JackG Posted November 21, 2009 Posted November 21, 2009 Feel free to dump changes to Hakumen in Continuum Shift in this thread. I'll hopefully try to keep this page updated.
ryokoalways Posted November 21, 2009 Posted November 21, 2009 5D doesn't ground bounce anymore. I think the only way to combo is to either enma (better option imo) or gurren.
germanturkey Posted November 22, 2009 Posted November 22, 2009 Does he still have that ball that absorbs projectiles or was that written out in the final version? i think i've seen one video of him in it thus far.
MisoSowee Posted November 22, 2009 Posted November 22, 2009 Yes it's there. He slashes one of bang's projectiles in the shadow vs... i forget. Think it was unknown... o_O It goes away once the enemy gets hit by it. (the bang got hit right after so I'm unsure how long it stays or if it moves...)
ryokoalways Posted November 22, 2009 Posted November 22, 2009 5D cannot be cancelled into special it seems. 5D>2B>etc will probably be the new standard off 5D.
pulsr Posted November 23, 2009 Posted November 23, 2009 I'll go over what I know 6b is 2 hits, first hit over head. Safe on nonIB, knocks down. 6a moves forward still + frames (invul starts later) 6c faster and staggers longer depending on charge (6c ch mugen works) fully charged 6c launches like crazy on full hit, also does a guard primer I'm pretty sure all of his normals can be D canceled now too. Shippu is 2 guard primers, Zantetsu is a guard primer. Mugen still lets him remove guard primers. I'm pretty sure all of his C attacks are 2~ frames faster. If you were wondering about the notations for his moves J.c is the long ass poke j2c is the old jc j2a is the sword bunt. Hakumen's projectile properties are pretty hype. Hakumen isn't put through hitstun anymore THANK GOD. the orb will stay out for 2-3 seconds? if it is hit by another projectile it will refresh the time it stays out. the orb also hits
NeonCrusader Posted November 23, 2009 Posted November 23, 2009 Hop Tsubaki can be chained over and over again against OTG opponent while in Mugen.
Sophisticat Posted November 23, 2009 Posted November 23, 2009 Hop Tsubaki can be chained over and over again against OTG opponent while in Mugen. This is a result of Tsubaki having more untechable time. I'm wondering if something like full charge 6c -> TK Tsubaki -> 5c -> TK Tsubaki -> Hotaru -> 5c -> gurren -> corner loop will be a valid combo. No idea what the damage would be on that, but it's making me think TK Tsubaki might simply replace Zantetsu in combos depending on how it prorates since you apparently can't do Zan -> 5c -> Zan anymore.
ryokoalways Posted November 23, 2009 Posted November 23, 2009 5C doesn't jump cancel and has too much recovery to link into tsubaki. It isn't going to replace zantetsu, and zan > 5C >zan still works, it's just more corner oriented (5C range got reduced, which is why mid screen it's harder to land), which changes nothing because you don't do that till you are in the corner anyways.
ryokoalways Posted November 24, 2009 Posted November 24, 2009 6C(full, counter)>6C(full)>6C>shippu for 6k+. A hop is needed after the first 6C if not at near point blank range. 5C>enma>air dash J2A>JC>land>J2A>JC>land>dash hotaru>land>air dash J2A>JC>land>J2A>JC>6C for about 4.5k for 4 magatams so very good. Confirmed on tager. Corner combo, obviously.
mAc Chaos Posted November 24, 2009 Posted November 24, 2009 Jesus. Half of these combos are just 6C > 6C > 6C > 6C > 6C > 6C. Still, 6k damage! Wow.
ryokoalways Posted November 24, 2009 Posted November 24, 2009 Someone that has CS at the arcade go do dust loop with jC in the corner. I think it should work. work it off anything>enma>jCXn.
TSHKN Posted November 26, 2009 Posted November 26, 2009 i notice that his 6A moves him more then his CT Version can u cancel his 6A With barrier block and 6A as a safe dash
WallJumpMan Posted November 26, 2009 Posted November 26, 2009 wat combos can u do off of COUNTER hit 3c? i realize u can 2c off of regular 3c so is it possible to 5c after COUNTER hit 3c? confirmation plz
ryokoalways Posted November 26, 2009 Posted November 26, 2009 TSHKN, FD cancel doesn't work that way. New 6A just means you should engage from a farther distance than before (you don't have to but it's adviced). WallJump, I would assume on 3C (counter), you can link into basically anything due to faster recovery on 3C, and faster startup on basically everything else.
ryokoalways Posted November 26, 2009 Posted November 26, 2009 6A is fairly good against Bang apparently. If bang GP 6A and teleport, he will whiff. If he doesn't teleport, then you can D cancel to beat him (may even apply if he does 6D). People with good reaction timing should have a clear advantage in this match-up.
ryokoalways Posted November 27, 2009 Posted November 27, 2009 Since throw>gurren no longer work in the corner because cancel window off throw got reduced (that's what I was told, confirm?), I was thinking of a new corner combo. I took a part of another combo and I was wondering if anyone can go try this out. throw>enma>(delay) IAD j2A>jC>land>j2a>jC>5C>gurren>6B/5C/whatever works. Appreciated.
Sophisticat Posted November 28, 2009 Posted November 28, 2009 Going to ask this straight out so we know: Any one-combo kills off 6c? (meaning combo damage goes above 13k, killing even Tager) I'm seeing 9k+ already and that's non-Mugen, which is ridiculous. I'm fairly certain full [6C] will be applied 100% in some instances (like 6c CH after blocked Ragna 214a -> d followup for instance) with IB. Confirm? I thought Haku was supposed to have nerfed damage... turns out he deals more than in CT (albeit situational).
ryokoalways Posted November 28, 2009 Posted November 28, 2009 All mugen combos are probably Instant kill at this point. Tsubaki spam is just utterly retarded. Application is still in question, but I wouldn't be surprised to see a mugen comeback every handful of matches.
MisoSowee Posted November 28, 2009 Posted November 28, 2009 If you're at a huge health disadvantage with full/close to full meter, it's probably not a bad idea to stall and get mugen out so they lose a burst... I would think o_O
Brother Mojo Posted November 28, 2009 Posted November 28, 2009 If you're at a huge health disadvantage with full/close to full meter, it's probably not a bad idea to stall and get mugen out so they lose a burst... I would think o_OMugen still isn't that threatening unless you combo through it, like 6D > Mugen > etc. or 6C (CH) > Mugen > etc. Otherwise, Mugen still has some recovery where they could hit you, or they can probably just play runaway until it wears off. But if you start to actually land that Mugen combo, then hell yes you can expect your opponent to burn a burst in a round where they're otherwise way ahead of you.
ryokoalways Posted November 28, 2009 Posted November 28, 2009 Since throw>gurren no longer work in the corner because cancel window off throw got reduced (that's what I was told, confirm?), I was thinking of a new corner combo. I took a part of another combo and I was wondering if anyone can go try this out. throw>enma>(delay) IAD j2A>jC>land>j2a>jC>5C>gurren>6B/5C/whatever works. Appreciated. So I posted this a bit earlier. Got a friend in Japan to try it out. Worked but slightly different from what I imagined. throw>enma>(delay) IAD j2A>jC>land>j2A>jC>gurren>5C, and then run corner oki. Change is removing one 5C between jC and gurren. 'High-five myself'
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