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mAc Chaos

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Everything posted by mAc Chaos

  1. Can you even do the IAD combos off 2D?
  2. They should name it CSZ because I'm being put to sleep by the constant revamps.
  3. Yeah, the followups is what make it worth it half the time. I do it all the time. Outside of using it as an ender, anyway. If 4C is any slower it's going to be as slow as 5C...
  4. It looks like they just want everything to go into collider. 5A > collider 720 > collider taunt > collider
  5. The damage on Shippu is gonna be even less, so I'm not sure if it'll even be worth the 4+ stars.
  6. all the better for trolling :3
  7. I agree with that, but wasn't it like 5-5 in CS1? And then Haku got nerfed and Noel got buffed. But it's still the same?
  8. Maybe you can do combos you couldn't before using the air bounce from the D nails?
  9. Wasn't his problem in this iteration that he didn't have enough stars to do enough damage? So now even if they leave the rest of his traits intact it might be enough to overcome his weaknesses.
  10. Well, he said a 3 star combo would end in positive, meaning you'd gain 4 stars during those typical wallbounce combos. Wait, I think I just confused myself...
  11. His heat gain used to be way faster, so it can't be that bad.
  12. What would you guys say this match up is? 5-5? 6-4?
  13. I wonder what their goal is with this one.
  14. It says they have reduced active and invincible frames, so maybe you still can.
  15. Making you rely on grabs by nerfing damage from combos doesn't work though since everyone will just be jumping out all over the place since they have nothing to fear from non-combo damage... so it'll make it harder to rely on grabs. I guess that might make people easier to predict though.
  16. I'm sure she'll have something else. There's still Makoto for Tager to worry about.
  17. Focus on his falling j.2C combos first. Stuff like 5C > 623AA > falling j.2C > 2C > j2A > IAD j.2A > j.C. That's the core of his combos.
  18. Yukikaze counters all attacks, but not throws. I wouldn't rely on it though. 4 stars is a lot. Hakumen isn't really a mix up character. All of his attacks are slow and cumbersome. You can still do mixups, indirectly, by using frame traps, which is the best way to get your opponent confused with Hakumen. Basically you can link your moves together when they're blocking in such a way that there's just enough of a gap for the opponent to think they have a chance to use an attack, but the gap is small enough that they won't have time to actually land it. Instead they'll end up not blocking and get hit, letting you do your combo. You can also mix in throws, and the ocassional overhead; Tsubaki is very strong. Basically Hakumen's best mixup is to make your opponent think it's safe to throw out a move and then hit them over the head because they were wrong. You have to learn where the gaps are in your moves to use that effectively though. Hotaru has two different followups, based on whether or not its a counter hit. A counter hit is when you hit them out of a move; usually if you do that they get stunned longer. Non-counter: all you can do is IAD after them and j.2A > j.C usually, but if you're close enough to the corner you can do Hotaru > land > IAD j.C > land > Gurren > 2C > j.2A > falling j.2C > j.2A > IAD j.2A > j.2A > j.C > 5C > 3C. I'm not quite sure if that's 100% correct so you should look at the combo thread. And for counter hit: Hotaru > land > IAD j.2C > 2C > j.2A > IAD j.2A > falling j.2A > 2C > j.2A > IAD j.2A > j.2A > j.C > 5C > 3C. Both of those are execution intensive. As for 1 star combos or combos that are cheap, those you can get off a 3C counter hit (CH), counters, or any anti air. You should go look at some combo videos in the video thread, or watch some videos of JP Hakumens playing and take your combos from them.
  19. > Tager removed from the game > replaced by another Arakune
  20. I don't think there's any moves that can be jump canceled on whiff. But definitely block.
  21. Charging sledge = more time to get hit out of it
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