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Leonil_Requiem

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Everything posted by Leonil_Requiem

  1. these are CT combos, when CS come to console i will happily repost and fix the notation in a different thread.
  2. Notation: 7 8 9 4 5 6 1 2 3 Command moves: 236A = Gurren 623A = Kishuu 623AA = Enma 214B = Renka 41236C = Zantetsus J.214B = Hotaru J.214C = Tsubaki Legend: > = cancel , = link . = delay jc = jump cancel hjc = hyper jump cancel (1-9) = mag used * = mag gained J. = Jumping move F. = falling jumping move IAD = Instant air dash (96) HIAD = Hyper Instant air Dash (296) CH = Standing counter hit CC = Crouching counter AA = Anti Air (Air hit, Counter hit AH = air hit CO = crouching opponent (JI) = Jump install = doing an air command move on the ground and ending the imput with 7 , 8 , or 9 Combos: 5A Series (4) 5A > renka > (1 hit) > Enma > jc > F.C > land > 2C > hjc > J.2C , Air dash , J.C (3332) *1 (2) 5A (CH) > Enma > jc > F.C > land > 2C > hjc > J.2C , Air dash , J.2C (2387) *1 (3) 5A (AH) > hjc > J.A , J.B > jc > J.C > Tsubaki > J.C > land > 2C > hjc > J.2C (2962) (2) 5A (AA) > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C . airdash . J.2C (2819) (4) 5A (AA) > 5B > Hotaru (JI-9) > land > step forward , 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , air dash , J.2C (3033) *1 2A Series (4) 2A > renka (1 hit) > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3147) (3) 2A (CO or CH) > Renka (1 hit) > Enma > jc > F.C > land > 2C > hjc > J.2C , air dash , J.2C (2343) *1 (2) 2A (CC) > Enma > jc > F.C > land > 2C > hjc > J.C2 , air dash , J.2C (2251) *1 6A Series (2) 6A > 6B > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (2574) *1 (2) 6A (CH) , J.C > land > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3088) *1 (3) 6A (AH ) , 5A > hjc > J.A , J.B > jc > J.C > Tsubaki > J.C > land > 2C > hjc > J.2C (2927) (2) 6A (AA) > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (2833) 5B Series (2) 5B > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash, J.2C (4) 5B (AH) > Hotaru (JI-9) > land > step forward > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4092) (3) 5B (AH) > jc > J.B > jc > J.C > Tsubaki > J.B > land > 2C > hjc > J.2C (3815) (2) 5B (AA) > 5C > Enma > jc > J.C > land > 2C > hjc > J.2C , air dash , J.2C 2B Series (3) 2B > Gurren > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (2733) (2) 2B (CH) > Enma > jc >F.C > land > hjc > J.2C , airdash , J.2C (2644) 6B Series (3) 6B > Gurren , step forward , 5C > Enma > jc > F.C > 2C > hjc > J.2C , air dash , J.2C (3291) *1 (2) 6B (CH) , J.C > land > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3408) 5C Series (2) 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3307) *1 GOLD SERIES COMBO 1 MAG 3000+ DAMAGE. (4) 5C (CH) > Zangetsu , 5C/ 6B > Gurren , 6C (4408 ) (5) 5C (CO) > Gurren > Zangetsu , 5C/6B > Gurren , 6C 2C Series (3) 2C (AH) > hjc > J.B > jc > J.C > Tsubaki , J.C > land > 2C > hjc > J.2C , airdash , J.2C (3885) (3) 2C (AA) > kishuu > 5C > Enma > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3442) 6C Series (2) 6C (CH) > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4833) (3) 6C (AA) > Gurren > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4895) *1 3C Series (3) 3C (CH) > 2C > jc > J.B > jc > j.C > Tsubaki > j.B > land > 2C > hjc > j.2C (3705) (2) 3C (CH) > 6B > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (3039) (3) 3C (CH) > 2C > Gurren > Haku-Hop > 5B > Gurren > step forward > 5C > gurren 6C > (3043) D Series (3) 5D > Kishuu > 5C > Enma > jc > F.C > land > 2C > hjc > J.2C , airdash , J.2C (4373) (2) 6D > j.C > 5C > Enma > jc > F.C > land > 2C > hjc > j.2C , airdash, J.2C (3101) Note: you can IAD J.C > 5C after 6D to switch side. (2) 2C > 5C > Enma > jc > F.C > land > 2C > hjc > j.2C , airdash, J.2C Often Counter hit Combos (3) Gurren (CH) , 5C > Enma > jc > F.C > land > 2C > hjc > j.2C , airdash , j.2C (3650) (4) Enma (CH) . HIAD , Hotaru on the opposite side > jc > J.C > land > 2C > hjc > J.2C , airdash J.2C (3461)
  3. Alright my haku friends, with this last end all contribution to the Hakumen combo thread, I bid you far well and wish you all a happy CS experience, I will now turn my time and attention to Makoto and Jin. Hakumen is truly a character who has a bright future and lots of tools to get inside of your opponent's head. But, will no longer be contributing time into the study of his gatlings and combos. I hope this will serve as a means of breaking the glass ceiling that causes you to peak in skill level. These combos, I assure you, are the best in efficiency and will also leave you surprise with the some of you oki options. Gob bless and enjoy. http://www.youtube.com/watch?v=ctfxAa3rt1M#t=2m10s (<3)
  4. h_knight http://www.youtube.com/watch?v=MZ38bLxsBfU That's the glory of hotaru, it's a viable and completely safe option. Also, TKing it and jump installing it is ok, but your main tactic is to use your haku-hop forward to you get inside of your opponent and let it rip. That's primarily why they give him a cancelling dash. 66 j.214B is you best bet for a guaranteed hotaru contact. Edit: i was really sleepy, eyes where tired, i fixed it.
  5. alright well hit me and and let's do some casuals some time, you importing?

