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mAc Chaos

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Everything posted by mAc Chaos

  1. It says they have reduced active and invincible frames, so maybe you still can.
  2. 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.
  3. I'm sure she'll have something else. There's still Makoto for Tager to worry about.
  4. 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.
  5. 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.
  6. > Tager removed from the game > replaced by another Arakune
  7. I don't think there's any moves that can be jump canceled on whiff. But definitely block.
  8. Charging sledge = more time to get hit out of it
  9. Well... it's not like I don't like it. :P If I didn't like it then I wouldn't drink it.
  10. I tried that with Coke and Mountain Dew last night, but I finally couldn't take it anymore and went insane and had to go and get some from the local 7/11. All I could think about was just one drink.
  11. Couldn't you hit her out of the charge in the beginning with 5C or something?
  12. How do you do purple throw after GF? For some reason I can't time it right anymore. I try to do a normal grab after it and they always comes out too late and they jump away. I even tried mashing it after GF to see what happened if I got it as early as possible and they still jumped. Or can you only do it with 360s?
  13. If you want to waste all those stars just to wait out Arakune's curse meter, I don't see why it shouldn't be allowed.
  14. What's all this about mashing 5A? Wouldn't +4 make it easier to mash it?
  15. ..............
  16. cheap 360 combos >:C
  17. Is it worth to combo off 2A > 2B, or 2B > etc? I noticed in the EVO videos whenever you landed a CH 2B during pressure you just ended it in 3C. Normally I'd go into 2B > 623AA > etc., whenever I landed it, but I can see you might want to go for the big damage combos instead. I tend to just chip away at them with pokes into 2k combos over and over. I've been trying to work the more damaging combos into my game as well though (outside of corner combos which already were easy).
  18. that was awesome
  19. Yeah, the Haku stuff was.
  20. I'm not sure if it was that so much as them trying to explain things on a basic level to the non-BB crowd. ("Green exclamation points mean you can tech the throw," etc.)
  21. Arakune.
  22. It's like a series of boss fights.
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