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Eji1700

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  1. I thought it meant any move with guard break properties. Doesn't mean it's currently guard breaking, just that you scored a counter hit with it.
  2. It might be character specific and dependent on how the j2C hits, but regardless the timing is tight. Or rather i feel it's like a lot of Hakumen's combos, like the falling JC, 2C, sj2C. It's damn hard at first and if you didn't know it was possible you'd probably stop trying, but oddly enough once you actually land it just a few times and have a rough idea of the timing it becomes a hell of a lot easier. Then it's just getting it to be consistent.
  3. Good to know. I was worried i'd really lost it for a moment there. aslo I'm assuming this is corer or requires a dash or some positioning because I can't get it midscreen at all.
  4. Ok i drove over to the other place just to get the xbox to test this(ok that and i missed blazblue). At least on jin you can forward throw to 214B and get the damage for both, and as far as i can tell get all 1 and 2 hit follow ups for 214B. edit: Just tested on most of the cast(minus big characters): Works on everyone but carl and rachel. Backthrow only on rachel. Neither on carl. I think. I might have input the back throw badly. Definitely not front throw though. I didn't miss some post that specified we were talking about rachel specific combo's did I? I mean i just checked but i've done dumber things so... Counter edit: Well it leads to 623A~A(not 236A 236A oddly enough) which can then lead to the usual followups. Damage probably isn't star efficient though. Still nice to know at least.
  5. I'm almost positive you can land 214B off the front throw midscreen as well if you input it so it comes out just after the hit. It's my usual follow up when i have 5 stars+ since it's probably the easiest way to hit confirm the 214B, 63214C combo's. Annnnnd i was going to double check that but i forgot the xbox is elsewhere. Am i going crazy?
  6. First off awesome job 4r5. Back to training for me. Second, because i like spending time working on stuff that will almost certainly be useless: I've been screwing around with haku's rushdown game...or rather lack there of. I can usually land the one or two big combo's needed to get my opponent to burst, but I hate waiting for yet another opening when I know a small solid combo should end it. This probably comes from years of mostly playing rushdown and mixup characters. Lately, especially if I've been turtling and wind up with 8 stars(yay v-13), i've been using variations of 2B > 2147C > 214B. Basically most predictably block the low and the tigerkneed overhead, and will usually move to punish and tend to eat the 214B thanks to its invincibility frames. Of course the problem is that it's kinda hard to mixup since you don't have the stars to try and do it more than once, but it's helped me win a few matches. If mugen ever becomes viable it can actually be useful during his 10 seconds of pressure, but i find that most just choose to turtle up. On the upside it's pretty damn safe at least.
  7. On the subject of jD in general i find it to be a wonderful move when your out of or low on stars. No real mixup issues since it's air, and I like to get my opponents looking for a IAD j.B since it's easier to counter hit than jC. I mix in the jD to build stars and keep them guessing. Seems to work pretty well against Jin's as well, but it's risky. Of course that's on people i can get in on. j.D seems like constant suicide against the top 3.
  8. In general i've had the best results with counters(especially IBing block strings), what you posted, and 2147B if i have the stars. Also i suppose if you're feeling gutsy/stupid like i do sometimes 236236D is at least pretty rewarding.
  9. Some notes on hakumens astral..if you feel compelled to hate yourself: Will counter: any non projectile. Low mid high overhead jumping AND THROWS/COMMAND THROWS. Thats right tager. This means your precious 720C. WILL COUNTER AND KILL CARL OFF OF A NIRVANA ATTACK. Example: Carl is on the other side of the screen, nirvana attacks, you astral the attack. Both die. You hit the robot so hard it kills carl. That's just awesome. Projectiles will go right through. Nu's swords, insects, litchi's staff(when not held i think needs testing), and because god hates us, nu's 5C is also a projectile. Not sure about noel's C attacks/drives. Probably won't work. Be warned. Will counter other astrals. Or at least a few. Tagers and jins(at any point on the screen) for sure. Can't remember which others. Seems to be everyone except carl. Also works on jin's ice car and any drive that isn't a flying sword EXCEPT 2D. Edit:arakune Uh...it seems that if you astral his astral you'll basically sit there and pose for awhile(3 seconds+). You seem to be invincible during this, but it will eventually run out and then you can be killed. Edit to the edit: If arakune's astral ends while hakumen is still in his pose it will immediately go into hakumens astral. Haven't tested insects or clouds. Assuming no. Also need to test 3D, jump D, and just D in general. Noel: Will work on absolutely everything she has except: Gun flip 6D. 236236D super(you can counter the gun hit if she does it close enough, not the shots). 236236D air super. Litchi: Will not work on any staff when it is not in her hand. Forgot to test flame drive. Rachel: Will work on her astral. Will not work on her super. Assuming it won't work on frog, pumpkin, rods, or lightning. Tao: Works on everything but projectiles, aka her whole game Will work on almost becoming two images. Timing is absurdly tight but you can block the first hit and astral counter the after image for a kill. Can be done without the short cut stick. May cause brain damage. Yeah...so i realize tourney's will probably be using arcade mode, and that quite frankly hakumen of all people isn't likely to ever want to go for his in ranked, even for style points, but there ya go.
