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Sophisticat

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Everything posted by Sophisticat

  1. This is a result of Tsubaki having more untechable time. I'm wondering if something like full charge 6c -> TK Tsubaki -> 5c -> TK Tsubaki -> Hotaru -> 5c -> gurren -> corner loop will be a valid combo. No idea what the damage would be on that, but it's making me think TK Tsubaki might simply replace Zantetsu in combos depending on how it prorates since you apparently can't do Zan -> 5c -> Zan anymore.
  2. I must say, I already MUCH prefer this version of Haku. I'd always wondered why they never made him make full use of his sword's range in CT... looks like that's been remedied. Perhaps 6a's and 6b's nerf won't be too much to worry about.
  3. I've had the same happen to me a few times, but I'd attributed it to either lag or me not blocking fast enough. In general, though, barrier'ing in the air is good practice because most characters have air unblockables (if not IB'ed or barrier'ed). Oh God. I was once hit by Rachel's Sword Iris, even though it barely hit the tip of Haku's foot. Yeah, from then on, I've started using barrier guard more in the air.
  4. Been thinking about this lately. Since Haku is unlikely to have a backdash with invulnerability frames any time soon, couldn't he receive command dash like kishuu, but moving backwards? Not sure if making it special cancelable would be broken, but it'd be a nice way out of pressure and the cost (1 star) sounds appropriate.
  5. I just went through one of my favorite Haku combo vids and I believe we can witness an aforementioned guard crush @3:12. Blows through stars, though, so utility's kind of limited.
  6. Technically, it's JackG's. But I don't mind spreading the gospel, so feel free to steal. :eng101:

  7. @Ryo: Yeah, that's it. Thanks. I'm incorporating this asap the moment I get my Ps3. ? Not sure if you mean the new combo above, because that's off 5D.
  8. Nice find, but I'm wondering what are the stats on it. Can you delay it or is there strict timing? Does this only apply to enma or can other specials do it too? I don't have my Ps3 with me, so I can't test it out. Now that's useful. Sounds like it could become Haku's best meterless option outside of an air throw. More opportunities to land it, too. Awesome.
  9. Eh, yomi's kind of hard to explain without going into the backstory. It started with a Sirlin article where he talked about the Japanese concept of "yomi", and it's been both endlessly parodied and revered by now. There's more to it, but I'm a bit short on time here. Basically, it's "psychic ability". Like Daigo and his psychic DP. You could say the yomi is strong in him. :D

  10. Don't mind if I borrow.
  11. Actually, I don't think being able to combo is all that important if you can predict stuff. Basic bnb's should do the job since they're already damaging on their own. So even if you can't use enma, you still got way better yomi than most. I'd say that's all you need. I see why you made two posts back there. Damn character limit. :P

  12. Haha, nice to know. Now I see why you could counter my 6b. The yomi is strong in you. But, I'll be using that stuff against you next we meet. Just you wait and see. :P For the rest, going to have to practice that. I think I mostly have combos down, so I want to improve my defense more. Now, 6D being heavily prorated, I did NOT know. I didn't get to use it yesterday, but it's actually my favorite D counter. Going to have to change that. I'm not sure what kind of style I'm going for with my Haku just yet, so I want to be good at everything, then use it effectively. But if I had to say so, I'd say I like being semi-aggressive and relying on mix-ups and traps. Eh, I'm still kinda new to fighters, so there's plenty of room to improve.

  13. Yeah, you have to be fast, but the payoff is worth it. :P TK is mostly for tsubaki. The difference is just enough for me to whiff a combo, so I have to hop it. TK hotaru is fine, though. Hey, speaking about timing, how do you do j.D -> hotaru? I've never been able to do that. Also, when you mentioned countering Bang's nails, was it 5d or 6d? I need to get better at countering stuff, and you're way better than me at that. :P

  14. I'm learning to IB, myself. I think starting off with multi-hit supers is good, like Nu's or Bang's. Then maybe individual moves that hit a lot like Nu's C. Finally, IB'ing strings would probably be next. This does raise a question, though. Is it better to IB or to counter? No player I have gone against who is aware of Haku's counters will continue a block string, so IB'ing those is kind of dangerous, I find. Aside from that, would this mean Tsubaki might have a slight disadvantage with Haku since she's a "multi-hit" character? Lots of meter with her. :3
  15. Haha, actually I didn't TK anything. When you hop, you can do either tsubaki or hotaru since you're technically airborne. Takes practice to get down, though. Combos: hop tsubaki -> 2c -> j.2c -> IAD j.2c or -> 2b -> gurren -> shippu. Gotta be fast for this one. hop hotaru, regular combos work fine, such as -> 6c -> shippu or -> 5c -> whatever. I do like doing -> j.c -> tsubaki, though. You can use TK, but it leaves you in a slightly higher position, so some combos might not be possible off hop tsubaki since there's not a lot of hitstun on it. I keep TK for when hop doesn't give me the right distance, which is pretty rare. Practice it, and you'll see what I mean. For grabs, I'm actually pretty bad at breaking them. It's just that I know some setups where the guy will go for a throw, so I can consistently break those. Experience is the best factor here. Otherwise, I still get caught by purples. :x

  16. I should be there anytime between 2 and 2h30. I'll only have one remote, but you can use it, no problem. I'm the handsome dude with long hair and who's hard of hearing, so ya can't miss me. :P I gave Air the directions on IRC last night, so he'll be there. See you in H-439!

