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Moblin

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Everything posted by Moblin

  1. The thing I have the most problem with is double quarter-quarter circle for yukikaze. I always do an empty hop forward which exactly the opposite of what you'd do in a situation where yukikaze is warranted. Also, for Tsubaki --> hotaru ----> AD ----> OD----> j.2c combos, what is the timing for using the airdash + overdrive after hitting them with the starter? Do both the airdash and OD afterwards as quickly as possible, or is there a specific timing for hitting the j.2c?
  2. I play in a pretty backwater scene where no one (including me) is very good. However, it seems like hakumen has the advantage in the neutral game with high priority moves. Attacks that wouldn't normally beat out litchi's attacks do anyway because of the projectile bubble working on any of her attacks that she uses the staff for, forcing her to think about which attacks she can use in the neutral game. When Litchi gets in it's another story though, as her mixup is pretty strong. 3c will beat out staff-stance pretty much all the time as well. What are Litchis doing that is causing a lot of trouble for Hakumen?
  3. One question, when someone like Litchi blocks your successful 2d(usually by blocking it after you wake-up 2d a flying staff), are you still invincible until hakumen is done with the animation, or are you now at frame disadvantage when they block it?
  4. But if you think about it, by nature, he values the battle of attrition over any kind of proactiveness. If he extends this to his foreign policy, we may never pull our troops out of the middle east, while he waits for America's meter to build. On the other hand, we wouldn't be jumping into any more situations like it in the future with Hakumen in office. Overall, I would vote for him.
  5. Hey guys, I'm a few weeks into this game now and I am having a lot of trouble playing Yu offensively. I used to play Hakumen back in BB and therefore got really good at defense, but now that I am playing Yu I have no idea how to pressure. I have a friend that has a very good Chie, and our matches go like this: 1. I block his mixups 90% of the time, and find a hole in his offense and retaliate with a combo ending in knockdown and I go for Oki. 2. Then I mess up the pressure and get CH combo'd for more damage than I've ever received from failing to block his mixups because my pressure is subpar. 3. Rinse and Repeat Is there a collection or archive of popular blockstrings or mixups to do with Yu? Also, has anyone addressed the (retardedly hard imo) difficulty of 214D ---> OMC ---> 214B combo link yet? I would love some tips or a link to info about it - Or if there is anything special you need to do to pull it off. I'm sure it's been discussed before somewhere.
  6. I was hoping someone would tell me that it's unpractical, so that I didn't have to keep working on that! Cool. I'll work on those better enders you posted. Thanks a bunch. I just had one more question(for now), which is how to crossup someone in the air? I remember the tutorial saying something about not worrying about it, but I feel I would have another way to open my opponent with 5d oki and avoid being predictable as well. Are there any tricks or things I should know for how it's done?
  7. Hi guys, I'm also making the transition from BB. I mained Hakumen and I'm just learning how low a tech ceiling he really had while trying these yu combos. >.< I had a concern about one combo in particular: 5D > 2B > 5B >(Persona Follow Up) 5D > j.B > [N] > 66> 5A > 5C > 2B > 5B > 5C > 214D (Swift Strike): 3422/28 I have everything down in this combo EXCEPT the very last move, 214D. I can't seem to get it to connect at the very end of the combo. Does anyone have any advice or tips stemming from their own experience with this? I think the secret might be being as close to the opponent as possible throughout the combo so that the 214d has less distance to cover and therefore hits sooner when you use it. The only problem is I am having a hard time telling which moves I should space out and etc. Any advice or ideas would be awesome.
  8. If agito isn't an overhead, it's the most overhead-looking-move-that-isn't-an-overhead since 6b (when it wasn't an overhead)
  9. Does this addition of Agito mean that hakumen can use a 1-star overhead from hop?
  10. Well, I had a question about how to deal with Carl's crossup and seeing the ex threads are not up yet, I figured I'd ask it here. When carl does his IAD crossup and I react and want to use 6d, do I 6d towards the direction carl started from, or wait until he's on the other side of me for the crosssup, and then 6d towards the direction that is behind me? I can sometimes see it coming and I'd like to really punish this crossup instead of just blocking it.
  11. The hard part is just hit confirming the 2a. In CS2 it's barely worth following up, but in Extend you can get 3k midscreen off 2a easily. Can't wait for Csex!
