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mAc Chaos

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Everything posted by mAc Chaos

  1. At first I was kind of bummed by that and all the other changes but that ship sailed, I'm just going to take advantage of it until they patch it out. I'm sure they will. A lot of other characters have good stuff too so we'll need it. For me just learning OD combos and using them in various situations will be a challenge probably, since I could never get Mugen combos down.
  2. Didn't see this til now. I was playing with a friend of mine who hadn't touched Extend ever.
  3. Yeah, I am going to be countering either way. F the police
  4. Spark. What do you think of Haku's counters compared to other games and what do you think they should ideally be like. And can you input a 623 input during blockstun without getting hit by a low.
  5. I think he is trying to say that it's not worth the risk of using the counter because it just puts you back in mixup, better to just block it out.
  6. http://www.dustloop.com/forums/showthread.php?16395-Xrd-News-(Theoretical)-Gameplay-Discussion/page59&p=1502612&viewfull=1#post1502612 Read that page and the next. I am not really sure if he ever got what I was trying to say or if GG is different or what. He says that should never be an issue because you can buffer it during blockstun or hitstun. It's only the beginning.
  7. Also that throw combo. oh my lawd For once I can see myself doing one of those. I grab people like that a ton.
  8. I tried making that point in that one GG thread a while ago when defending the 623 input as adding gameplay complexity compared to persona's B + D and the response was that at high level play it makes no difference because you can buffer the DP input during blockstun and have it come out on frame 1 anyway. So functionally it's the same, as far as avoiding getting hit by lows. There was something else too that I wasn't quite buying but still. Isn't it easier to do it here when we are making big posts. This thread, it's alive.
  9. Where's the video of Kagura's astral? Or screenshot.
  10. PERISH EVIL Nah it's cool, that's what we do here. I think you're focusing on the wrong thing though. I mean, every game where Haku gets up there in tiers, everybody hones in on his counter, but it's always his damage that puts him over the top. People just get trolled by counters so they make a big deal out of it. Besides, why are you just looking at counters as not being legit and "carrying" you? Why not stuff like half of Haz's normals into infinity damage and all the heat he gets. Hakumen's counters have actually been consistently nerfed. Both the character itself and system changes. It's 1F because the original use was to IB to create a gap and then counter. When they nerfed IB from +5 to +2 that affected the blockstrings you could use it on, for instance. Anyway, you should look at them like weaker DPs with some tradeoffs. They are made for somewhat different situations. Normal DPs: - can RC on block (so being able to block them is good for the DPer) - don't have to decide between hi / lo / throw - can RC for combos Haku counters: - 1F (2D, 6D) - but have to decide between hi / lo / throw - can't get blocked, so you just whiff and die, there is no way out This is partly why Mu's DP gives me so much trouble. Even when I bait it, she can RC it into pressure, so baiting her DP turns into giving her a way to not only get out of wakeup, but to put ME on defense instead. And of course, she ALWAYS has heat. You can't do that with Hakumen's counters. I am not sure who you faceroll with counters Ctrl, but really, there shouldn't be that much trouble over them. I pretty much destroy other Haku's who counter in my sleep. Dioxide already covered what I wanted to say about Haku's original style. Why can't I post all day from work anymore. Oh and Errol, I was talking about his counter grab range getting nerfed, not just normal throws. Haku's counters are part of what makes him unique and fun to play, so taking that away diminishes a big part of the character for me. I'd rather they just change other parts.
  11. hes been playing against her in timeloop chess for eternity, shes pretty much the only one onto him half the time.
  12. From that perspective, it might open up new game options and actually make it better somehow. Like how clap loop made Carl better in CT.
  13. Ragna is more like his troll toy than a real enemy.
  14. he was already hakumen so-- well then
  15. I am with Nem on this, netplay is good. You just don't want to substitute rank for skill because it does not really match. MAYBE in the beginning it can be useful since people use it as motivation to get better at first, then let it go later. But nowadays pretty much everybody but the dedicated are not online so you will run into people leagues above you.
  16. so you think all macros are cheating basically? and nah he doesn't cheat
  17. man they need to make a character thats all dance moves
  18. that 6a pose is weird who stabs like that its like theyre doing ballet or striking a pose
  19. it doesnt have aa properties very situational
  20. public service announcement crossup tsubaki is not good
  21. > 6a > not good is that a joke
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