the matchup. Revenge, sweet revengeeee! That said, it's looking pretty 8-2 to me from here, though in Qwerty's opinion it's 7-3. What makes it not 8-2? Also saw something which was confirmed -- you can do j.C or 4c after throw break. It bugs me that in CT you can't really do anything, and some characters could pressure you right after, so I'm pleased we got something too.
  4. You're hardly "garbage", you're just talked about as being the top XBL Nu, so I took it that way. That said, I stand by my statements, and add that the problem isn't your use of Nu, it's you as a player. You automate your play too much, for example, and Hakumen players in particular will kill you for it. My implication is that while you make use of Nu's mixup air game, it becomes a bit transparent after a while. I suggest switching it up with more ground game mixups to keep the other guy on his toes. The point here is that if you make use of Nu like that, you need to have the matchups down pat since it's much riskier to play her that way. So if your reactions and yomi aren't up to par, you'll be in for a world of hurt. Now, I can say this since I've played the single best Nu I know at this kind of play. I can send your vids to him and get his feedback if you want (he's French) to see what you could improve as Nu isn't my specialty.

  5. Oh yeah, correction: when I say Arcade sucks, it's in the sense he's considered a top Nu. Quite obviously, he easily annihilates anyone not already good at the game.

  6. Haha, the combo is just a more specific version of what you can already do. It's the kind of difference that only really matters once you reach higher levels of play (not to say I'm there just yet...). It's just good to get used to it so you can get the "feel" of it and use it on reaction once you really need it. TK Tsubaki needs the right spacing since you can be poked out of it on reaction (obviously). Try hitting with the tip of the hitbox to get a clean CH combo. I play offline enough to know the differences between on- and offline play, but it's unfortunately not as much as I'd like. One thing, though: IB is tons easier offline. Even on green connections, IB isn't that smooth. You can practice IB online but I personally don't bother. The Nu in question is Blood-Gemini. You might have heard of him. Just look him up on YT, he's got his own channel.

  7. -> Renka(1) -> Enma [reversal] -> bj.2c -> AD(back) j.2c -> f.C -> 2c -> sj.2c -> AD j.2c. 4 stars for a ton of pushback and good damage. If you can't do the final bit after j.C (timing is strict), do 5c -> Gurren -> 6c instead. However, your use of shippu to lead into corner loop was good stuff, so I've no complaint there. Just be careful of using it mid-screen since it resets positions. Other stuff. Use of kishuu was very good. Just be careful not to always finish in throw if in range. You can mix up after kishuu with a low (3c, 2b, or renka), Hotaru or Tsubaki. Which one you choose depends on his habits, though. There isn't much to say other than improve some combos and refine your Haku for top play. Don't be reckless, and put thought into your choices (i.e. IAD j.C because it's the right move). Might add some more stuff, but that's what I got for now. I might post up my own vids vs. the single best Nu ever in the vid thread so you can see what true Hell is like. :P

  8. ... Well, my first impression is that for a top Nu Arcade pretty much sucks. If you want to beat him specifically, just be unpredictable since his reactions and yomi are sub-par. This is evidenced most glaringly by the fact that you could get in IAD j.C and so many throws. Both were very predictable, punishable choices, but he got hit instead for half hp. He also doesn't fully utilize Nu's mixup capability and seems to automate his play a lot (likely due to too much online play). Besides that, good stuff on your part. Just don't throw out IAD j.C recklessly like that, and maybe switch some of those throw attempts with a TK Hotaru. You also need better throw combos. I personally detest finishing in shippu unless the other guy is at less than 1/2 hp. I prefer: -> Gurren -> [Delay] Enma -> yada yada. 3 stars for 4k and good positioning. Or (if you can do it)

