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Leonil_Requiem

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Everything posted by Leonil_Requiem

  1. i dont think theres a predetermined list, show up, sign up, whip up xD

  2. cool cause they confirmed that the tourney is Saturday at 2 so getting there around 1 would be great.

  3. YES, keep that, just like me, be aggressive you will go far. As i see it there are buppa's and there are shadow's. which are you??
  4. yep, also with the slam down effect you can reset the combo if you really need the damage like i use 5C > 623AA > jc > JC > 5C > 623A > 2B > 236A > haku hop > 5B > 236A > step forward > 5C > 236A > 6C prorates nicely to
  5. has anyone notice that 6HS > 6HS never blackbeats but can be broken out of by shaking and blocking, also how do you cancel the dust jump and turn your opponent untechable. like, for instance D > Jump > HS > land > 6HS
  6. try to land 5C when your practicing the falling JC > land > 2C. the window closes and makes you focus a lot more on the delay of JC, and will in turn make 2C a breeze.
  7. Alright,that seems cool. Bro is tired of talking about BB right now, because we've been arguing our skill towards each other for this tourny in dearborn on the ?30th? it's an event within the anime convention Youmacon, http://www.youmacon.com/ it would be even more BA if we could met there, Halloween off, giant crowd, tourney, and a good environment to have it in. not to far neither.

  8. i see footsies as pointless because i'm also be stuff off of it in competitive play. by 623s and 5A combos and there is a big difference between footsies and blocks strings, because footsies is look for a opening by throwing staggering light attacks that can be combos, but have huge space in them. which allow for 623s and other no start-up stuff bangs anti jump anti hit anti runaway (cause he can teleport off of contact) anti rush down is his D button and you can combo J2147C off of JD for a 4 seal combo, bang has tools, not tricks, which means he's a great threat when used properly. also i'm talking about J214B jc falling JC land 2C hjc J2C air dash J2C and bangs don't tear me apart because i air throw all of there jc's and not to many people know how to break throw counters for some reason the combo most players should do off of a land J214B. to do it on the ground off of hop with the lease amount of complications you have to do it on the rise of your 66. that is if you want to do it off of hop.
  9. i'm calling footsie retarded in aggressive play. i'm also saying that Barriering is a bad thing, considering how if you get to 1/3 of your original meter you will become very easy to jc into guard. also to do the jc into falling JC you have to do the J214B haku hop (66) cancel in the rise of the hop. also i dislike bangs since everything they do is safe, the have a command grab (the only grab that cant be teched) a set of GP moves that only have small brake in the GP AND GP anti airs. he's a better haku than haku in his grand scheme.
  10. alright sorry, for some reason it was telling me the server timed out, but i'm sure i was going to say something similar to poking in aggressive play doesn't work, doing a clean, untouched haku hop is so online play only, since people try to punish it the haku hop, and is also starting to whither in it's effectiveness. 214B cancel it (which is also hard to do online within the raise of the hop)m since most people know that haku's within a certain distance have to hop, due to the strength of there airdash. also i just said neutral tech is a better idea >,> and every grab but command is techable which is why i envy bang for his strong air and ground game. also if you barrier for 1/3 of your it becomes incredibly easy to block.
  11. a good oki manipulater has the ability to oki on the first frame and gaurd in the next, this is why i love in air meaties and i use them at every turn, would have in gg but i played ky and baiken and May. ' GO ELECTRIC, SAMURAI DOLPHIN, DESTROY ALL WHO STAND AGAINST YOU.
  12. by reset i'm referring to rolling back into a combo or not teching and getting recomboed i don't mean not to grab entirely, i just mean stay away from the grabs in combo because good players do the 5 frame finger trick which brakes grabs instantly, and if your in over your doesn't haku have counter?? which is garentied and doesn't just resets you positioning but put the pressure on your opponent. but even throw counters can be broken which to me is to much of a risk if i am really in a bind, why would i give my opponent a chance to choose weather or not he want's to take damage.
  13. seem cool enough, there's a tourney in garden city on November the 7th. it's mad fun lots of good people who have probably gotten better. also where can all of the michi people met up. i was thinking one of these place http://www.detroitgamers.com/index.php?page=centers which ever one i more convenient for everyone. this would be my best bet http://www.detroitgamers.com/index.php?page=centers&id=digitalops