  10. Well it's not instantly techable. You can still combo it after the second hit, but only with 236A. I mean if you want you can still do any previous combo, but you just have to throw in 236A instead it seems. Still a list of these changes would be nice if we can find them because knowing what else is changed would save me some time at least.
  11. Ok so since my mistake earlier I've been screwing around with mugen a bit just to see if there's any worth at all. One thing that's confusing me though is that combo's which work outside of mugen will not work in mugen. For example this one posted in the vs ragna thread: 6C(CH) -> 214B(1Hit) -> 41236C(2Hits) -> 5C -> 236A -> 6C the 5C will not combo, and in general it seems like once you enter mugen you can no longer combo off of 41236C or at least not without using 236A. Also in the above combo 41236C>6236A~A also combo's, but not in mugen. I checked the frame data, but the only thing listed is the guardcrush and damage changes, so do we know why this happens?
  12. Actually i think those are 9. 214k(2) 41236C(5) 623A~A(7) 214K(9). However of course you start with 8 and gain the extra star during the combo. That said what's a good way to end all the sj.2C combo's if you can't get them to the corner? Should you always just end with AD 5C or is j214C worth the stars if you can do it?
  13. Ok after screwing with it and finding a whole bunch of stuff that would make great combo video filler I found one combo that's actually more than the 236236Dxx632146D combo which does 6096. Opponent in corner: 8 stars 236236Dxx41236Cxx236A>6C [6396] So if you for some reason have 8 stars, a cornered opponent, and just need 300 more damage I guess this would be the combo to do. Other than that I can't find much that's worth the star burning, but I really just started hakumen so I highly doubt that's the best.
  14. So are there any decent combo's off the counter hit Super(236236D)? I know that it can be canceled into any of hakumens specials, but outside of going into his other Super are any of them worth doing? Also i've had a few matchups where I've cornered my opponent and then gotten the super counter. This puts you right underneath them as they fly back and seems like it could have some decent followups, but I can't seem to get the timing down even in training. Am i wasting my time? I'm mainly looking for followups because it feels like in general it's just not worth using. I'd rather save the stars for something I know will work and doesn't have a decent chance of me being countered into oblivion. Edit: I figured I should clarify that I have found a few combo's, but it just seems like none of them are even remotely worth it, or would require mugen to actually work. I know you can go Super>214B>623A,A if you space it right, but that's 8 stars, not wonderful damage, and i think they're hit to high to follow up.
  15. Ok so i've been trying to test this, but i'm really not sure if it's impossible, impractical, or just my total lack of skill that's causing me trouble. Actually i'm pretty sure it's impractical but what the hell. Setup: Basically you need yourself roughly under a bumper. I'm not sure what height the bumper should be at, it's one of the things i've been experimenting with. Start of combo: 6C, 623C or Opponent jumping, j623C Either one does the air throw it's just that the 6C is easier to pull off without accidentally jumping and hitting the bumper and launching yourself into space. Part i can't do, or that maybe can't be done: I set the opponent to tech and the idea was to jump up immediately after the throw ends, hit the bumper, air dash straight up, and then follow up before the opponent can tech. From my testing I think it might actually be possible, but may either require the use of two bumpers with one directly above the other(as the tech becomes more and more absurd) or just really really tight timing that I lack. So is this possible? Anyone tried it? Anyone got any good results? On the plus if it works it seems like it could lead to slightly more use for both his airthrow and bumper(unlikely), or that it might at least be Combo Video filler. On the downside i might just be wasting my time to finally get the timing and watch as they tech away at the last second.
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