  6. hotaru too
  7. Regardless, when doing combos keep this formula in mind. Magna use x 1000 + 1000 = efficient haku-men combo I'll post my max damage combos of almost everything today, hell if I need them anymore I got Makoto, and if anyone sees me use anyone else besides Makoto, rage at me.
  8. more shippu kishuu cancels to keep up pressure. MORE HOTARU start to counter predictable burst. learn the 1 fame openings inside of overly use pressure stings (2B into anything for most characters) more 6A 6B Gatling pressure more tick wake-up aerial throws. preference: more j.D, less 6C, more air throw, more max damage, combos.
  9. you guys... still do this >,>
  10. some how my comp posted that shit 3 times, i'm not trying to rush you, it's just the heat fucks with my connection making me lag during a lot of postings.

  11. um..... thankyou?

  12. no problem, would you like me to find a image converter of some sort?

  13. let's fight tonight

  14. it looks like we were bought by gamefaqs, why did we change?
  15. what's going on tonight?

  16. I'm not sure when the last one was, but the last time I was in there every body was definitely getting better. I hope we can all spar again some day soon, keep up the good work my Michigander friends. by the way, fighting noel then jin then nu makes me wanna Vbang myself after the 10 rotation, but i love our connections. EDIT: damn, how'd i skip over all the shooting parts >,> well... it was meant to be and he's with the good lord now amen... so did you get her number? you know to console her
  17. hey quash, how ya been

  18. enough with the zoning and get in that ass, you play a rush down character that can end block strings with 0 frame disadvantage. no one else can say that. and you air to ground pressure in convincible the best. more 623A, even on run-ins, it's a staple to his CH fisher style. fish out CHs with 5C 623A 5D 623B 214A stop moves with 623A 5B 623C (of coarse) 2A j.B And just get more active, he's faster than he looks, oh and you need better oki and combos. EDIT: j.D is rather situational, i not gonna say don't use it cause it stops your momentum which is good for some anti air baits when you learn to cancel clashes to you advantage. but for now, learn to manipulate j.B, it's flaws are far and few in between.
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