  14. don't be so concerned about roll teching in upper level play, cause i see alot of black heat combo, and you can be reseted pretty easily, like my bro always says, would you rather tech early neutral and guard, or tech late for damage you opponent does deserve, and haku's 6D and 2D can chain it's invincibility from Neutral wake up to activity of the counter, to reverse meatys (attack that is on you when you wake up). Also, don't grab in upper level play, just hope for the reset or continue the combo. also don't be so weak towards anti airs, haku can cut his dashs with his JD so there's no reason to be hit with anti air, it's probably because the only way he gets from place to play is by IAD. also, hj when you want to get somewhere through the air, it will make you fast and you spend the same amount of time in the air as if you were going to jump and land. also it brings people out of position.
  15. what's the exact date for all of this???

  16. i have a lot of sick combos I've recently made. i am really happy to. but to wet tongues JC CH - 41236C - 5C - 623A,A - delay - 236A - haku hop - 2147B - jc - Falling JC - Land - 2C - hjc - J2C - airdash J2C 3C CH - 2B 236A - 623A - 9 - Falling JC - land - 2C - hjc - J2C - airdash - JC - J214C - JB - 214B - jc - falling JC - land - 2C - hjc - J2C - Air Dash - if ya did everything perfect J2C
  17. i'll talk to my brother seon and see but until then i wouldn't count on it since our car isn't meant for such bad conditions (weather of michigan in winter is no f-in joke). also we should met up before then and play some so i don't have to listen to the whole, YOU BARELY EVEN KNOW THIS GUY BLARG BLARG BLARG.

  18. me practicing IB and Anti Air Clash counters in a rank match http://www.youtube.com/watch?v=kWymOAQVPCg i was tiring to stay one the right side since my stick is broken ( does register direction 4 and 1 consistently and A doesn't register consistently) . also if anyone would like to fight please let me know so we can brawl cause rank is starting to get boring.
  19. guys, we really need some carl combos.
  20. also the swords come in at the same time on every hit. IB the last and air dash. when they figure out what to do just hj out of there comfort zone.
  21. the first part is a projectile, right???
  22. haku's bigs problem is enemies tech on the ground. this is because of shoryuken and haku's lack of meaty attacks. As you all may or may not have noticed, haku's highest active framed attack is 4, JC. you play tager so this should be easy, learn some tech traps. when your opponent is on the ground contemplating weather to roll tech or not, throw 2B to pick them up off of the ground and make them tech in the air. off of 2B IAD and throw. it's my best tactic for those annoying wake up shorys and rolling opponents. B2 on a laying opponent also combos with 236A for wall bounce it works on everyone range or another and you can push someone into the corner.
  23. does anyone else have a reason as to why tao has no anti air??? jumping C wins... alone
  24. nu's becoming easier since jumping to block her anti air swords, then dashing into JC > J214C > land > 2B > 5B > opponent techs in air > jump cancel 5B into a IAD > meaty grab > get them every time.
  25. you can IAD under arakune's overhead cloud also when there walking forward, keep in mind your sword has gaurd point and everything of his, don't break on the ground, break in the air with J2C mostly cause it's jump cancel able, you gain Active frames when breaking and object, and it's special cancellable, which means when there close you J214B. also, bait his physical attacks, all of haku's stuff is DD cancellable, so super counter cancel his attempt to punish cloud breaks, why don't people think of this stuff. i was being 2C-ed by arakune to I SC and it connected. there is a God.
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