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Leonil_Requiem

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Everything posted by Leonil_Requiem

  1. →A CH > ↓C > hjc > J↓C > air dash > JC > J↓↙←C > landing JB > land > ↓C > hjc > J↓C > air dash > JC / J↓C and on people like Tager and Rachel, if there hyper jumping and setting stuff. ↓C anti air > hjc > J↓C > air dash > JC > J↓↙←B > jc > J↓C 2800 Cause there on the high end of the mag they use. But if I land 6A on a ground opponent, which I kinda do a lot since I pressure with j.C 6A 6B 623AA, I just get closer to my opponent and when they tech I do a green grab or a overhead or a low. Oh, i might do 2A 214B 5A, so i can tech trap if i'm in a corner, with 2C being the first hit of the 2C loop. Btw, i don't think i responded to you slayer, no j.C > 5B > j.2147C doesn't mis because all of it is ground to air cancelling which would look like someone gattling combo-ing. also the benefit is that it's quick, and it leaves you opponent in block stun so if he stops block he'll get hit. It's better than j.C land 41236C because people know thats coming now a days (kinda my fault xD) and it has you in a very vulnerable state due to the start-up. Like in haku fighting stance, chest facing your opponent. (nuts exposed)
  2. 6A prorates a lot, see what happens if you 6A haku hop grab when they tech and combo, the compare the damage. i'm going to bed, nighty night.
  3. hotaru is kinda not a good move to throw late in combo, it's main purpose it to start combos and re positions combos like from air throw airthrow j.C j.214B jc falling j.C combo and from a high height, j.214C can be combo-ed so use that instead.
  4. here's your revised combo selection moves you really don't want to combo off of 6A 5A 2A these move are most commonly better to use for stopping pressure and gaining distance. 5B 623AA jc falling j.C combo 6B 623AA jc falling j.C combo 2B 236A 623AA falling j.C combo 5C 623AA jc falling j.C combo 6C shippu (to mantain pressure 623A cancel) 6C CH 236A 623AA combo 2C air hit hjc j.B jc j.C j.214C j.C land 2C hjc j.2C 3C CH 6B 623AA falling j.C combo Grab > 236A haku-hop 5B 236A step forward 5C 236A 6C Back throw same Back throw close to a corner > 2C loop Air throw j.C land 2C hjc j.2C airdash j.C imprav is cool if you land a special but your staple combo is landing a j.C close to the ground j.C 5C 623AA jc falling j.C combo hope this helps. check out the zeta broad combo list for combos off of specials. http://s1.zetaboards.com/blazblue/pages/hakumencombo/
  5. it hit's crouch people alot, and if there couching then you must have hit with j.C miso your combo selection is not that great either. like staircase comboing into hotaru, not good, if you stair case ( j.B jc j.C) try this j.B >jc >j.C >j.214C >j.B >land >2C >hjc >j.2C
  6. J↓↙←C Combo * Unless stated otherwise, J↓↙←C has to be done close to the ground, such as →→ > J↓↙←C (3) J↓↙←C > ↘C (4) J↓↙←C > C > ↓↘→A > →C (5) J↓↙←C > C > →↓↘A,A > jc > JC > land > ↓C > hjc > JB > jc > JC (5) J↓↙←C > C > →↓↘A,A > hjc > J↓C > JC > land > ↓C > hjc > J↓C > J↓C > air dash > J↓C > J↓C > J↓C ^ corner combo, skip a J↓C before air dash on Carl, Taokaka and Arakune (5) J↓↙←C > ↓↙←B > ↓C > hjc > J↓C > JC > land > ↓C > hjc > J↓C > J↓C > air dash > J↓C > J↓C > J↓C ^ corner combo, skip a J↓C before air dash on Carl, Taokaka and Arakune (6) J↓↙←C > ↓↙←B > ↓↘→A > ↓C > jc > JB > jc > JC (8) J↓↙←C > C > ↓↘→A > →C > →↘↓↙←→C (8) J↓↙←C > C > →↓↘A,A > jc > JC > land > ↓C > hjc > JB > jc > JC > J↓↙←C j.214C > j.214B > jc >falling j.C combo
  7. that's cool, i'll be more than happy to help you.
  8. lol you said eat an air throw, like you can't tech those, but yea thats just the way i run my pressure game. and on the way up i throw j.A cause on counter hit you can raising j.A CH > j.C > land > 2C > hjc > j.2C > airdash > j.2C
  9. i think the 3C oki vs 6B oki is stupid cause there both really bad, if you wanna oki game, j.C close to the gound and mix up j.C land 6B 41236C > anything j.C land 5B 2147C > what i like to do 2147C > 2B > 236A > step forward > 5C > 236A > 6C
  10. pressure sting 6A 6B 623AA jc barrier block, and play off of reaction from there. my main plan with haku is to break barrier and do max damage 3 stars or less combos, because haku doesn't benefit from combos with more. with the exception of a 6C shippu. IB, IB, IB, and IB. also it doesn't take that much meter to dish out 3700+ combos with hakumen. just make every hit count with combos like any thing 236A 623AA or go straight to 623AA if you can. Also, it not about gaining the meter, it's about managing it. the best combos use 3 or less mag and do over 300 damage. Note: j.C land 6A 6B 623AA is a real block string, and moves the libra a lot, also people get inpatient when they are being pressured by haku since he only has like 2 block stings, they try to jump, backdash, shory, and about any other thing you can think of, since this is his only gattling it can also be combo-ed at any point. j.C > 5C > 623AA combo 6A > 623AA combo ( i use 6A for tech traps and mix up instead) 6B > 623AA combo 623AA combo
  11. he doesn't look like that nasty of a jin, you seem to be making alot of mistakes and not capitalizing on the hits you do land. also don't be afraid to jump against jin, just do it smartly, like with barrier until you attack.
  12. that's really not a good idea, cause your giving your opponent the upper hand again, and the chance to do whatever he wants. most chars... well all char, do much better than hakumen from a far range and can get in close, much easier than him. so you should try to stay close.
  13. No, you don't seem all that rude, but 6B isn't to great either, although it is a critical counter it has a lot of proration, along with the fact that you have to be really close. I really suggest that you end combos with blast away moves (214B, j.2C, 632146C, 236A wall bounce > 6C) and be aggressive on wake-up by throwing j.C really close to the ground, and hold 1 so that when you land it cancels the move and you block there shorys or whatever they throw. if it lands you just j.C > 5C > 623AA > jc > falling j.C > land > 2C > hjc > j.2C > airdash > j.C
  14. yea, try not to 3c 3c, and 236A is ok, not all that quick, good in combo to some exstent but most commonly is a waste of a hit. but yea, 3c is not good for oki, if you get hit it puts you in crouch and it has 30 frames of recovery best to do a j.C really close to the ground if you can.
  15. what are you talking about? ↘C Combo (0) ↘C CH > ↘C [1771] (0) ↘C CH > ↓C > hjc > J↓C > air dash > J↓C (1) ↘C CH > →B > ↓↘→A > →C [2421] (1) ↘C CH > →B > ↓↘→A > →→ > B > J↓C > air dash > JC / J↓C (2) ↘C CH > →B > ↓↘→A > →↓↘A > ↓C > hjc > J↓C > air dash > JC / J↓C (3) ↘C CH > →B > ↓↘→A > →↓↘A, A > jc > JC > land > ↓C > hjc > J↓C > air dash > JC / J↓C (5) ↘C CH > →B > ↓↘→A > →C > →↘↓↙←→C [3649] (5) ↘C CH > →B > ←↙↓↘→C > C > ↓↘→A > →C [3737] 3C CH > 6B > 623AA > jc > falling j.C > land > 2C > hjc j.2C > airdash > j.2C 6B has alot of proration and is unsafe to. -9 and if you 623AA you can be tripped by each char.
  16. H_Knight19, i was watching some of your vids, you need to learn you limits and learn better combos. here's a list i helped out with, http://s1.zetaboards.com/blazblue/pages/hakumencombo/ and sol how'd that in person tager haku match go?
  17. it's a 9 frame start-up with good range, shory punish. An do you remember what i sent to you miso, 3C noels that run in and throw anti airs, always land counter hit. Oh, as for 5A counter hit 5A hjc j.A j.B jc j.2C best no mag or 5A jump installed j.214B land 2C hjc j.2C airdash j.2C I've never land 3C CH > 5C
  18. there's a really good close one but i can't tell you all, if anyone needs a combo after a move, counter or not, let me know. :3
  19. lol yes it is worth it because it's 3 cost and 4000+ damage, 6B has alot of forced proration and it most commonly end up making what ever you do after it a waste of magna. also it's not that hard of a combo, 2 hit confirms in it. if want to use a 6B combo after 3C CH the best one is 3C CH > 6B > 623AA > jc > falling j.C > land > 2C > hjc > j.2C > airdash > j.C
  20. 214B > 2C > hjc > j.2C > j.C > land > 2C > hjc > j.2C > j.2C > air dash > j.2C > j.2C >j.C if your practice this combo it will become easier, and in the end you will do it more consistently. Slay if you go to a tourney you are boned if you calibrate yourself to online timing. Also i think it's about time i gave yal another combo. 3C CH far > 2B 236A > haku-hop > 5B > 236A > step forward > 5C > 236A > 6C so.... you can rock my haku???
  21. after i write this paper wanna fight?

