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Kumlekar

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Everything posted by Kumlekar

  1. Ok, how do I play this matchup? I seem to spend half the time with arakune directly over my head with no way to attack him other than jumping into a cloud. Also, what sould I do if arakune ground dashes towards me and I don't know if it will cross up or not?
  2. Thats a bit extreme isn't it? Assuming that anyone having a problem is only using the C button? As much as I would love to be a god and time a 6A into every one of her drive attacks, that leaves you open if she crosses up, and I don't have the timing perfect either. Besides, its not as if shes winning off drive alone, hell her damage is so low that spamming drive just gets her killed, most taokaka players are least know their basic combos and throw combos well. Her speed also allows for quick exits if you block her attack strings, and that alternating overhead-mid slash is annoying as shit to be hit by (If you block though thats counter material). Please don't claim that this matchup is easy when you've just admitted you don't know the matchup well. I don't claim to be an expert at this game, but total reliance on 6A and 6B will get you killed here.
  3. any suggestions for drive spammers? I've been jumping above them and hitting j.2C but any additional advice is welcome.
  4. I wish I could just say "No staff for you!" and take it away from her. I guess thats not allowed though.
  5. J.C also eats 5C if not preformed perfectly.
  6. Hey, welcome to dustloop, I'l try to get a bluetooth heyboard so we can talk online.

  7. I just asked that luis, which I had a more comprehensive response though. I know that it combos into 2C or 3C, but I don't know if it can be continued from there (the 2C is ridiculously hard to time, 3C is a bit more managable)
  8. any advice on the timing for 2D in the middle of sekkajin? I know it can be pulled off while blocking inside of the attack's range, but I have no idea what the timing is.
  9. That is if your close enough to hit bang.
  10. It is a set amount of space, but there is a point where its only a few pixels between crossing up and not crossing up. Any reaction to it would have to work for both situations. I'm trying to jump back j.C but half the time i'm in the middle of hitting a cloud when he dashes, leaving me open. Also I just found out the hard way not to roll out of the corenr when hes and point blank and has tension. His aerial distortion drive sucks to be hit with on wakeup. My god that D bug is driving me insane. It takes off like 1/5 of haku's health with no other attacks involved.
  11. so the input when hitting the ground would e 2C282C? Also, is there any way to combo off of a TKed j.214C? I know I can hit with 3C or 2C afterwards, but I'm wondering about extending it.
  12. 5B works but only if you get the IB, I'm still pretty inconsistent, and 2A works all the time. As for the 623D I have no idea. EDIT: Check out this link: http://s1.zetaboards.com/blazblue/pages/hakumen_jin/ The author recomends command dashing through jin's 623D.
  13. Its nice, but don't rely on it too much, a better player will probably ID the second hit and be able to punish you as you land.
  14. what do you do if you see arakune ground dash in this matchup? Theres this ambiguous range where its very hard to tell if he'll cross you up or not, or if hes back dashing, so whats the best response?
  15. If he always has his stick planted hes not really playing the character to its full potential, litchi really needs a mix of both fighting styles for her offense, though on defense shes almost always better off with her staff. As for J.2C, The only time its better than J.C is if you opponent is blocking. Against beginner/intermediate players, they often forget that a jump in j.2C can be followed with another j.2C because of Haku's little bounce backwards thing.
  16. I don't know, I still think anything that puts a multiplier on bang's manliness would short circuit any piece of electronics. Haku is just F***ing scary, manliness doesn't factor in to it. (He does have hands down the best english voice acting in the gmae though.) As for walking foward, Maybe for rachel or jin.
  17. 2C takes 13 frames to come out, and has three active frames. That seems like a pretty small timing window especially since the ice car has a variable time before it hits you based on your distance. If you can do it consistently, be my guest, but thats not something I would rely on. IB->2A->236A->combo seems much more consistent to me. I might be reading this wrong from jins move data you should be able to even punish his A version of the ice car consistently if you IB. (it says -7 on block, 2A comes out in 6 frames) As for j.d versus 623C, that sounds like its really dependent on your height at the time of the attack. Might work if you're at a low IAD height (higher up you will block it but not deal damage, and fall straight down, leaving room for jin to punish), but even then you can't combo off it. Is there a better way to bait and counter this attack?
  18. Theoretically yes, but in practice its not a good idea. 5C is good for stuffing a rush-in drive, but thats about it. She has so much invincibility on those moves its just not a good idea to attack through them without using a move that gives you either upper or lower body invincibility. If the 5C or 6C hits during her invincibility frames, your going to eat the next attack, and the rest of the drive.
  19. yeah, but they usually catch it the second time. I'm pretty inept at combos, but I do 623AA->9 throw-> j.c->j214C. I know its innefficient, but I'm still trying to memorize other combos.
  20. um, thats actually a good question... i'm lazy enough to go for it rather than doing an equivelent combo, but thats a large part because I'm still fighting with me stick and don't know how to do inputs on stick.
  21. 6A>throw will be pushed out of by any halfway decent player, its just too easy to see coming. While Haku's ground throw does give a nice little 1 star combo, I'd much rather go for somethign bigger if I've got the stun from 6A.
  22. Anyone have tips for this matchup?
  23. Can nirvana's throw be broken out of while taking damage? (I know the green one can be broken)
  24. me too penguin, almost all of haku's (if not all) are special cancelable. Not quite sure what the other two terms mean, but his only jump attack that can't be comboed off of is 214C, though 214B might require a air followup, not sure.
  25. I apparently that only works for punches, not staves.
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