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Runis

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Everything posted by Runis

  1. You can't Blood Kain if you're still in block stun. You can't 720 in block stun. You can't Jayoku in blockstun. You can do it afterwards, but if they're mashing it that hard (and I'm talking offline btw - hearing your opponent mash is key.) all you have to do is rapid after the d.5A and punish them for their mash. 720 will eat a j.D ch into pain. ID/Jayoku will eat a 3C CH into pain. Heck, chances are you can 4D FC them into death. This isn't a guaranteed out he's suggesting. He's suggesting a mind game layer you can add to your battle plan.
  2. Now, why are you letting him 4C the laser? The whole idea of using 6C to FC him, is that you bait the 4C with the slow laser, and then screw up his timing with a 6C to hit him before his 4C is able to cut the actual laser. He shouldn't have a void on the field is what I'm getting at.
  3. You say that landing a fatal 6C isn't going to help, isn't fatal 6C 7.2k damage? You either get a good chunk of his health or he loses a burst and is in the situation where you can do the same thing again. Btw I'm talking about getting a laser to fire and counter hitting him with 6C when he goes for a 4C to create a void.
  4. Couldn't you bait his 4C to slash a laser and then Fatal counter him with 6C? I mean the laser is slow to fire and what not.
  5. I know we're supposed to be dissing that noel for scrubbyness, but shouldn't the combo on a corner 3C be 3C 22BC (66C 22B 22BC)xN 66C 5D 6B 5B 5C jc j.D 6D 236D Fenrir?
  6. Out of curiosity, does this mean we can get 6-7(if not more) reps of 22BC on Rachel off a corner 3C? Since one of the main factors of only being able to do 5 reps max is spacing.
  7. In that vid it sounds like they're Kara'ing 2Shiki (Type 2) into the 22C Unless my japanese is rusty, Type 2 is Bloom Trigger, which doesn't make sense. The 22NDC is just Kara'ing 5D into 22C. or 225D~C
  8. And the 29th is when Noel breaks the game.
  9. If you can do the full combo and want oki, just do j.C(2 hits) and drive install a bloom trigger?
  10. http://www.youtube.com/watch?v=QAROINGkBqw I don't have the game yet, and it's hard to test on live opponents, but can someone tell me if the 5k+ 3C combo's need to be CH? does it require a dashed 3C? the second one mentions that if you put 22B in between the 6C and 6D that it works on al characters. can someone confirm?
  11. Now that we know j4D is invuln on landing, can't you use it as a wake up option? sure 3f isn't really that meaty, but still. It could lead to a couple of gimmicks.
  12. Yeah I can see that's a higher chance of why the combo is haida combo, But that's what I was told when I was standing in line for the CS loc test. Also learned that clap trap is "Nage Hame" in japanese.
  13. It's coined by the Japanese, and from what I was told it's called "Haida Combo" because it does "High" "Da"mage
  14. Video for Tager's Basic haida is uploaded.
  15. haha, I can give estimates, but I dn't do this stuff consistantly enough to get accurate figures.
  16. Oh just trying stuff last night - Back throw in the corner gives 2B 6C 22B 22C 66C 22B 22C 66C jc jC j236C. I was trying it on Noel (albeit I was doing 22BC instead of 22B 22C, was doing that against Jin and Rachel)
  17. usually with the lighter characters, you can't get a 66C on the 4th haida, instead you have to do 22C ASAP after the 3rd 66C and then sjc into jC j236C. I'll test it further when I get my PS3 set up again.
  18. I have trouble doing the air throw haida's, they're height specific. But yes from what I've seen, you can haida Noel, Haku, Ragna and Tager from an air throw. The Ragna one was doing it as a IB punish against Infernal Divider, you catch him low to the ground, land pretty much immediately then get a 22BC x 3 or something, I've not been able to get it even 1% stable yet...
  19. well the "easiest" combo against everyone(cept carl), which does damage and gives good position is 3C 22BC 66C (B+C) 6C 5D (6B 5C)x2 236D. It's about 4k and is relatively easy to land. 3C 22BC 66C 22C 66C 5D (6B 5C)x2 236D adds about 400 damage but is harder to time.
  20. 1. It's easier. 2. It gives grounded knockdown as opposed to aerial knockdown 3. RC'ing to punish bursters is easier. 4. Less hits so people burst randomly less often. But mostly because I don't fuck it up. Haida combo requires me to practice it all the time to get consistently, and the only character's I'm consistent with are Jin and Rachel ( who I do tend to use Haida combo's over the Drive BNB, because Haida is about 1200 more damage than BNB)
  21. Depends on what distance you are when you 3C and what character it is. Most characters at point blank only need you to walk a bit and 6C. others need a 66C. Nu in particular requires a 66C to land on her, but depending on range also needs a (B+C) 6C to continue it. At the optimal max range against Nu, 3C 22BC 66C 22C 66C 5D 6B 5C 6B 5C 6B 236D is the best(best reliability to damage) combo to use on her. Otherwise you're probably best off just doing 3C 22BC 66C (slight delay) 5D 6B 5C 6B 5C 236D And although I practice Haida loop to the point where I can land them like 95% of the time, I still tend to use the drive BNB anyway. Albeit I know that you can put a 2nd 22C 66C in before starting it =p.
  22. It's the 66C you need to slow the most TBH. Nice to see people trying these things out though. Just uploading the Basic Ragna loop and the Carl alternative.
  23. Some rachel vids done. I had more (Ragna, Carl, Nu) but my camera deleted them.
  24. the 6D against rachel was me fucking up ground distortion. If she tries to lobelia, I get free damage. The reason I'm in the corner so much is that I'm baiting out her 5CDC 236A so I can CA it and get the full corner Haida loop for 7k. 4D against rachel is to kill her frog, it does it in one hit and it back steps. Drive 6C is awesome on block. It's so bad that everyone knows they can punish/dp it. but as you saw, after Rachel did one cat chair, I 214A canceled into a 3C combo. wasn't thinking or it woulda been a double 22BC instead of just one. But 6C is a perfect baiting tool. if they DP it, you can 214D cancel. Against rachel you can 214A cancel to avoid chair, and other than cat chair, she doesn't have much to stop drive 6C 5B. The jD 28D was counterhit fishing. I had the meter to RC it, but I saw it hit cat chair, so I thought fuck the meter usage, cat chair is worse frames than 28D. reason I didn't RC the 28D into combo was because of the latency.
  25. http://www.youtube.com/watch?v=NI-AXxA_Zkw http://www.youtube.com/watch?v=ANLgpMwZokM just 2 vids of my play. A bit flashy and there's no sound.
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