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mAc Chaos

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Everything posted by mAc Chaos

  1. If the damage scaling on them was reduced it would be good.
  2. http://www.youtube.com/watch?v=QoWPab3KQTQ&feature=player_embedded#at=151 holy fuck that round with tager i died laughing
  3. I test stuff on Tager.
  4. It's not about learning "rushdown" like it's a switch you turn on. It's just being comfortable moving around with Hakumen and using his moves in the best way so you can move in on them when you feel like it.
  5. 6A? O_o It's more about how far you are. Max range: Gurren or 3C. Close: throw or 5C.
  6. Everyone I play always complains about Hakumen, but it looks like apparently everybody loves Hakumen.
  7. That's true, but wouldn't that be the same for any whiffed move? Like, if I do 2B and it whiffs through their tech I'd expect that it would be a bad time to follow up with another attack unless I managed to get them to block it.
  8. Couldn't you do that with 5A (whiff) into 5C? I like how 2B is a meterless roll punish option though. That's something that's been holding back my corner game since like CT. Any punish I could think of would be barely threatening or cost too much to be worth it outside of air tech into 2C punish or air throw.
  9. Yeah, I love that too.
  10. I think you can hop forward 5C. But it's been a long time since I tested it. Might need IBing.
  11. Can't you block and 5C?
  12. Yeah I don't remember the order of the bubble but either way it beats it out and lets you combo after it off 5C and such.
  13. Hakumen VS Tager / Jin / Ragna / Noel / Lambda / Hakumen and sometimes Carl.
  14. I think that just doing a meaty j.2C is better, or just jumping in on them with it if you think they're gonna DP. It'll cut through the DP and make a void, and cancel out the followup. This will let you do a CH combo of your choice. Just make sure to get the timing right.
  15. I don't think of Carl as a rushdown character, either. Same with Litchi. They're more about positioning and mixup, imo. But anyway...
  16. He wants a strong rushdown character. Bang is pretty much get in their face all the time, every time, although he's all about the player improvising ways to get into the head of the opponent. He has nowhere to go but forward. Notice that even his drive is a counter of sorts, but he uses it to teleport into the opponent's space to continue his offense.
  17. Ah, I see. Well, that's not that bad. The trick is that when they're focusing so much on barrier and not getting guard broke, you have a lot easier time catching them off guard with other stuff. I know when I've been almost guard broken half the time I end up getting hit by something else in the end. It just adds another layer of mixup for you. You don't need to actually guard break them to benefit from it.
  18. Wait, what do you mean 8 primer attacks? Because it just regenerates so fast?
  19. I laughed way more than I should have.
  20. 1) It depends when it's triggered, but usually yes. It doesn't mean he's going to be able to reach them though. 2) You can cut it. 3) They're not meant to be useful to begin with. It's more of a style thing.
  21. back to bottom tier
  22. Using 4C is just asking to get CH by heart car half the time.
  23. More damage and being able to combo into it off more starters. Except that wouldn't work since to combo into it you'd have to use stars but to use Mugen you'd need 8. It's pretty much bad by its design. Blood Kain puts you in a better position when you're done, at least; you can gain life and gain a ton of heat. After Mugen you're always at 0 stars.
  24. Well there goes my double rapid cancel 6B guard break plan.
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