  22. the reason i don't do those links in matchs is because online play is silly and there's no reason to if i see a better opening or option. Also, my complication with hop cancelling is that, in competitive play, or in casuals with my brother, they look for haku to be out of range and they use barrier to make that easier. From a certain distance hakumen has to airdash, hop or 623A and a lot of characters have lows that reach relatively high. This rules our 623A and if your at to close enough of a range airdashing is to stonge of a move distance gainer and is unsafe as all hell. But now i find myself, searching for punishes, IB everything and waiting for breaks for jump installing hotarus and keeping opponents in the air. anti air always helps, and 6B-ing obvious lows. Oh, and still being aggressive as hell on wake-up with j.C meaty, land cancel into block.
  23. Don't use mag for oki, use pokes. Also use 5B tk/jump installed tsubaki, good quick overhead, i do j.214C > land > 2B > 236A > step forward > 5C > 623AA > jc > falling > j.C > land > 2C > hjc > j.2C > airdash > j.C if you can but i think j.2C is the longest start-up move you can throw. slayer i vaguely remember you dis-ing my creativity on gamefaqs about my combo links xD now you like the positioning of them O.o this is not going to die for a bit, you know that right. oh and speaking of links, 623AA > mad delay > 236A > 623A > and i'm still working on a combo for it, nut yea, have fun with it.
  24. At that point your already doing little, and the point of to stop the combo in a dominate position, with hakumen, it's with your opponent in the air, close. and your starting the combo with 41236C so the dam is already good.
  25. don't me a ped until you find your older brother.

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