Jump to content
Dustloop Forums

mAc Chaos

Super Moderators
  • Posts

    10,069
  • Joined

  • Last visited

Everything posted by mAc Chaos

  1. Blue/black beating is the same thing. It means that the opponent had a chance to get out of the combo so you messed up the timing.
  2. A lot of the XB1 stuff that people don't like is the same stuff the PS4 has going for it. I was not impressed by either XBOX system the first time they came out only to get them later so I'll wait and see.
  3. That announcer kind of sounds like Tager's VA.
  4. Well, how did everybody on Dustloop manage. That said, it only makes sense to ease players into the more advanced topics. You don't just throw a 1st grader into a calculus class.
  5. Every game needs that Shang Tsung character.
  6. Yeah that's what I figured. Easier to burst out after Tsubaki. I miss landing all my throws.
  7. I noticed one thing. You always burst immediately after Tsubaki, but not if I tag you with Renka. How come.
  8. Yup. And it was like 50/50 before that. I like how I can burst out of a Houtenjin. Seems to depend on what move is leading into it though.
  9. GGs Ctrl. I sensed something change about 8 wins in. You got more careful. Anyway, good matches. Some of them were frustrating, but still good overall.
  10. It feels more like 5.5 to me. As for Asteroid Vision, I didn't say anything because I'm pretty much in the same boat as every other Hakumen. Naruto mixup 2 strong
  11. If you are just starting to dip your toes into Magic, then buying boosters and playing sealed/draft is good because it can acquaint you with the set and card pool. It's hard to even know what you want if you only know 1 card out of 1000. But generally I prefer playing constructed, ie., making my own deck out of the cards I own at home and using the same deck over and over and tweaking it like an engine. With sealed and draft you open boosters and make a deck out of them on the spot, but once it's over you can't re-use it. You'd have to get new boosters and make a new deck next time. Once you get well enough acquainted with the cards, you can just order singles online. Instead of paying $5 for a booster, possibly getting nothing you will use (although you might get a random real good rare), it's better to just spend five cents and get the specific card you want outright.
  12. Yup. Arakune still does like 9k lawlz.
  13. Yeah, it's just something to watch out for if you're both almost dead and you're trying to throw a j.C out there or something.
  14. Someone should post that one video "Particle Flare beats everything" that was made ages ago. I can't find it anymore. BBS doesn't seem that bad as a full screen punish. I can see her using it against Lambda. Lambda throws out a 6D or something, bam BBS to the face. Found it:
  15. Might as well throw in that her wind up punch distortion (Particle Flare) has enough invincibility to beat Hotaru. It's been used as a reversal.
  16. What is the frame data for Arakune's forward dash? Can you meaty him out of it?
  17. What if he tries to forward dash out of the corner.
  18. > @argent- I want moar Finally figured out how to deal with wake up teleport/backdash/whatever you like to call it. HOW
  19. Hakumen VS Makoto General Strategy This is mostly a footsies match. It's like fighting Ragna. You'll spend lots of time jousting at neutral, until one of you screws up and gets thrown into the corner. You'll want to stay back and chisel away at her health as she attempts to get in. Then, when you get a knockdown, you can use all the stars you stored up to go in hard. Like fighting Noel, Makoto has high mobility, and has moves that will let her completely avoid yours, like her 3C. You want to either be in her face on offense, or have her at just 5B and 3C range. Long Range Just sit tight and gain stars. She can't do anything from long range. She might try to throw orbs, but just cut them. Mid Range This is where the meat of the matchup occurs. In fact, there are two slightly different mid ranges that give either party the advantage. If she's in Haku 3C or 5B range, then you have the advantage. But if she's just outside it, she has the advantage because she is more mobile and will be able to quickly get in if she makes you whiff a move or makes the right read. A lot of Makotos will hover just around this range. At this range it will come down to guessing and who baits what. Kishuu Enma will go through her 6C and 5B. She will try to get in with a combination of either 3C, IAD j.C, or slowly working her way in. She can also use 6C, which throws Makoto forward, to initiate an attack from outside your range and hit you. Zone and play footsies until you gain knockdown, then go in on her. Close Range Haku on Defense If you're on wakeup and she does the orb, just counter it. Makoto has a setup where she can do the orb and dodge your counter, but it's still worth doing because that just puts her back where she started. If she tries this, use 6D instead of 2D as it is more likely to catch her. If you feel confident of your reflexes, block out her pressure until she goes for 6B or 2C, then counter. Otherwise, wait until she gets pushed out, then poke out with 2A or jump out to give yourself space. If she does j.2C, don't try to anti air it, either air throw or counter with 5D. If you block any of her D moves, then that's the end of her pressure. You can punish them. Haku on Offense Hotaru will beat her DP, and 2B will beat it as well with proper spacing. Use lows to beat her parry. Watch out, she can punish your 6B with her fastest 5A if she IBs it. Your Best Tools 3C: Beats her parry and her own 3C, stops aggressive attempts to get in. 5B: Much faster and safer to poke with than 4C, but still has a deceptively long range. 2B: Beats her DP, has long reach, is fast and safe. 5C: A lot of Makoto's jump ins have hitboxes that are too big to hit with 5A, and with spacing that interferes with 6A. 5C will beat these, but you have to do it a little early. 5A: Useful as a standard anti air, but loses to her jump ins. Use it to catch attempts to jump out, rather than defense. 6A: If she just jumps right at you, 6A her. But her j.2C will give you a hard time. 5D: A lot of her moves will put her back in charge if you block them, or are hard to beat, like j.2C. Use 5D to counter it instead. Air Throw: Another good counter to j.2C. Hotaru: Beats her DP outright, but watch out, she can delay it slightly to beat Hotaru. If she does that, catch her out of it with 2B until she stops. Kishuu: It will go through her 6C and 5B. Reversals Has a DP? Yes. Her DP has invincibility, but you can beat it with Hotaru. However, she can slightly delay it to beat Hotaru instead. To counter this, catch her with 2B until she stops. Alternatively, a well spaced 2B can beat the DP too. Her astral is also a good reversal that will either clash or beat Hotaru. If you smell it coming, then just block or counter / Yukikaze it instead. Things To Look Out For Haku 6B gets punished on IB. Makoto 3C will cause a lot of moves to whiff. Her parry beats non-low attacks and is dangerous against jump ins. On that note, be careful against her 6A, it can combo even on trade. A lot of Makotos like to use that giant punch distortion to punish whiffs from full screen. Be careful what you throw out when she has 50 heat.
  20. That's what makes them fake blockstrings. Did those matches help get some rust off. Too bad about the lag though. Maybe next time. Also do you generally have a harder time when I'm trying to rush in, or hanging back like I was now.
  21. I always knew this day would come. Another thing that surprised me was that after I blocked your j.2C you had enough time to slide forward and 2A me out of anything I wanted to do.
  22. How do you deal with Arakune's teleports? How can you stop him from just teleporting out of a blockstring or the corner?
  23. the most powerful option select
  24. Wow I never even thought of that. 2 strong I use the pad too.
×
×
  • Create New...