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mAc Chaos

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Everything posted by mAc Chaos

  1. Yeah, but it's not an obscure detail that you'd have to calculate like the amount of stars you gain during the combo, or something critical you need to know to do the combo like how many stars you need. It wouldn't hurt to have it in there though, just as general knowledge, but I figured anyone practicing the combos would get a feel for the distance as they're learning it. But it's still important to note things like corner combos, or midscreen combos and carry combos. You just don't need to break it down to a ridiculous level like how many hops it would take.
  2. I just say it covers halfway to the corner, or 3/4 of the way to the corner, etc. Anyway, it's not that vital. People will figure out the carry amount when they actually do the combos.
  3. Yeah, the match is just a big footsies match basically.
  4. I actually agree with kenja0. There's not that much a Hakumen can do against a real good Lambda on top of their game. Even though Lambda isn't Nu and Haku can cut swords, she can still keep him out indefinitely and he does a lot less damage these days when he gets in. I was just saying going by the advice here so far that it still isn't as simple as just 6D > win. A good Haku could get around that easily. It still takes tight playing and being on top of things.
  5. Tager's a worse matchup than Hakumen. No. NO. It can't be true. It's IMPOSSIBLE.
  6. Any Haku worth their salt will get around day 1 tactics like that easily.
  7. Maybe I'm underestimating you guys, but I think you're not giving Hakumen enough credit.
  8. Too much text...
  9. If the damage scaling on them was reduced it would be good.
  10. http://www.youtube.com/watch?v=QoWPab3KQTQ&feature=player_embedded#at=151 holy fuck that round with tager i died laughing
  11. I test stuff on Tager.
  12. 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.
  13. 6A? O_o It's more about how far you are. Max range: Gurren or 3C. Close: throw or 5C.
  14. Everyone I play always complains about Hakumen, but it looks like apparently everybody loves Hakumen.
  15. 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.
  16. 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.
  17. Yeah, I love that too.
  18. I think you can hop forward 5C. But it's been a long time since I tested it. Might need IBing.
  19. Can't you block and 5C?
  20. 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.
  21. Hakumen VS Tager / Jin / Ragna / Noel / Lambda / Hakumen and sometimes Carl.
  22. 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.
  23. I don't think of Carl as a rushdown character, either. Same with Litchi. They're more about positioning and mixup, imo. But anyway...
  24. 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.
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