  17. I concur, both as a Hakumen and former Rachel mainer. Haku can't do much vs. Pole & Pumpkin Spam unless he moves fast to avoid it before the Rachel gets started. Close-up mix-up is also quite evil. On the other hand, if the Rachel is around Haku's 6c and 5c length, she can have a tough time if the Haku has stars to burn. In general though, Rachel has the edge over Haku. 6-4 for me, it's definitely not as bad as going up vs. Nu or Ara.
  18. You can shippu through the gear, yeah. If you do it early, you can do fully charged shippu, too. Seeing it shave off 3/4th of Carl's bar is a thing to behold.
  19. Here's the full path list: SOL PATH 1: Pick "Don't tell me what to do, kid". Reach Order-Sol WITHOUT continue. PATH 2: Pick "Don't tell me what to do, kid". Reach Order-Sol WITH continue. OR pick "Do as you like." KY PATH 1: OHKO Dizzy. OR beat Dizzy normally, then beat Justice. PATH 2: Beat Dizzy normally. Then beat A.B.A normally. MAY PATH 1: Pick "Where did he go?" then OHKO I-no. OR clear the story without continue. PATH 2: PATH 1 conditions are not fulfilled. MILLIA PATH 1: Beat Venom WITHOUT time-up. PATH 2: Beat Venom WITH time-up EDDIE PATH 1: Pick "Retreat". Then OHKO Sol. PATH 2: PATH 1 conditions are not fulfilled. POTEMKIN PATH 1: Beat everyone until Robo-Ky WITHOUT continue. Pick "Escape quickly". Then OHKO Chipp. PATH 2: Beat everyone until Robo-Ky WITHOUT continue. Pick "Escape slowly". CHIPP PATH 1: Go to Zepp and accept Potemkin's invitation. IF you reject him first, after beating Slayer, pick "Go to Zepp". PATH 2: DON'T go to Zepp. IF you go, reject both Potemkin and Slayer's recommendations. FAUST PATH 1: Pick "Umbrella". DON'T OHKO Jam. PATH 2: Pick "Door". OHKO Jam. BAIKEN PATH 1: When replying Johnny, pick "Don't keep spouting nonsenses". PATH 2: When replying Johnny, pick "I don't have time for you". JAM PATH 1: Beat Justice normally. PATH 2: OHKO Justice. JOHNNY PATH 1: Beat Testament within certain time frames (40-45 sec?). PATH 2: Beat Testament after certain time frames. NOTES: After beating Testament, if you meet Baiken it's PATH 1. Anji is PATH 2. You can beat Anji normally, OHKO Ky, then pick "I understand" to PATH 1, "No, that's not it" to PATH 2. AXEL PATH 1: Beat Justice. PATH 2: Escape from Justice. Then OHKO Axel. ANJI PATH 1: Pick "Go east", then pick "Go back". PATH 2: PATH 1 conditions are not fulfilled. VENOM PATH 1: OHKO Millia. PATH 2: DON'T OHKO Millia. TESTAMENT PATH 1: Reach Sol WITHOUT continue. PATH 2: Reach Sol WITH continue. OR beat Dizzy with time-up. DIZZY PATH 1: Beat May with 73 secs or less remaining. PATH 2: Beat May with 74 secs or more remaining. SLAYER PATH 1: Beat Venom normally. PATH 2: OHKO Venom. Need all other char path completed for Slayer path 2. I-NO PATH 1: PATH 2 conditions are not fulfilled. PATH 2: Beat Millia after 40 secs. After meeting Faust, pick "Go to town". Baiken path 2 req. for I-No path 2. ZAPPA PATH 1: Clear Faust PATH 2. Beat Johnny WITH retry. PATH 2: PATH 1 conditions are not fulfilled. BRIDGET PATH 1: Pick "If that's the case, how about you?". PATH 2: Pick "But, I still feel like meeting the person". ROBO-KY PATH 1: Keep rejecting maintenance. PATH 2: Accept maintenance. A.B.A PATH 1: PATH 2 conditions are not fulfilled. PATH 2: Beat Robo-Ky WITH continue.
  20. Swell, that's pretty much what I've been doing until now. FB/overdrive cancel off normals is just Thanks anyway. I guess that's all I need, really.
  21. Now, now, it's not like I'm trying to use him in a legit match. I'm simply interested in learning him for the sake of variety and as an aid in survival mode. Just messing around with him has already improved my HOS game a bit. In any case, I'm starting to get the idea he's a cross between HOS and Sol, so perhaps an interstitial character embodying the HOS -> Sol transition. Checking out some Sol combos has proved an asset, but I would like to see a complete guide, if there is any.
  22. ^ Indeed. I believe JackG has amended the OP with a disclaimer regarding mid-combo grabs. I would practice them just for the sake of it, and if you plan on doing score attack with Haku, air throw loop can be quite useful. But always go for the longer version, and keep the throw for the end of the combo if you're going to add it.
  23. Anyone know where I can find a list of EX HOS combos? All I can do is stuff into dustloop. For that matter, how do you play him? He's like an alien entity compared to regular HOS.
  24. What do you mean? You should always have the AI set to earliest (neutral) tech. Beyond that, putting CH state on or off is up to you. There isn't anything more to it than that. Obviously, you should combo into the 2c. If you set the AI to jumping state, then that's a different situation than enma -> f.C -> 2c. There are no "best" settings, just optimal settings, and then adjusting for situational combos. That's all there is to it, really.
  25. @Nero: Jumping mostly renders Tager's throws useless. Learn to use D effectively because Tager is quite slow as Heroic said. I'd argue against countering any of Tager's D moves since you get magnetized in exchange, but it's up to you to decide if it's worth the damage, though. For his 2D, jump back for a j.C CH combo. 5D, hop back, hop forward, 6c CH combo. Hotaru can handle j.D. And once your friend starts using the 720 like MikeZ, punch him in the face. Shit should be nerfed.
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