  9. We finally see some mirror action, and I think I'll definitely enjoy mirrors a lot more this time around if it's anything similar to the reference below:
  10. I copy-pasted all the new SBO Gamechariot quals. vids with Haku right here. Riveting! Good play out of the green Haku. Shadow was a bit annoying to watch, but he did do well. We need more Blue Haku (Suzume?), though. There's stuff in there I'm stealing for sure.
  11. ... Glad to see I'm not the only one who thinks "Haku can do oki? :psyduck:" Don't play oki, do yomi. But really, my oki is mostly retaliating to the other guy's wakeup game, though I'll sometimes do Hotaru in the corner. Seriously, anyone with a DP stops you from doing anything at all, not to mention supers/360's.
  12. As much as I love swinging around 6c, this is a pretty rare occurrence. Best to stick to my previously listed combos. Use Hotaru to catch techs. It works quite well. But I see what you mean. Rachel can just wind out, so you want to go for knockdown. Your combo needs tweaking, though. It uses too many stars for a knockdown, the first Gurren can make your 2c whiff if too close, and the second Gurren into 6b is just a waste. Assuming you can hit with 2c after Zan, and too far out from the corner to go into loop, do: [starter] -> Zan -> 2c -> j.2c -> AD j.2c -> j.C -> 3c. If you're close to the corner, just omit the AD j.2c. Now, if 2c will whiff, and you need to hit with 5c, you can do this instead: [starter] -> Zan -> 5c -> Gurren -> j.2c -> j.C -> 3c. You can also replace Gurren with Enma if you need an extra bit of damage. However, one thing I do if I have the stars to spare is use Tsubaki at the end of a corner loop to make it a knockdown. Yes, it hits even after the final j.2c x2 + j.C. It's not a big expense since I likely spent a mere 2 stars to get that corner loop in the first place. So long as you're sitting on 2 stars at this point, you're good to go.
  13. Oh, I never thought about this. Good one! However, I'm not sure about jumping out early of enma. A very small delay makes sure you're aligned with the hitbox of your opponent so f.C doesn't whiff. But if it works for you, then I guess it's fine. This is correct. Biggest damage you'll ever get mid-screen: 6c CH -> Renka(1)-Zan -> 5c -> Enma -> f.C -> etc. (8.1k) Biggest in corner: 6c CH -> Ren-Zan -> 5c -> Zan -> 2c -> j.B -> j.2c -> dj.C (~9.4k) Ren-Zan in general is your most powerful combination of specials to use inside a combo, or as a starter. Actually, I've tested it out since Qwerty mentioned it and I can't get it to come out. I'm fairly sure I've done it before, and I know it leads to exactly 5555 damage, but I just can't reproduce it. Doesn't really matter since the 4 star combos I posted previously still beat it out on several fronts, so the point is moot.
  14. More 6c ch combos! 4 star stuff this time, CS inspired! Double re-launch (5.7k w/5c, 5.3k w/gurren): -> [Gurren or 5c] -> Enma -> f.C -> 5c -> Enma -> f.C -> 2c -> sj.2c -> AD j.2c Damage option (5.9k): -> Renka(1) -> Enma -> f.C -> 2c -> sj.2c -> AD j.2c I prefer the first since it pushes back a lot more than most combos, easily leading into the corner and the damage difference between the two is marginal anyway. Second one is for easy mode damage if you worry you'll whiff the first. Both are nice options if you have 4 stars, and both blow 6c ch -> shippu out of the water in terms of advantages. That said, no Haku worth his salt has any reason to use 6c ch -> shippu outside of an unblockable/burst bait combo! 6c CH has a combo for any and all star counts to suit your needs just fine! That said, I propose this for 6c ch shippu combo: 6c CH -> [Gurren for distance? ... Didn't test out adding it in...] -> Renka(1) -> Shippu. Why? Because it does 5.7k (as opposed to 4.5k w/out renka). It deceives the other into thinking you'll go for Zan, and might burst (charge hold ftw), and if it does hit normally, it beats out Tager's GETB in terms of damage, so you know it's got a better chance of finishing off the other guy than plain ol' 6c shippu. Plus, in the corner it leads to an 8.5k powerhouse combo. What's not to like? Yes, I've been turning into a 6c CH specialist nut... But I can't stop! It's like heroin! The damage is too good!!
  15. Custom combos. I don't always go for the standard stuff Haku "should use" because I might see some interesting property of a combo I make up I could put to good use beyond star/damage efficiency.
  16. I *think* I've seen this happen in a vid, but I'm really not sure. I'll be interested in testing out what Haku can do with 3c now. There's going to be lots of lab work, that's for sure.
  17. This, haha. I haven't seen much other than perhaps some good games, but nothing noteworthy or particularly good. Suzume is always good to post, but he hasn't been making appearances in vids lately... Too much to nitpick, so I'll be very general. - You should learn how to do the falling.C combo. It's your staple. There were tons of opportunities for you to land it in your matches. - C isn't Haku's only set of moves. Poke to disrupt, get a bit of damage, or set up a trap. 6a is gdlk anti-air, and 6b stuffs lows. - Don't IAD j.C so much. F.j, sj., and hop are all good approaches for Haku depending on distance. - Get down hop/tk specials and some good combos. Hotaru goes into f.C, and so does tsubaki after a 5c link. - Know that Haku dies not necessarily because of the slowness of his moves, but their recovery. Counters are quite guilty of this, so don't throw them out recklessly. That's all I got for now. Learn your character before learning the match-up.
  18. Another thing is a goal. What do you have in mind while making the combo? Do you want a high-damage combo out of hotaru? Or just the wildest thing you can come up with? Or perhaps you can use the arc it does on hit for some subtle positioning which leads into a unique setup. The point here is that you want focus and maybe some material to start with. There isn't much that hasn't been explored out of Haku, but I hope that won't stop you from making up your own. Combos can be fun to make, so go wild on e'm. :)