  12. No, but if you find it link it here, because that sounds hilarious.
  13. hey guys, I just combo'd from yukikaze without cancelling it with kishuu or enma. Is this already confirmed?
  14. I use 2b a lot, since a lot of Taos want to get out of pressure quickly. They'll jump and hold barrier block as soon as they think they can get away with it, so time the 2b when you think they're gonna try it and hitconfirm into renka.
  15. BB is my first traditional 2d fighting game, so I decided to just pick one character that I liked and stick with him. I've been playing Haku since CT, but I've only now just starting to get slightly decent. He's definitely high tier with full screen corner carry from 3 stars. I can't wait to have my revenge on Litchi players in CSEX.
  16. I've found the odds of winning increase dramatically with momentum in this matchup much more than others. Your main strength in this matchup should be blocking; the more you block, the more things the Tao player will try to get in, and you should be able to predict one and get an odd hit in. After you get knockdown, never go off offense until you either win or she gets away and starts doing shenanigans again, resetting the situation. Imo, there's 2 games going on in this matchup: 1. Haku is blocking the shit out of everything/getting comboed, and 2. Haku finally gets a hit in which stops Tao's momentum, knocking her down into oki and forcing her to deal with Haku's pressure. And the pressure should be quite scary after all the stars you've collected while blocking mixups/getting hit for the first half of the match. Then rinse/repeat I also agree with you Mac, it's really difficult to beat anything taokaka has coming from the air without some kind of prediction or hotaru. I can't really provide a lot of sage advice on the matchup since I've only played a couple of good Taos, but this forum could use more posts. So I posted
  17. I'm really excited for Extend. Haku is going to be very good, and I can't wait to learn all of his new midscreen combos. His old ones are still there, but there are also new amazing ones that seem to replace the old ones as far as efficiency goes. It seems like 3 star combo = full screen corner carry no matter what. Is the national tourney in California going to be played on CS2 or CSex?
  18. I can't tell if he meant to do that or just fucked up his combo and it somehow worked. lol
  19. There's a loop. 5c starter does 4k, straight up enma is about 3.4. I am really excited for all the new midscreen combo options haku has in EX. I can't wait to learn them all
  20. Actually, I've never seen anyone do it with hotaru as a starter, only after using hotaru in the middle of the combo, and in the corner.There are two times that I see japanese hakus use 5c >2C link: 1. Corner BnB, anything starter > renka(1) > kishuu > 6c > 2C > Hotaru, jump cancel > j.2c > 5C > 2C > loop(2 or 3 depending on starter) This combo does 7.5k if started with 5c, and it's haku's best corner combo I believe. 2. Enma combo going into corner, Enma > J.2c > 5C > 2c > corner loop And you gotta do 2C before the Renka(1) or both kicks will hit
  21. I am guessing you mean the corner combo where it's j.2c > 5C >2C after hotaru? You have to hit them with the very top of the 5C hitbox, meaning you have to time the J.2C so that it does that. And buffer the 2C immediately after and go into corner loop. I do this combo all the time during matches when I have a lot of meter and finally hit them in the corner. Even starting from jab it does about 5k. It's a great combo, but the timing is different for different characters in my experience. Hazama is hard to do it on.
  22. Why do hakus using mugen from throw do 6a wallbounce before 6c ---> mugen? Wouldn't grab --> 6c ---> Mugen work just as well and have less starting proration once you start tsubakicopter? That combo vid was amazing btw.
  23. When you feel like a troll, you can just start hopping against someone instead of pressuring, and hotaru in either the 2nd or 3rd hop depending on how scared you think they are. It gets me FC hotarus 80% of the time when they try to jab out. Total troll move.
  24. Would using 5b instead of 2c as launcher also stop her from crossing up?
  25. So Kishuu looks really really fast now. It looks awesome. It took me until Jourdal's latest vids of Kagetsu to realize it for some reason. Another thing that I love is that the new midscreen 3 star BnB gives FULL screen carry and does 3k just from 2a. ALSO, Kagetsu is my new favorite hakumen for doing this: http://www.youtube.com/watch?v=MRVizGiPLHc&feature=player_detailpage#t=06m35s
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