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FullAutoDeath

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Everything posted by FullAutoDeath

  1. Goddamn, those look great. Nice job.
  2. Goddamn, -110 rating. I don't think anyone will think less of you if you switch mains right about now, lol.

  3. Ultimate Japanese Balltop Holding Guide(Useful reference for grips): http://www.youtube.com/watch?v=PsME37GrqjY Eventhubs' Tips On Switching From Pad To Stick: http://www.eventhubs.com/guides/2009/jul/08/tips-switching-pad-joystick/ SRK Post on Grips/Developing Execution: http://www.shoryuken.com/showthread.php?t=223146
  4. From the comment I made on the vid: A lot of those supers could have just been Instant Blocked for huge meter gain. Countering Carl's is pretty good though, as it can be annoying to be crossed and mixed up at the same time. Maybe Litchi too if she's giving you some pretty heavy corner pressure.
  5. I don't see the point of rapid canceling 6C. Way too much magetama for too little damage.
  6. I have it the other way around. Fighting Ragna seems simple compared to Jin.
  7. Seriously, I really need to shape up my scrubby Hakumen. *Writes/watches as well*
  8. Is it correct if the FUC is coming out as 214B>623A~A>2147B or 41236>623A~A>412369? That's how I'm doing it anyways.
  9. Guide for modding/taking apart the SE stick: http://forums.shoryuken.com/showthread.php?t=175882(there are also several youtube videos of this) Adding custom artwork: http://forums.shoryuken.com/showthread.php?t=178381 If you want some cool Blazblue layouts you should probably check out the BB Stick Art thread in BB General Discussion.
  10. More mobility I guess? Sure Hakumen can cut through the clouds, but in a lot of cases that's not recommended for obvious reasons.
  11. That video is as disturbing as it is funny.
  12. Was fooling around with some throw combos earlier. Some might be known already but I figured it was worth a post. They might be a bit excessive with the magetama than the standard throw combos but I like the idea of maximizing damage off of a single throw(especially if you're going for the kill). Should make opponents fear Hakumen's throw more which could open up some mindgame options. Midscreen: (4 Bars)Throw > 236A > Dash > 214B(Renka) > 236A > 6C(3938 damage) (7 Bars)Throw > 236A > Dash > 214B(Renka, 1 hit) > Zantetsu > 5C > 236A > 6C(5516 damage) (3 Bars)Throw > 236A > Dash > 214B(Hotaru) > jc. > falling C > 2C > sj j.2C> ad. j.2C(4183 damage) (4 Bars)Throw > 236A > Dash > 214C > 2C > j.2C(4029 damage) The Hotaru one positions nicely if you're getting them closer to the corner and you can airdash after the Tsubaki one for a j.C as they're waking up(among other options). These were done on Ragna, I'll see who these work/don't work on later.
  13. What are some frame traps Hakumen can use? I'd like to incorporate them into my game.
  14. These are probably old, but I was messing around in training mode to see what there is to do after Yukikaze. Some things I did: (midscreen)Yukikaze, 623AA, j.2C, airdash, j.C - 4559 damage (6 bars) (corner)Yukikaze, 623AA, j.2C, airdash, j.2C, j.2C, j.C - 4811 damage (6 bars) (midscreen)Yukikaze, 236A, 623AA, j.2C, airdash, j.C - 4654 damage (7 bars) (corner) Yukikaze, 236A, 623AA, j.2C, airdash, j.2C, j.2C, j.C - 4879 damage (7 bars) (midcsreen)Yukikaze, 236A, fully charged 6C - 4531 damage(5 bars) (midscreen)Yukikaze, 236A, dash, 5B, j.B, j.C - 4558 damage(5 bars) (midscreen) Yukikaze, 236A, dash, 5B, j.B, j.C, 214B, j.C - 5010 damage(7 bars) (midscreen)Yukikaze, 236A, dash, 5B, j.B, j.C, 214C - 5003 damage(8 bars) All combos done on Ragna. 214A and 236AA don't seem to connect when too close to the corner. Oddly enough, if you input the move too soon, Hakumen will move to the other side of the opponent with the slash part of the counter but it will be canceled into your move(doing no damage) and net a counter hit. Maybe there could be a use for that in Mugen, but I don't see why you would forfeit the super damage for a counter hit.
  15. FullAutoDeath - Florida XBL: FullAutoDeath Looking for skilled Hakumen players to learn from. Picked him up not too long ago and have been having a great time. He might just become my main.
  16. What BK j.D loop do you guys use? I saw one in a video and tried to do it but I couldn't pull it off at all.
  17. Alright, sounds good.
  18. Mind if I play too? I'd like to play with/learn from other Ragnas.
  19. Anyone have any advice for me? As a beginner Ragna player and a noob, I can usually do his combos in Training Mode, but when I go into an actual match it's like I can't remember any of them and I end up doing something stupid easy and simple like 5B, 5C, 214A, 214D, or 5B, 5C, 5D, 214 B, 214 D. I can't seem to remember the combos from the combo thread, and by the time I'm remembering one it's usually too late. Are there any good, effective combos(like ones that end in 22C or something) that I should focus on doing whenever I have an opening? I hate getting confused at all the combos and their situations and then ending up doing 5B, 5C, Hell's Fang or something. It doesn't even feel satisfying to win a match with those. Sorry for the dumb question. Also, in case you want to ignore the question above for a slightly less-dumb one, I'm having trouble doing 214 A, RC, 6D, j.D, 5B, 3C. I always seem to be out of range for 3C after I do the 5B and it will just whiff. How do you guys connect it?
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