  19. Haha, I get that sometimes. Yeah, some of them are pretty unorthodox, though I can't claim they're all mine. Hope you don't mind a bit of a lengthy post here. :P I came up with them from watching combo vids, and extrapolating from stuff I already knew, but also because I wanted better combos for myself since I knew most bnb's were insufficient and the stuff already out there was lacking and insufficient. For example, all 6c combos I posted I came up with myself since 6c was a novel combo starter at the time as I didn't know you could link stuff after it on CH. But once I did, I went to the lab and got to work on it. One thing to keep in mind while making a combo is practicality. You'll notice I go for a low star/high dmg ratio as much as possible, and perhaps I'll even favor positioning over damage. Improvising and being flashy is fine, but you want to manage your gauge all the same.

  20. I personally really dislike going for shippu unless near the corner. I prefer: -> [Gurren or 5c] -> f.C combo. (starter depends on distance) Or -> Renka(1)-Zan -> 5c -> f.C combo. (damage option. ~8k for 7 stars) The above net good damage and positioning while using mag more efficiently. Though 6c CH -> 6c -> shippu works if you just want quick and dirty damage.
  21. I wrote up how to do the combo, but I can't find the post... anyway: 1) Do your starter into enma. 2) Jump forward. Easy enough to get it started. Now it gets a bit more technical: 3) Hit j.C during Haku's descending arc of his jump. There are several ways to practice the timing. The gist of it is you hit j.C as low as possible without the opponent teching out of it. Some ways: - Watch Hakus legs. Hit j.C just as they stop bending. - Learn it visually by your height from the ground (what I do). - By the height at which an opponent can tech. - By sound (some do it this way... not sure how, though). - etc. As you can see, lots of ways to do it. You just have to hit low enough that you can hit him with 2c, and high enough that he won't tech out before j.C lands. 4) If the j.C is done properly, 2c is no issue. 5) 2c into j.2c is a bit trickier. There are two ways that I know of to do it: - Hit 2c the moment you hit down (preferably down-back so neither 5c or 3c come out), then immediately hit up-forward 2c. - Do 2c, then input sj.2c as quickly as possible. I prefer the first option, but I've used both. You just have to be fast in inputing the super jump. 6) Air dash into j.2c. Mash it out like I do and feel like a pro. Or you can learn the proper timing and hit air dash the moment you can. The timing can be tight, so do it as quickly as you can. Putting it all together - Start your combo. - Hit j.C as you come down. - Quickly hit 1c -> 9 -> 2c. - Mash out the AD -> hit 2c ASAP. Successful 3.5k (depending on starter) combo is successful!
  22. Ha, I took the combo from that vid, actually. Still prefer the version I posted because it pushes further and uses one less star. TFCO? Never heard of that one...
  23. I believe I have Haku's best throw combo, though it's an odd one: Throw -> Renka(1) -> Enma -> Back jump -> j.2c -> AD back j.2c -> f.C -> 2c -> sj.2c -> AD j.2c. (4.7k, 4 stars) Pros: - Good damage return, goes over 5k in corner. - Double airdash = lots of distance covered. Great corner herd. - "Reversal". Switches positions if you need it. Cons: - Done off throw, which means reduced untech time. Becomes hard to hit after the f.C. - Need 4 stars. No reason not to do it unless the corner is already in front of you. Not the highest damage you can get off throw, but it's likely your best option mid-screen if you have 4 stars. But then, I complement this combo with these two to make a well-rounded arsenal of throw combos: -> Gurren -> 6c. The perennial classic. -> Gurren -> Enma -> f.C combo. Good damage and more control than standard gurren 6c. Forward version of the above combo.
  24. Yeah! Now he just needs his old 6a back and he'll be perfect! Kojing aside... Console release will probably have it right for every character. I doubt they'll introduces radical changes, so it'll at least be better balanced than it is currently. Anyway, all this discussion feels pointless because of said console rebalance. Let's keep match-ups and such for when it's released over here.
  25. I almost never use 5B. The spacing and height make it restrictive, though it is good for punishing some stuff. Then again, if it isn't a scrub killer, no wonder I don't use it since I (used to) play 90% online.
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