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Sophisticat

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Everything posted by Sophisticat

  1. After playing some matches with a good Haku, I have just discovered the joys of corner herding off throw with: Throw -> gurren -> kishu -> (5c -> gurren -> kishu) -> 2c -> j.2c -> IAD j.2c -> corner loop. You can replace throw with whatever makes the guy fly off gurren. So 6a -> 6b or hop tsubaki/hotaru -> 5c gives the same effect, for example. The portion in parenthesis can be cut out if I don't want to spend the stars or I'm close enough. Cool stuff. I just upped my game some more. Now, in regards to positioning, do combos who go like this: - 6a ch aa -> 5b -> j.b -> dj.c -> hotaru -> j.c - Hop tsubaki -> 2c -> j.b -> dj.c -> hotaru -> j.c -> tsubaki - etc... Offer anything special beyond flashiness? Even the damage seems marginally smaller than comparable bnb's that use less stars, so I was wondering if they have some use, if any. Also, throw -> renka (1) -> enma -> jump back j.2c -> j.2c, etc. for the lulz.
  2. Time for something different: Battle of the PSN Greats! Mochimochipompon vs. Sendatu! I really wanted to see these guys go at it, and managed to nab this one purely by chance. Prayers were answered and it turned out to be a nice match of XTREEM Haku combos. While I don't think there's too much of technically interesting here, it's a nice, flashy match.
  3. ^ This x N! I'm still messing around with it, but I've been using it a lot more since it's a great move. Even in ranked with merely the afforded 3 rounds, I can make an opponent scared of doing random stuff simply by correctly using 6a and Hotaru. I couldn't even do that before qwerty called me on it a few pages back.
  4. Oh shit! I go to Concordia too. Awesome. Air is Plateau and I don't know about Denkounova, but at least this puts us closer than I thought. Check this out: http://otaku.concordia.ca/ It might only be a small venue with minimal attendance, but it's a tourney!

  5. Hot damn, that's some good stuff. I've really been in need of evolving my playstyle and I really like yours, so don't mind if I copy stuff. The issues I had previously were due to lag, so they no longer apply. I'll only comment on two things: you seem to be big on positioning, but I also notice a lack of j.2c in some combos to send the other guy into the corner. For example, after a 6d you went -> f.C -> 2c (can't recall if this was here) -> 5c -> gurren -> 6c. Why no j.2c after the 2c? Lack of damage when you're already pushing him into the corner? No Zantetsu? There's a lot of herding/traps/baits, but a lack of hard hits. Needs more Zantetsu. Besides that, the stuff that needs to be improved has already been mentioned, meaning the 5a issue and doing 5c -> gurren -> enma instead of straight 5c -> enma. Now you just need vids against a non-Noel player. And that Noel is good. Rare to see one get his loops right.
  6. Hell yeah another Montrealer. Yeah, we all need to get together. I believe there's going to be a small tourney hosted by Concordia University's anime club in early Nov... I think that'd be a great place to meet since Montreal Dustloopers are all over the place (I'm West Island, btw). What do ya say?

