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Ratix0

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Everything posted by Ratix0

  1. Ah thanks, I'll give them a try, thanks! Hmmm so technically its possible to cancel j2A into hotaru near the corner, and land full charge 6C followed by corner loop? I might give that a try to extend my combos into corner. Right now I am having problems keeping my opponents in the corner, it might be more worth it spending some magatamas to do that added amount of damage for me right now. I'll give 6D and 2D a try, but from the look of it, to combo off them without meter, these seems like the best options: 6D, sj falling 2C, 2C, corner loop or j2A, AD 2A, C. 2D, 2C, corner loop or j2A, AD 2A, C. Need to make it a habit to super jump 2C after 6D... Its getting annoying that I end up IAD by habit after 6D catch. Oh yes I got one more question, what exactly is fuzzy guard? I don't play GG so I have no idea, I went to read up but is still confused. Am I right to say, essentially, if I do jB -> Tsubaki, and if the opponent blocks jB high and blocks low immediately, Tsubaki will catch the opponent because its an overhead, but he'll retain standing animation and properties? Is that it? Whats the point of it then?
  2. Ah that explains why I kept getting hit out of TK Hotaru. Now I need to practice his Hotaru combos while not in corner. As a matter of fact, I've been experimenting as well as looking at the combo thread, I am not very sure of the properties but if, somehow, I manage to push my opponent to a corner by his standard BnB(E.G. dust loop, as noted in the combo thread), can I cancel his 2A into Hotaru, land, 6C and start corner loop? It seems like it is doable but everytime after 6C, I hop in and the opponent can tech. Next question I have would be about his catches, which catch should I go about using? And is it just me or did his air catch's active frame and start up got changes since CS1? I can't seem to catch my opponent properly with his air catch anymore as compared to CS1, not like its of much use anyway in CS2. In what sort of situation is 5D better than 6D? I understand 5D has a way longer active frame, which is why its my choice of catch because I am still learning to use his catch. And since 2D and 6D comes out on frame 1, does that mean I can use them like Yukikaze, as a wake up reversal? Using Yukikaze on wake up have served me really really well so far. Another question I have is that, after any pickup -> Gurren, I have problems doing hop, 5A 6A 5A j2A... Mainly I either delay my first 5A too long so the opponent teches, or I press my 5A too early and 6A would end up leaving my opponent too high for the 2nd 5A. Is there any tricks to doing this? The only times Im practicing this is at the arcades because I don't own any of the console with BB, and I only manage to pull it off like 4-5 times out of 20 over tries so far. It seems like this is the most practical carry combo from mid screen, after a 3C CH, or 5D catch, it brings my opponent rather far off. The other carry combo I've tried to do and failed so far would be after pickup -> Gurren, IAD jA jB, 2C, j2A... but I am having the same problems, my IAD jA comes off too early and by the time hakumen lands to do 2C, my opponent can tech. I've only managed to get it out like once or twice out of the numerous times I've tried. Finally, whats a general strategy hakumen should employ? So far I've been playing the keepaway method, abusing jC and 4C, as well as 5A 6A to bring my opponent to my sword's length, and punish anything I can catch from there. I am also really bad at oki, what sorts of things should I try to do while I manage to get an oki? I mainly fight my friend's tager and Platinum, as well as random players (Ragna is one very popular character despite the total makeover in CS2). I have problems oki-ing them, not just because of their invincible divider and the likes of it, but also they always manage to poke me out of whatever Im trying to do when they wake up. I need some tips for this. It seems like his jC have longer recovery compared to CS1 in my impression. I stopped playing BB since CS1, only picked up Hakumen to play with my friends nearing the end of CS1 before CS2 came around, and trolled them bad with jC and 4C only. After which I slowly learned his combos so that he would be less of a troll and more of a proper fight lol, and Im very familiar with abusing jC in CS1 but in CS2 it seems much much much less abusable. But I enjoy playing Haku-men in CS2, similar to playing Noel who was my main in CT.
  3. Hi, I just started learning Hakumen, and have a couple of questions... How exactly can I properly combo off TK/Hop Tsubaki and Hotaru when non corner? Do I air dash before he lands (Can I even air dash after his Hop Hotaru/Tsubaki?) Or do I need to land and do IAD? I tried many times, can't seem to catch the opponent at all. Also for FC hotaru, it seems a lot easier to combo afterwards, how about non FC hotaru? can I do anything afterwards? I can't seem to catch the opponent at all with non FC hotaru. One more question is, i am having a lot of problems using Hotaru as a reversal mainly because of the TK input. Does anyone have advice? I can do the TK input but mainly, I can't pull it out on wake up. Can hotaru be used as a wake up counter (like the invincible divider)? I'm guessing i need to experiment with the TK input more to get it right but most of the time when I do try, I'll end up getting countered instead. Need some advice here... Right now Im abusing Yukiyaze as my wake up reversal because I can't pull his hotaru out... But Im pretty sure it can be baited and punished much more easily and heavily.. Thanks :D
  4. I've seen someone do 4kish damage consistantly off a drive 2D or 5D counter. Involve looping her 5C jcD a few times. Anyone got any ideas?
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