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Posted

Still getting used to the reduced histop and getting some 1.1 stuff out of my system, but yea...same ole, same ole. 

 

 

Guess I'll answer the question from before and talk about what I think of my character.

 

 

Hakumen still functions the same as he did in other versions of CP, however its even more crucial to use his meter properly since he doesn't get it as easily now. Before you could just parry anything and get a free star or cut projectiles, but since you don't get stars for catching projectiles anymore it only leaves cutting them for a void. Naturally the projectile nerf makes zoners even harder to fight against, compounded by the loss of Kishuu's projectile invul. On the flipside, they did improve some of his normals and specials to compensate. 4C being 10f, J.2A having active frames for days and a faster recovery, and even 6A being somewhat faster. It greatly improves his neutral game, something which he tends to excel at. Some specials got P2 buffs such as Hotaru and Zantetsu, which rewards the good neutral play. And lastly, finally a practical application to Mugen, which sadly had little to no utility in 1.1 with Shippu doing unscaled damage depending on how many specials you used before it. 

 

In my opinion, he's more reliant on solid playing than ever as he now lacks of a lot of the crutches he had before to steal victories(RIP CH 3C>5C xxx ;_;), but the rewards off his confirms I feel are better, especially if you have a sufficient number of stars. I admit, it is kinda boring how streamlined he is now, especially since CP already streamlined him considerably, but it does give me the perfect excuse to learn real strategies and make smarter moves, which will help me overall as a player. 

Posted

The only real strategy you should be learning is how to survive a round in bad matchups long enough to get 8 stars so you can go Mugen, blow an overdrive, and take the risk to close distance and go crazy for a short burst of time. Hopefully you'll be able to open the opponent up with enough time before Mugen ends to get in enough specials even after a so-so confirm to drop 3.5k on top of any amount of damage you were able to do.

Probably ridiculously inefficient, but hype as hell and I'd imagine it would instill fear into your opponent no matter who they are.

Posted

The only real strategy you should be learning is how to survive a round in bad matchups long enough to get 8 stars so you can go Mugen, blow an overdrive, and take the risk to close distance and go crazy for a short burst of time. Hopefully you'll be able to open the opponent up with enough time before Mugen ends to get in enough specials even after a so-so confirm to drop 3.5k on top of any amount of damage you were able to do.

Probably ridiculously inefficient, but hype as hell and I'd imagine it would instill fear into your opponent no matter who they are.

 

Hey, I said he lacked most of his old crutches, not all of them :V

 

I'd probably only do what you described if I absolutely gave zero fucks after certain point.

Posted

I'm urging my Hakumen buddy to practice doing just that (along with conventional Hakumen). You know, super scary Mugen pressure and whatnot, then having the skill to do as many specials as possible and still input 632146C at the end.

Posted

This game is killing me, blockstrings in CSE didn't change for my character much in CP, but in CPEX are way different. How do you make your old habits vanish super quick? Because this is getting me slaughtered.

 

The little things like 2C instead of 3C for blockstrings, and j.B not covering air to air the same way are messing with my head super bad. I'm going to keep practicing, but is there anything beyond that that you guys do when transitioning games to help develop new muscle memory patterns and set-play?

Posted

This game is killing me, blockstrings in CSE didn't change for my character much in CP, but in CPEX are way different. How do you make your old habits vanish super quick? Because this is getting me slaughtered.

The little things like 2C instead of 3C for blockstrings, and j.B not covering air to air the same way are messing with my head super bad. I'm going to keep practicing, but is there anything beyond that that you guys do when transitioning games to help develop new muscle memory patterns and set-play?

To be honest it always takes awhile when your character takes major changes. We just need to be patient and take care of that muscle memory.
Posted

I'm starting to really feel how badly they gimped Hakumen's clutch factor, because I am getting destroyed by simply being outplayed. Its really hammering home how unskilled I am.

Posted

I'm starting to really feel how badly they gimped Hakumen's clutch factor, because I am getting destroyed by simply being outplayed. Its really hammering home how unskilled I am.