  7. Not much to say here other than I'm going to be taking notes as there's a lot I've never seen before. I could be ultra picky and note plenty of stuff I find wrong, but this is a match between friends and overall it's way above-average in terms of skill so a lot of it is probably over my head. Though I will note it's a weird playstyle I've never seen before out of a Haku (unless that was the lag? :P). Meaning: all those random j.a's, 5a's, 2b's and 5b's were to bait/trap? Looks kind of reckless to me, but what do I know? Otherwise, the final double hop to bait burst was a great finisher. I'm going to be using that!
  8. Noel/Tao for me. I've played enough awesome Litchi's that I kind of know what to do, so it's not as bad. Block low when she has staff, watch for overhead flip kick when it's placed. They're also IAD happy for some reason, so 6A away. Tao, on the other hand, I have to counter everything because they always run around everywhere and I want to know some better tactics than that.
  9. I see. I'll get to fixing stuff asap. Well, I'm still kinda new to FG's, so what do you mean by positioning? I see this a term a lot around here, but I'm not sure what it implies. Also, how can I improve my air game? What's a good Hotaru combo I could use? I haven't gotten around to improving my air game just yet, but I guess this is as good a time as any. And what's the best combo off of 6A? I only know these two: 1) -> 5B -> j.B -> dj.C -> Tsubaki 2) -> 5C -> 236A -> 6C Anything better?
  10. Since I've uploaded my first vid ever, I open it to critique. Me vs. Ka-ru-ra. This guy is one of the best Haku's I've gone against in ranked, and I'm sure it shows. There isn't much combo-wise on my part, this was mostly a mind-game exchange. Tell me what you think.
  11. That's why you sj. Besides, the pushback shouldn't be that bad if you IB/counter properly.
  12. I concur, no more C mash. Buy a stick if you have to because that's just a bad habit. Purge that gurren -> 3c at the start from your system! It's a waste, imo. I saw you did it in the corner in the second round when that could have been gurren (wait for opponent's side switch) -> 5c -> Zan -> gurren -> 6c. Among other combos, anyway. If you really want to use 3c, then you're going to have to learn 3c -> 2c loop. You're in the habit of using 2a poke. That's good. Combo it. I see you did j.C -> j.2C. It's j.C -> 2c loop, unless you're sure the 2c wouldn't hit. Then I'd just do j.C -> tsubaki. Upon revision, you don't capitalize on j.C/5c hits, actually (not that you should throw these out recklessly in the first place). Learn combos there. A j.C that's low enough goes into -> 5c -> enma -> falling C -> 2c loop. Overall, you have the makings of a rushdown Haku. However, needs polish. Lots of wasted motion and opportunity. Add more combos, practice. Finally, against v-13, get in the habit of using jump/sj. near to exclusivity. IAD will get you killed unless it's safe. Of course, this is online so do whatever. Just be aware a good v-13 will eat you alive for it.
  13. Whoops. Well, I think the match is pretty even. It feels like it could go either way many times, and all it comes down to is player skill. If I see 5.5 in either Haku's or Carl's favor, that's what I'd consider about right for this match since I feel it hovers around there.
  14. I agree with Qwerty on the Haku:Carl match-up that it's pretty even. I've played some good Carl's on ranked and I have one very good Carl on my friend list, and Haku has the spacing advantage in this match, not to mention the ability to land some hard-hitting combos if he plays patiently. Nirvana is also limited by Haku's big swings. The only thing I've noticed Carl has over Haku is his mobility and small frame. He can go for some quick mix-ups, but in general has a hard time getting in. Even if Haku gets sandwiched, his HP is enough to wait it out, IB, and punish. I don't think I've seen any clap loop get landed on me beyond throw-loop, which I break as soon as possible. Yeah, about even. Perhaps 5.5 to Carl, but that's the most I'd give him.
  15. Forward hop. At the end of it, you can do 214B/C as though you TK'd e'm.
  16. Noob question: how do you avoid being sucked into that DD of his? I've been getting a surprising amount of matches against Tager, and I've found the match-up is harder than I'd thought if you don't know what to do. Good Tagers will always get me in the corner, then 360/720/Throw DD. I can somewhat reaction D his sledge and 2d, but I'm still working on that. Ugh, I hate this match-up.
  17. Nice! Yeah, I need to do barrier more and get the 2c loop down. I usually get it right until the sj or the IAD has to come in. Good advice! I play a very defensive Haku, and I guess that shows. I'll be sure to take your post into account.
  18. Cool, I'll take on anyone! I'm probably only going to be on weekends now though, since Uni starts up again this week. But if that's fine with you, I'll play you anytime I can.
  19. I think I'm at a point where I need advice on how to improve. I believe I've done well on my own since I've only started playing FG's with GGAC's release and even then only practiced on my own since there's no comp around here. SFIV has been good since there's online, but I care less about that game. I have a replay up if anyone wants to check, but I basically just rag on the guy, so it may not be the best piece to study, but it's a start (I'm in the top monthly ranked Haku's. Can't miss). So I was wondering if I could play a few matches with anyone whenever possible? I don't have a recording device, so it's my best bet until then. Anyone willing, or is there a better alternative?
  20. I use 3c a lot, so if they start blocking low, [Hop/TK] Tsubaki combo comes out. Haku doesn't have many mind games, though. It's mostly about reading the other guy's stuff.
  21. ^ Yeah, that's what I do. But like I said earlier above, going into 2c is inconsistent. Anything better? Btw, is RC at all useful with Haku? He doesn't combo like other chars, so I don't see much opportunity for it.
  22. As I recall, I've gotten in at least 1-2 j.2c's in before it drops. Or I can't IAD in fast enough. Either way, it goes OVER 9000!! if you get the loop going. ... I couldn't resist. I'll see myself out now.
  23. I'm looking for some good combos that start off 3c CH. So far, I just use -> 2c -> j.c or j.2c loop, which only does 2~2.5k at best, and going from 3c -> 2c is very inconsistent. Any help? Now, for something different. How about listing the flashiest combos we know? They aren't necessarily practical, but they always go for the "wow" factor. Stuff I know: Renka -> Zan -> 5c -> Enma -> air throw -> f.C -> 2c loop. Yeah, lots of stars for setting up an air throw, but I like imagining scrub's eyes popping out. For sheer damage, I like: 6c CH -> Renka -> Zan -> 5c -> Zan -> 2c loop. 8k+ in the corner. Damn. Only problem is that you have to set up a close 6c CH, and the Renka link is a hard one, not to mention the 8 star cost. Yeah, flashy and big damage, but impractical in practice.
  24. ^ Hop forward, CH throw. Or just hop forward, really. You can combo into whatever from there.
  25. I have a Love/Hate relationship with this match-up. On one hand, the mind games are delicious. Then again, those long, damaging combos that come from random hits that get in are quite frustrating. I have found that my best chances are when the Litchi tries to get in on me, or I get in an IAD when her pole is moving around. As much as I try to stay out of the corner, it's generally inevitable given how her combos work. 5D has been my best friend here since it reverses our positions, and I get a free 5c -> Zantetsu combo with all the stars I built up, which also acts as a great burst bait if they know what's coming. If the battle goes into the air, CH air throw is awesome. j.C or Tsubaki after block also work, but don't offer as much damage since you're probably too high to combo those. Finally, I also asked this in the Noel match-up, but can you 2D her low staff strings? Perhaps I'm simply not used to correctly using 2D, but it never seems to do anything whenever I use it. I just get punished.
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