Jump to content
Dustloop Forums

MisoSowee

Members
  • Posts

    666
  • Joined

  • Last visited

Everything posted by MisoSowee

  1. You might want to roll forward in such a situation. You've gotta always mix it up. And yeah his normals are boss compared to yours (c'mon arksys why you gotta follow murakumo moves) In this matchup you've got to always keep your distance from him, which is pretty hard to do with his IAD. Often my 6a will clash with his j.2c and that just means he's automatically in. Another thing about hakumen players is if you really get the scare on 'em (by baiting their drives and such) oftentimes they'll use drives in very unorthadox situations (lol it's what I did) trying to catch you off guard. I try to use more grabs because it'll beat out his counters, and even if he techs that leaves you at a neutral, midscreen position, which is much better than up close. Also when you see him floating above you after a double jump, either just run to the other side or super jump into grab (especially if you've got 50 meter) Haku's very strong in the air horizontally, but vertically the only thing he's got is j.2c and j.B (still good, but pales to his j.c at horizontal power) Also if you're in the corner try to get out however you can. His corner combo damage is 4k+ easily, even off of a poke like 2b. It's the worst place to be, seriously. About using 6c to beat out 4c it's a great tool, but it'll totally get destroyed if haku decides to IAD. try to only do it if you have a stein to cover you.(2d/5d is pretty good)
  2. Mu vortex? Tell meee!!! D':

  3. j.B is a pretty decent crossup too. Usually a laser will fill the gap for you to stick in 3c/2b
  4. Hey is 623c special cancellable? With a stein around you could cancel to 214d if the 623c pushed 'em out far enough. They wouldn't be able to poke out. As for 6b 62314c I remember it being safe, but I don't remember specifically. Might have to test it out.
  5. it's just to cancel the delay of 6c. it's not meant to explode anything.
  6. 3223 damage throw combo throw 66 2b 5c 6c 214d 66a 6b 5c 2c j.c j.c j.2c
  7. Lol a better character maybe, but too ez-mode for me :[
  8. I'll agree. When I switched to her from Haku everything was 10x more awesome. Anywhoooo assuming that IB is -5 frames of recovery... (I'm not entirely certain) 6b frame data is -3 to -5 on block. Haku's 5a cannot punish without IB, but with IB both 5a and 2a will hit. Also 6b - 5a is not safe and will be poked out of for mu. Yay kinda safe overhead! :D Also 6b - 63214c is a frame trap and will outdo 5 frame pokes. I hope I'm not just doing it wrong though.
  9. Damn just tried it out. That is pretty strict timing. Does 6c have like 2 active frames or something >_<
  10. IT's good to note that 6c is a mix of physical and projectile. It can be sledged, but at the same time yukikaze will cause mu to be frozen. It also can't create a black void by haku.
  11. I don't have access to my ps3 right now but have you tried 6a j.c j.2c at the end?
  12. I dunno dash 2b is a lot easier for me then 214d 66a :| And you wouldn't be wrong with the oki :P
  13. Her corner loop is easy as pie, no worries shynkz. He'll whine about 214d 66a cancels for sure though. They're hellish.
  14. You could DP too and the stein should cover you if they block.
  15. Love what you did with her hair ornaments :P
  16. Go do eeet. It's what I did. It's great practice! Do the ones that don't have question marks too :P
  17. As you do the 632146c motion press b during the 321 part. Might be harder on d-pad though. (analog stick ftw) But in all reality you might not use it that much. I just maximize my corner combos and they don't allow 2b - super. Not only that but using omohikane forgoes j.2c oki :[
  18. Well maybe I just didn't test extensively enough. I'm pretty sure I was spot-on with the 2a's though. But the oki off 6b isn't good because you only get 63214c off of it (I don't like it at least). Or RC it for 4k flat but :| Join us arcadee. Joooinn uss. But then Shynkz wins his bet. Maybe you shouldn't do it :3
  19. I think you mean her 6b. Anyways her 6b when i was testing is safe on block without IB, just disadvantageous it seems. On IB Jin could get 2a off, but only barely. She is pretty creative, but don't be fooled her mixup is not as good as it seems :[ She has pretty good guard crush potential though, similar to lamda.
  20. Much love Aginor! :3
  21. Does anyone know where the mu color palette went? I've been searching but @_@
  22. LOLOLOL this deserves a double post. 5d 6d 236d 6d 5d j.6d j.d 44 j.6d j.d all steins get hit and you can repeat for like ever. I wanna try it on a tager so bad.
  23. using 6d in normal 5c 6c 6d j.2c will punish forward roll attempts! :D Upon landing a 3c (or similar OTG hit) you can do 5d 214d 5d 214d pressure into 63214c for 3 primers. that's if they neutral tech. If you think they'll backwards tech use 5d 4d 214d and pressure from there. Also leaving your steins out has become a very big part of my game. By spacing out 5d 6d and then doing the tango with my opponent and then doing it again, I have many steins along a horizontal line, which is great for lengthening pressure and for for guard break (which I'm trying to make a big part of my game too, which is being pretty successful so far)
  24. Probably charge 6c-renka-combo. I don't know for sure though.
  25. o_o I'd like to know too :<
×
×
  • Create New...