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Leonil_Requiem

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Everything posted by Leonil_Requiem

  1. i don't like that kind of haku, but yea that's the only way to combo no CH 6A, i mean you could 2C tech trap if your that good but who's really that precise to throw a meat like that. oh i haven't tried 6A to hit confirm 41236C
  2. ... *6C > 632146C's rtl42* i win
  3. why not 6A ch> 5C > 236A > haku hop> 5A > jc> JA > JB > jc > JC > j214C > JB close to ground > land > 2C > hjc > J2C > air dash or 6A no Ch 5A jc JA > JB > jc > JC > j214C > close to ground JB > land> 2C > hjc J2C
  4. positioning- how comfortable you are in a spot and what type of advantage you get from having you opponent in a spot. your air game to ground game JUMPING C air to air game JUMPING A B C 2C 214B and here http://s1.zetaboards.com/blazblue/pages/hakumen/ keep in mind that the game runs at 60 frames a second and so were not flamed http://www.youtube.com/watch?v=HFK6-Ukk2PI long time ago don't tell me to make any improvements cause my friend were make me laugh and Bmeister encouraged them so i couldn't focus.
  5. i really don't think the match up it that bad just do be scary and play Haku rush down, i don't have to many problems since the sword breaks curses, also don't attack when cursed and anti air, also don't get cought with silly attacks like hit dive over head and his grabs break clouds grab anti air don't attack when cursed get your damage in quick and exit jc and j2c are your friends don't try to counter a lot keep him on the ground with J214C and J214B Gauad him not his bugs (focus on kuny kun ) scared in the corner and cursed, Super counter be aggressive. k
  6. why doesn't any rush down with haku??? seems like your not putting out enough damage. he's countering a lot which mean that grabs are your friends. also after counter hit 3C try- 2B > 236A gives you wall bounce and good positioning. and when you land haku-hop cancel J214C you can do the same. and think about better positioning when coming out of your combos. for example on the way down from IAD height, JC > land > 2A > 214B > 236A > haku hop> 5b > jc > J2C > air dash since you are in the air from your air dash and falling, you can now use haku's most active attack as a meaty, JC. since your falling you will land when the guard it and be able to guard from suriukens now this is a good mid screen combo that use 2 maga, and move you opponent at lease halve screen, just like your friend that the vid was doing he was push you into the corner so he could administer good damage, you should build your game on the same.
  7. 5423 also 623AA combos into a delay 236A for wall bounce and a really easy haku hop to 5B
  8. ... anyway what about this. Yukikaze 236A haku hop 5B hjc J2C air dash JC if your far from your opponent you might want to 623A to get to him
  9. well it has in air unblockable and it can combos of all counter JC CH and alots of other stuff.
  10. you guys didn't know that combos in the corner next you guys are going to be surprised that you can 623AA Falling JC Land 5C 632146C
  11. agreed it's hard to stop when you get started. NOW, jack do you wanna make some carl combos with me. i give you a really nice resets and combo links i made
  12. add me to the tourny roaster pez.

  13. well yea cause the 6D leaves them in deposed and he super doesn't combo it's a unblockable perfect meaty,
  14. mainly what you do is get something that hit multiple times in a consistent rhythm. 13 Orphans, Nu's thousand swords special, bangs nails. then use 6D to spin them and 236236D to connect with them. also works with 2D and 5D but not as reliable and you can cross yourself yp sometime and get hit with teh consistent attack.
  15. I use wine haku, the red and white one. Red stand for Bravery and Courage, thing need for an aggressive haku. White stands for faith and clarity, faith in your skills and clarity to perceive peoples attacks, IB, and counter accordingly... and i just like red XD 236A but since he has a small hit box you have to time it extremely precise, also you have to be close to Carl, so the 2A hop set up work well. but it's bet to not do anything and go for the IAD for a meaty JC, it's haku's most active attack and can be air to ground comboed with 3C 2B or 2A. close enough to the ground and you can combo 5C for the 623AA combo.
  16. I already know those, and there universal combos. i mean set carl die combos. and i'm a aggressive, conservative so let's keep under 5 magna.
  17. it's till good to do 236A air hit > 66 > B > hjc > J2C > air dash because you stay close to you opponent and you get to use your most active attack for wake up and when you land recovery is cancelled which means your 623 proof. good for offensive haku's. but yea but i really wanted to know was if anyone had and Carl specific combos. i don't really have a hard time with carls but bnbs for him would be nicer than hit confirming his face in.
  18. change your dashs to haku-hops (66) to save mag.
  19. DarkDeath you really need more damage and less cost combos. you need to attempt to be more Buppa like to (aggressive). also JB jc JC catches to many people. try it out and see the results. also with the privilege of no lag try 623AA or whatever you like linking falling JC to and time it at the very end so you can land 5C with slam down. this is one of the best position to have your opponent in with hakumen. then you can really get creative. but i like to play haku like he's ragna almost, donno maybe to keep up with my bro, but it's a preference of play.
  20. GT: dabestHakuever yea i'm there, where are you?!?!?... BruceMoble naw jk i'm GT: Leonil Requiem can't play during the week but would love to fight during the weekend
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