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mAc Chaos

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Everything posted by mAc Chaos

  1. Aren't there jump startup frames though?
  2. Yeah so, how do you train yourself for it. :P GOTTA HIT THE GYM
  3. What can you do to increase reaction time? Despite being aware of all my options at a certain time and all that other stuff I still get nailed by overheads 90% of the time. Especially Makoto and Litchi's. Although that is more just not being that familiar with the matchup. <--- 100% American. All I can think of is just hitting training mode and becoming aware of all the ways the other player could go into something or just playing more. I don't really think there's anything you can do otherwise.
  4. I love K Groove.
  5. Uh... CS2 Makoto VS CS1 Bang? Or CS1 Makoto VS CS1 Bang?
  6. Mask Yukikaze -> PROFIT is all I heard from Omni.
  7. Sounds like a bad idea. :P
  8. IB > 2A.
  9. j.D? Blocking? Picking Makoto? :P
  10. Hakumen's backdash has no invulnerability whatsoever.
  11. Same thing. Player ran into the counter. If anything, it's letting the opponent off easy since it's possible to walk into the counter but still escape if you dodge his arm.
  12. Well, it would kind of suck if you go through the trouble of LANDING a counter and then getting punished for it. It's whiffing them that kills you.
  13. No, you're just misinterpreting it. The "active" part is when the counter can reach out and grab the opponent. The recovery is after that, but before he can do anything else. However, he's invincible throughout the entire thing. If this wasn't true, you wouldn't be able to 6D or 2D through Nu's sword super, since you would get hit out of it before you could do another counter. But since you're invincible all the way through, you can do another counter as soon as you recover and never actually enter a state where you can be hit. http://www.youtube.com/watch?v=MLX4uZIB0rM#t=0m38s And during this entire time the opponent will get caught by the counter if they come near it.
  14. Nah, the recovery is if you WHIFF the counter. If it's activated, it's invincible all the way through. He probably is just getting confused by your actions and not countering properly. Nobody said he had to react perfectly. :P
  15. You can't really do anything to his counter if it gets activated by an orb. It's invincible all the way through, so if you try to hit him on the first frame he is vulnerable, he could just counter again.
  16. Sophisticat, that's when you get most of your damage off the neutral game... and abusing the opponent's mistakes on their own offense. At a certain point every Hakumen player has to back off... he's not designed to have a great offense.
  17. Welp, this thread had a nice run.
  18. 6D is active on frame 1, so you can do it on wakeup to catch a meaty. All bets are off on netplay though. If it's a slower attack, or if they just timed it so it is not actually hitting you immediately on wakeup, you could be doing the counter too early.
  19. I'm not sure if this is the place to ask, but does anyone have an animated gif of Hazama's laughing animation? When he hunches over and laughs while holding his head in his hands.
  20. The combos themselves are one thing, but how likely do you think we'd be able to land those CH 5Cs? I used to land a lot more in CT when 2A > Renka(1)> 623AA gave horrible proration. I have to get that skill back. One of those combos pushed them all the way from one corner to the other. It was like 5 stars, but still hovered around the old "1000 damage per star" rule that looked like was going out the window in CS2.
  21. Pretty sure he did a low IAD after the Hotaru without landing, but it's hard to tell.
  22. http://www.youtube.com/watch?v=0WMO2LhU-2s In this vid it looks like they found some ways for Haku to break 5k damage from midscreen and end up in the corner, for 4-5 stars. I think that's pretty good.
  23. http://www.youtube.com/watch?v=2QFIk0MVREk#t=15m44s Not sure if this was posted, but it'll blow your mind.
  24. His old j.C worked well for me in CT. It had a broad range and lasted a long time. I've always loved using j.B, but mostly for jump ins and cross ups... Thanks guys, I'll try it out. Hotaru and j.D in the air seem risky or more risk than it's worth since it feels like she just has to bait it out then punish for a lot more than I could get. If I landed a j.D on the ground I could combo off it but if it was up in the air I don't think I'd get anything... but she lands a CH it would be big damage. I also like using 5A as an AA in a lot of matchups but it seems her air options eat my 5As in this matchup.
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