Don't feel bad. My OD got nerfed too :(
Posted

I'm just glad I don't have to stream bbcp on the ps4 anymore, the inherited lag on top of whatever netcode lag was unbearable, almost unfair, though that isn't a word I like to use often. Digital version is extremely fast, and at least lag can be properly adjusted to like when I was playing digital on the 3.

Gripe aside, sounds dumb but I enjoy all the "extras" included. Not having to rebuy colors, stages, characters etc. with real money, being able to create a virtual room for random fun, some characters becoming harder and some becoming more stylish.

Rachel is low on the tier totem, but I love her new combos. Kokonoe seems immensely more interesting now that she is balanced and needs more decision making in her game plan. Looking at potential subs and who won't make the cut on this bb season. Overall the game runs smoothly and is quite refreshing, a far cry from what I thought it would be after seeing uninteresting dlc characters and a broken nu.

Posted

Recording matches and whatnot live? I'm pretty sure it is possible, since I have done it several times with Evolve, or at least something similar. Joniosan streamed videos live from his Ps4 for ggxrd iirc.

Posted

@TD

Rachel? Low tier?! What else happened besides the wind regen nerf?

Posted

@TD

Rachel? Low tier?! What else happened besides the wind regen nerf?

What else do you even need to make her low tier?
Posted

What else do you even need to make her low tier?

The regen nerf was that bad?
Posted

That isn't all she lost apparently, though it is easily the most important. She is more tactful than she was before, simply. Neutral is mostly the same bar lotus bats losing a lot of utility (and gaining some). Her pressure before was the only thing that I would consider very easy once mastered in cp1. Good damage, easy confirms, fastest overhead in the game, almost inescapable oki for much of the cast. Very easy to ride a combo to victory. This Rachel wants to make sure each wind is used for a good cause, and assumes that the Rachel player is responsible enough to keep her grounded, in some sort of advantage, in the coming seconds. Combos now have plenty more routes and have shifted to fit her needs (using less wind for more damage and same corner carry). Due to this some of her matchups liky got worse because of how much more defense she will likely need- never a good thing for a very offensive character. Overall she has more self-imposed risk for guessing incorrectly, could still run the gauntlet with the best of them in the right hands.

Posted

So how is everyone liking CPEX so far?

 

The reduced hitstun is kinda throwing me off but other than that its fine? jump cancel seems a little stiff to me also

Throw recovery nerf is good. ODRaid is neutral since most chars tend to still prefer bursting. Only a handful of chars really benefit from it enough to risk using it. The top tier is not as dominant and a lot (a LOT) of prior bad chars have become much better now.

 

Now for me personally, Bang has started getting rewards proportional to the work he puts in and he has actual practical combos into his astral now, so I couldn't be happier. The two S tiers are one good and one bad MU, so overall it's about even. The more interesting thing is that half of the A tiers are just as scary as the S tier bad MU now, which is a good thing. It shows this to be a very refined game.

Posted

Can someone please link me to the universal changes list ?

 

No such thing.

Posted

And where did the " less hitstun etc " stuff come from ? XD

 

actual testing in the game? we have enough data to base certain conclusions on, but theyre all extrapolations from unchanged data. fortunately we have a lot of ways to cross check these things, but sadly there is no universal change list. Off the top of my head, aside from aesthetic changes I can tell you:

 

Level 1 attack level values have been changed. Perhaps even level 0, but i have not tested that myself so I'm not entirely sure.

Throw whiff animations on the ground and in the air have been increased by about 7f.

Barrier drains faster.

Many characters have increased base dash speed or dash acceleration.

Posted

 

Throw whiff animations on the ground and in the air have been increased by about 7f.

 

Hmm, only certain characters then.

 

I guess fast recovery throws were nerfed, while already slow ones remained the same. Haven't felt any difference with Tsubaki for instance.

 

Well, that was an obvious nerf. Nothing was more retarded to get punished when trying to punish a whiffed throw. Jin's was really too fast to recover.

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