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Blade

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Everything posted by Blade

  1. That's my niece, she's at least 12 by now.

  2. 1 star: gurren(counterhit)-6C Seems to work for guard pressure too. enma(dash)-Throw(either direction) Catches people off guard sometimes, but not reliable since it can be poked. Throw-gurren-6C Hard to do from back throw but still possible. 3 stars: gurren-renka Seems to work as a nice high-low, but can be predicted if used often 4 stars: zantetsu-gurren-6C Slow but powerful, dunno about midscreen followups except another gurren. 6 stars?: enma-zantetsu-gurren-6C Only works on heavier characters, though I suppose an air combo might be better? Those are just the ones I've used, dunno how practical they are.
  3. What are the best Special Link combinations anyway, for situations I mean? Not including normals that reset the rule.
  4. Regarding the clouds though, j2C can get rid of c-cloud early on, jC can dispel a lot, b-cloud is hard to deal with on crossup. A-cloud can be dealt with by either 5C or 3C. A lot can be stuffed by Zantetsu since it's a wide 2 hit swing, and although you said he's vulnerable on wiff, the goal of most would be to hit the projectile and Arakune at the same time, which means Haku will be avoiding jumps and watching his spacing. Once he is cursed, he'd avoid unnecessary movement and jumps or close in as fast as possible to get that uncurse hit, sometimes using 623A.
  5. That's assuming he uses 2C to get rid of it though, I'd have to check what all C moves get rid of projectiles, but I think Tsubaki (j214C) is one of them.
  6. Any 22C followup combos, or is Rapid required?
  7. You haven't played Incognito, or the other PS3 Haku players.
  8. As a Hakumen player, I can say that clouds do two things, restrict movement and give Haku something to swat at besides you. Just keep in mind that even a cursed Haku is far from defenseless, he can still swat bugs shot at him, even in the air, and a single hit from him means big damage and uncurse. Haku can deal with projectile pressure better than actual physical pressure, so taking a risk on mixups and high-low games and crossups would actually be better than just spitting clouds alone would.
  9. Please?
  10. C'mon guys just answer the damn question about her drive moves...I hate dealing with this bull.
  11. Regarding matchups, though it's said Haku's low tier, it seems like he's given advantages the others don't have, so some matchups seem easy comparatively. I've had moments I thought I was going to lose, but one good hit netted me a win, which surprised me. I played Nu once against a really good Haku player and it was like he dictated the pace of the whole match even though it's 7-3 in Nu's favor...I'm not sure how to understand that aspect of him.
  12. Reason I need to know is because I've fought Unlimited Nu players on occasion, Just clarify it and hold back on the remarks please.
  13. Technically yes but only based on evaluation, he's not easy to learn but once you do, he can be epic.

  14. Originally it was Ragna but I've taken a liking to Haku-men.

  15. Can someone clarify for me something? I heard that Unlimited Nu's combos are vastly different from normal Nu. Drives either come out faster or they have a slight change in angle/double the amount you normally get.
  16. Anyone have advice for when 3C is blocked?
  17. This was actually one of my hardest matchups since Tsubame won't let you get close and the pole punishes teching, I did a lot of air guarding as a result. I usually use 5B/2B to punish into Renka, or use D to null the pole when it comes back down from Tsubame, but you'd be lucky to get a throw in.
  18. Hah! Air D counter combos in to Hotaru (j214B)! Timing is strict though, and the jump install it gives seems useless.
  19. You by any chance have a PS3 tag?

  20. Depends on how high it is I think. If you TKed Tsubaki, it'll be fairly low, so mostly jB/jA would probably come out fastest on land. If it's blocked it might stay out longer possibly, though you can fit Hotaru in for a surprise DP since the two do link.
  21. Blade

    [CT] Taokaka FAQs

    Regarding Tao's D pressure moves and hop-overs, I'm having trouble with the cross-up transitions. Stuff like D hopover then the dropping 4D on the other side...is that doable? Basically switching from Tao pressure on the left to Tao pressure on the right, I mean.
  22. Can someone tell me what the trick is to relaunching from Ragna's Inferno Divider Straight aka the Sidewinder thingie he does after the upper?
  23. Okay so, situationally I'm having problems with D followups. 5D: I usually just used 6C after the throw but I know I can do better. 2D: Has a slight bounce to it I think but I'm not sure what to follow up with depending on my Star count. 6D: Does no damage obviously, but can punish air TK moves, so about all I do is 6C or sweep 3C. jD: Has zero followups, and even though it's special cancellable, none of the air followups can reach the popup this has. About all I've been able to do is 5B and hope the opponent is dumb enough to tech into it for a free combo. Yukikaze: Eats projectiles fine, and you can crossup with anything including Shippuu. Akumetsu: Obviously rare and hard to pull off (I usually use 2D to initiate it or roll tech), but just mentioning it since it is a counter, it's not immune to projectiles.
  24. In any case not many people expect a throw mid-combo from Haku... I think I just found an interesting relauncher, it's situational but check it out: 2147B (TK Firefly) jc into Throw> jB on the way down>2C/5B>jc for relaunch> jB>jc>jB>214B>jc>j2C/jC ender Costs 2-4 stars to set up, 5-7 if you can fit Tsubaki in there somehow. It might be a good surprise combo. Works midscreen too.
  25. I get punished too often against Jin's 623C since it's a wiff gap. Any way to bait or avoid it?
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