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Posted
!@#$!@$#$

Can't we get some form of stability as Haku players? He's really quite balanced as it is(...)

That`s it!! Imo is Hakumen the best balanced character in BBCS. Nerfin´ him is a joke.

Posted

apparently JD is not balanced.

then all his Ds arent balanced.

leads to nerfs. then the eventual disabling of his D all together.

Posted
leads to nerfs. then the eventual disabling of his D all together.

LMAO

We're turning into the new rachel forum when cs came out, kinda sad, let's wait till someone like suzaku can give us more info, or someone fluent in Japanese (Ryoko).

Posted

Well, there'll be more tests for all we know. If the changes to the counters stay though I'll be saddened since that was always my favorite part of Hakumen. I never liked how they nerfed his counters from CT to CS in the first place. Counters are the most skillful defensive reversal option out of all the possible things people can do and it should be rewarded. If you can't make the opponent hurt from then then they have no reason to fear them and they lose all their effectiveness in making them play more carefully.

Posted
mori likes drugs,pills, and gimmicks. not solid play. he is almost ANTI-daisuke. ;_; it truly is the end of dayz

Kind of a oxymoron how mori says his fav character is hakumen...

Posted

^ Noel, actually. Haku's design comes from one of his favorite concepts from High School. He brought it back in BB in the form of Hakumen. Since he has stated he intentionally keeps Noel in low tier, I think we should be thankful he doesn't give Haku the same treatment. :P

On counters, I think they're too similar in risk/reward currently and only vary in terms of the situation. I wouldn't mind seeing varying startup/active/recovery frames that give them different uses. For ex, I'd use 5D if its damage were buffed and it had a ground slide that would be corner comboable or something. Or give us a 0f, 150% proration, 40f recovery in forced Fatal Counter state in a new 4D or something. Not going to happen, but it'd be interesting to play with.

And bring back old 6a/b/c, please. ;_;

Posted

From the LokeTest thread:

Hakumen

- Changed to 5 primers.

- Slower magatama recovery.

- 6B damage increased.

- 623A cancelable during movement.

- MUGEN: after gauge depletes, will not increase for at least 6 seconds.

- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

Seriously?

Posted
From the LokeTest thread:

Hakumen

- Changed to 5 primers.

- Slower magatama recovery.

- 6B damage increased.

- 623A cancelable during movement.

- MUGEN: after gauge depletes, will not increase for at least 6 seconds.

- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

Seriously?

I don't get it, can someone explain?

I'm salty. :P

sAlt Chaos

Too much salty ass niggas...

Posted
From the LokeTest thread:

Hakumen

- Changed to 5 primers.

- Slower magatama recovery.

- 6B damage increased.

- 623A cancelable during movement.

- MUGEN: after gauge depletes, will not increase for at least 6 seconds.

- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

Seriously?

I'm about to throw-up xD

Posted

Hotaru wallbounce :eng101:

Now I'm just curious what they're going to make him play like. Maybe they'll find some combos after all this. Hotaru sending someone all the way across the screen just sounds funny.

Posted

Lol I can't imagine Hotaru, a vertical hit, sending them across the screen horizontally. Maybe hop 5A combos will work on the new wallbounces for Renka/Hotaru? It could also make Renka more worthwhile to use if you only have two stars and can't get 623AA off your starter.

Posted
- All C moves are faster.

This seems odd. Are all C moves really faster? j.C is already pretty fast, 3C is 9 frames right now does it mean it's 8 or 7 frames now?

- Backthrow has less recovery, can combo afterwards in the corner.

I wonder how much less recovery. Do they mean you can 5A follow up or have enough time to 2C follow up?

- 3C -> 3C doesn't combo.

So C moves are faster and 3C > 3C still won't combo?

- Can't followup after 5D, jD, 6D.

5D, and j.D I can understand, but 6D seems odd. It doesn't do damage, so what would be the point of it? On less they mean you can't follow up without special canceling 6D.

- Renka changed to 236B. Wallbounces, can followup with 6C.

I really like the command change, it means no more Renka's while trying to tk. 214B while in a block string. The wall bounce could be good depending on how it works.

