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Moblin

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Everything posted by Moblin

  1. If you can, use 5d on rachel's pumpkin since it seriously fucks her up.
  2. 5c --> Renka (1) --> gurren ---> IAD j.b ----> hotaru ----> AD ----> j.2c ---> 2C ---->(super jump) j2a ---> AD ----> j2a ----> j.c Does anyone use this combo on a consistent basis? It's really badass and carries incredibly far, and I want to make it part of my game for badassness reasons. However, I can't get it to work when I start with 5c or 2a - after the hotaru, I airdash, hit with j2c and 2c, but can't super jump fast enough/high enough to connect j2a before they can tech out. The only time I can get it consistently is off a fatal counter 6c. I assume I need to re-time the combo so they get hit with the hotaru lower in the air, thereby having them low enough to the ground so a super jump can connect the j.2a I haven't been able to get it to work though.
  3. You're right, 6a is probably just for trolling purposes.
  4. Haha, I was just about to post that after watching that video. Good show. So there's 3 options that I'll probably make part of my game after blocking the DP: CH 3c, Gurren, or 6a as the staff comes back down. I suppose it'll depend on how many stars you have to spend on a combo. 0: use 6a 1 or above: CH 3c 3 or above: Gurren
  5. Thanks a bunch, I'll try that bouncing on the ground thing. If I can't get it consistently within a few hours I'll do the 2b version Midscreen combos are just to carry anyways.... right? :P
  6. I heard that you need to time the 3c in the commentary of spark's evo11 match against Lord Knight. lol. Apparently when the stick is on its way down you can 3c and it'll lose its hitbox before it reaches you. I'll work on timing it next time I play a litchi, as that seems like the best option. Although anything I can do to punish with 5c would be really tempting. I've also had some luck with 5c beating her DP. If the hitbox for 5c is out while Litchi DPs, it'll void the stick, protecting you from the rest of the attack while immediately hitting Litchi when her invuln wears off.
  7. Thanks for the advice. We are talking about her non-distortion dragon punch right? Are the 3 hits you're referring to the uppercut part of the move, and the 4th is when the stick comes back down? Can I block the uppercut and throw her without having to hop forward if I block it close enough?
  8. What's the best way to deal with her DP? I have a litchi friend that I play a lot, and whenever I know he's gonna DP, I just 6d on HIS wakeup, and most of the time I'm right. This sucks when I'm wrong though. There must be a better way to punish the DP, but I don't know what it is. Is it punishable on block?
  9. ah, that's the problem; was doing it on litchi. I'll try it out on some other characters. I did have some luck with delaying it when I was practicing against other characters. I tried delaying it on Litchi but couldn't get it to connect. If you get it to work on Litchi, I'd appreciate advice on how to connect it!
  10. I'm sure this has been asked before, but I am doing something wrong in this combo and can't tell what it is :D Same old, same old. I'd really appreciate it if someone could point me in the right direction for this combo: In the renka (1) --> kishuu --> 2c ---> Gurren I can't get the gurren to connect after the 2c. any advice?
  11. I agree with SansProtocol about the skill thing. For me colors help me with my mindset. For instance, I play cool blue hakumen since it represents what I think my mindset should be while playing hakumen; cool, calm and collected. If I start losing really bad to a certain player, though, I'll switch colors, and purposely play differently than I did last match. Seems to throw people off, which messes with their concentration. "WTF am I playing a different guy or something?" I've never seen anyone else use cool blue hakumen either... is it an ugly color?
  12. Maybe 4c is an easy midscreen BnB extender. Renka to wallbounce ----> charged 4c ---> gurren ---> hop again and combo
  13. I only ever use 4c in this matchup after I've conditioned them to try running under my j.C. It seems to work pretty well. Haku's zoning is pretty solid against ragna - I go even with ragnas that have 50 more psr just by zoning. Once they finally get in, I lose, but they usually lose about 50% just from intelligent j.C use alone.
  14. This hakumen (is it Tenchi?) takes a crack at the carl that dominates this video at about 36:30 http://www.youtube.com/watch?v=z7oi3vBg1vw&feature=feedu He used a tsubaki ---> airdash combo that looked really sweet. Almost beat him. He's also in this one. http://www.youtube.com/watch?v=-4ukIcLMoFo&feature=feedu Here he gets revenge on the carl. This video is like haku heaven. The counters are just superb. Is it safe to say that haku vs carl matchup is not nearly as bad as it is for other characters? The haku can guess and do a regular counter, or just cover all the options with super counter. It doesn't completely negate carl's resets since he can bait the counters, but it forces him to think about the right time to do a reset. Haku comes back at 29 minutish. I loved this. The way he hotaru'd through the pressure into a 5k combo was just amazing. I am totally hyped for CS2. What do you guys think?
  15. Hey I'm a scrub. I know hakumen should be able to kick ass in the corner, especially with j.2C. So I've been trying to practice this combo, but I am consistently getting stuck on one part of it. in the combo, C>214B, 2C> j.2C, f.C, land, 2C>sj.2C, 2C, ad.2C, 2C, C = 4586 I do C>214B, 2C> j.2C rather well, but just as I hit the Taokaka practice dummy with j.2C, I can never land the f.C on the way down. It seems like the initial j.2C is pushing me too far away and makes me miss just barely. Can I get any help? A vid of this combo might help me understand what I'm doing wrong, as well.
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