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Kumlekar

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Everything posted by Kumlekar

  1. I noticed that B ice car doesn't cause the opponent to have to tech in CS, so I've been comboing it into 623A, but I'm wondering if theres more damaging options, or what I can do on crouching opponents? The hitstun if very low on it, but its there.
  2. hm, thats good to know, I hate being stuck in that string, but more improtantly, I CAN AIR DASH AGAIN!
  3. Still, you gotta admit 6C-RC-6C-RC-6C i pretty funny.
  4. I did that last time I played. Too bad C moves are too slow to do it on reaction. Sophiocrat, I'll play ya, I'm pretty bad though. Also, check the various ign threads around the forum.
  5. I was messing around with it in training mode, it really depend on your height before the double jump, but is possible to do. I guess j.D is the better idea though.
  6. wow that last one has 7500 before even reaching the loop.
  7. or approach with a single jump in to bait the 6A double jump and j.B. or hell j.D the thing.
  8. I had a paid internship there. went to a bunch of workshops on how to teach math and science, the type of thing that you'd usually have to pay good money for. instead they paid us. just installed fat princess does it have internet play? Been playing guild wars recently, I'm really close to my FOW armor. I'm also in a closed beta for Heros of Newerth which is a crazy ass standalone dota based game. It looks to be a must buy once its released. Its really damn hard though. Its like a 1v1 - 5v5 rpg style character development with warcraft 3 controls.

  9. how exactly does her gravity circle work? it only seems to slow me down some of the time.
  10. I seriously doubt that a good ragna would followup hells fang if the first hit was blocked. As for counters being a dangerous game, that might be true, but haku only has to land two combos a round to win this. a counter gives you one. I also question if every good ragna player can stop his string immediatly on seeing an instant block.
  11. With my luck I would 2D until the curse wore off and then get it with a 2D while jumping out.
  12. Uh, not for two weeks, I'm at UC riverside for two weeks with no access to a ps3.
  13. Closest thing to that that I can think of is countering the followup to hells fang, theres probably some better ones though. (Its not multi-hit, though its easy to do if you ib the first hit, because the second is pretty obvious if they input it. you only counter if you see the startup.)
  14. hey man, hows it going? I'm at UC reiverside suffering from BB withdrawl right now. Its driving me crazy after playing last night and actually getting some combos down.

  15. The general consensus seems to be to IB near the end of a block string and 6D or 2D the final attack. -5 blockstun + 1 frame startup = pretty effective. This is assuming of course that you can IB on demand.
  16. I won't be on bb for the next two weeks (or near a ps3 for that matter), contact me on here if ya want to talk.

  17. No, never did, I just mentioned rachel because thats who I was in training mode with. didn't try any other characters. as for carl, somethign really strange happens if you try to back throw->214B him, he ends up behind haku, looks almost like a glitch. Back throw->214A, 623AA and back throw Zanketsu all still work though.
  18. I know we talked about air throws mid cobo earlier, but just wanted to list some damage: 5 Stars: 42136C-> 623AA -> jc Air throw-> j.C= 5579 7 Stars: 214B(1)->42136->623AA->jc air throw->j.C = 6509 damage (can also be done in corner with two hits off of 214B, but that lowers the damage to around 6330.) I'm not sure, but I think at the right throw height these could continue into 2C->j.2C I'm having trouble pulling it off because I either am too low for the j.C to come out or too high and they tech before I can get the 2C out due to falling time. Thats what I thought too, I haven't been able to duplicate it though even though I remember doing it multiple times. EDIT: Just confirmed it on the back throw. You have to input after the exclamation point but before haku actually does the throw. The 214B basically replaces the throw damage. Haven't been able to do it on a foward throw yet. EDIT 2: Apparently any special can be done this way, and connect off of hakus back throw. Easy zanketsu ftw! The throw does reduce the damage significantly though. EDIT 3: This is a really strange jump in thing, but j.2C->j.214C->2C combos. I assume it has no practical application, but its kinda a funny hit. EDIT 4: All of this is on Rachel, whew, thats alot of edits!
  19. I like both of Faulty's strageties for this...
  20. just wonderin if anyone has expieremented with connecting other attacks besides 236A off of a throw. I know 623AA connects, and seem to remember doing 214B, but I'm not getting it to connect right now, so maybe I'm going crazy or something.
  21. I think rhetoric is talking about a different game. Maybe I'll go try it in guild wars.
  22. I don't know why he couldn't 6D out of the corner, but it would be pretty damn hard to time. 2D would eat tsubame, and 5D would probably be too slow. As for what to punish, it it involves his sword and isn't a special its punishable. Remember that all of his moves other than 6C (the giant slash normal) and 3C (the low giant slash normal) are special cancelable. If he has meter, they are not necessarily safe to punish, but Haku will rarely waste meter on a block.
  23. oh no, doug agreed with me, I must be doing somethign wrong... (It probably involves running into Nu's 5C repeatedly) Doug, want to play a game some time?
  24. Fair enough, you like being in corners, but against nu? Nu has no reason to ever close in on you, staying in the corner is just putting yourself at a disadvantage.
  25. Oh, this reminds me of something mentioned on the carl boards, because carl's dash is considered airborne it makes him throw immune, I don't see why Haku's should be any different.
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