- Hotaru wallbounces, can followup with 6C.

Could be good depending on how it works.

- Enma lifts higher, harder to combo.

Seems like the purpose of this nerf was to prevent 623AA > j.2C > 5C > 5C. Even if it lifts a little higher the normal BnB should still be possible.

- Tsubaki slides, can only followup in corner.

Might not be so bad. Maybe 214A follow up if almost in the corner?

- Changed to 5 primers.

Hakumen can easily avoid or get around moves that break guard primers so it's not really a problem. Although green bursting might be more dangerous now...

- Slower magatama recovery.

Dunno why this happened his meter gain is already pretty slow.

- 6B damage increased.

Kind of pointless, on less it does like 1K or something now.

- 623A cancelable during movement.

I wonder what this means. Does it mean you cancel the dash with barrier or jc or do a normal? Any of those would be great.

- MUGEN: after gauge depletes, will not increase for at least 6 seconds.

Who cares?

- Yukikaze: will only show superflash after a successful counter. Gauge depletes on use either way. AH still has superflash. (Was this in the first loketest? Not sure.)

Only use for this I can see is helping Hakumen vs Hazama, as Hazama won't be able to A cancel his chain in response to the super flash.

Posted
I don't get it, can someone explain?

it means that when you do yukikaze, there's no superflash until it's already landed. this is actually pretty fucking dumb, because now random yukikaze will be harder to punish.

Posted

I kinda like these changes.

Like Renka command change and wallbounce (you could do decent damage for only 2 stars now), backthrow being useful again, faster C moves (I would love to see his fast CT 6C back) and better 6B.

Tsubaki is not problem either, because I'm not using it outside the corner anyway. Only thing that seems stupid is new 6D.

I'm hyped about this Hakumen. :)

Posted
I'm hyped about this Hakumen. :)

Same with me, slower meter gain sounds dumb, and mugen is already near useless and impractical for hakumens playing style, now they just made it even LESS encouraging to use. Why don't they nerf the other power ups, since BK and FRKZ are way more effective and complimentary to ragna and bang's fighting styles?

it means that when you do yukikaze, there's no superflash until it's already landed. this is actually pretty fucking dumb, because now random yukikaze will be harder to punish.

If that's the case then I like it yukikaze even more.:eng101:

Posted

So from my understanding, the change to Yukizake is a buff?

At least that is one good D move. :/

Not sure what is up with these changes, buffing Hakumen's C attacks but nerfing his D moves is a really confusing balance choice.

Posted

I'll just quote what I wrote in the loketest thread:

I think I figured out what they're trying to do with Hakumen here.

Everyone assumed since Haku might be too strong that they would try to rein in his zoning, but they've decided to go all in on it instead.

They made his C moves even faster, so his zoning is going to be stronger. At the same time they're giving his specials wallbounce properties to prevent his old combos (except apparently 6C) and his counters are just to knock people off him so he can't get damage off it. Haku will zone you out with tons of pokes but if he hits you with any specials or counters, it won't do that much damage but will just let him reset to full screen again.

He won't have that much damage, and he'll be even worse up close, but his zoning is better. He gains stars slower so that means he'll have to be less reliant on his non-C moves too...

So basically they want to make him Lambda with a long sword.

That's the only sense I can make out of this anyway. If it's not this then I have no idea and they might as well be throwing stuff at a dart board. :P

What do you guys think? When you look at all his changes together it seems like that's the direction they want him to go.

Posted
What do you guys think? When you look at all his changes together it seems like that's the direction they want him to go.

Seems like a pretty sensible analysis, if that's what you're asking. I can't think of any other explanation for his changes.

If you're asking what we think of the changes as a whole. To me, it sounds boring. But it seems to me that haku was always concentrated to be in the corner anyways.

Mori just loves dem corners.

Posted

I don't like it.

Personally, Hakumen is already somewhat boring to play in BBCS and making him primarily a poke & zone character sounds less interesting. The idea of him having a predominantly weaker close range game designed to push back opponents doesn't sit well with me either.

That said, while I don't like it, I'll deal with it since he is really the only character I bothered to learn (largely thanks to the amount of time and effort it took to play him in BBCT).

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