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Posted

copy psta: credits to wuku from the general changes thread.

Hakumen

5A, 5B, 4C, 5C, 6C, Enma: Air unblockable

5A: 5A>5B gatling works.

2A: 2A>5A works

5B: Can connect to Enma

2C: has wider hitbox. Startup is pretty similar to CS1, just slightly faster.

3C: wider reach. Can combo into 2B only if counter hit

4C: special cancellable. Stun impact of the counter hit is removed. Hit recovery once normal hit is quite short so you need good hit confirm to do followup combo.

5D: can connect to 2B and 5C. Damage decreased. Proration increased

2D: can connect to 5C

6D: can connect to 214A and 6C

JD: can’t connect to anything..

214A: hit stun increased. 214A > 5B or 3C works smoothly.

623A: moving slightly shorter, you can’t even notice if that’s really shorter.

236B: has slower startup (unconfirmed). Does Less damage but not sure if negative proration is completely gone or just increased. 236B > 214A > 6C works. Enma combo beginning with this does about 3200 dmg. 2nd hit does wall bounce on special circumstance but not sure when it happens. It rarely happens. (corner) 236B > 6C >blah blah combo does 4000+ dmg (maybe max damage?)

41236C: you can see 5000+ dmg with zantetsu > enma combo even if at the field. Techable on hit even if you’re mugen mode.

Air 214B: nearly impossible to combo on normal hit. Maybe you can do hjc. Once fatal counter, you can do air dash J2C> 2C> blah blah combo.

Air 214C: (Corner) tsubaki > 2C > blah blah combo does about 4500 dmg.

Counter Super: super flash appears only if you successfully counter. If you use this against Lambda’s D moves, Hakumen already cuts Lambda during the recovery of Lambda’s D moves..

Mugen: consumes meter faster than CS1. you can’t do tsubaki instant kill combo.

Meter Gain: little bit slower but not that much.

Guard Primer: reduced to 5

Counter Assault: it uses 6A motion now. .

Posted

Yukikaze sounds like HUGE buff if I read correctly. He becomes an even greater threat to zoners with that move. I like it.

Still no word on his wall bound move eh?

  • 2 months later...
Posted

Okay, so talking about magatama management earlier made me curious about how Haku handles it. I've gone through a couple vids to see how many he generates in a typical match.

Turns out the number is roughly 8 to 12s per match (assuming a match length of 45s). 6-8 if the Haku got perfected. 13+ if the match went on longer. Computing frame data, I came to 7stars per match for auto-gain only.

That's... not as much as I thought it would be. Just goes to show how precious mag is and how much meterless combo hits count for. As Qwerty said, make those IBs count! They make it just a bit easier to generate mag.

  • 2 weeks later...
Posted

Option select vs. Carl?

In the corner, input a reverse TK Zantetsu. If he stays put, Tsubaki comes out. If he tries to Vivace out, it's Zantetsu in the face.

Not sure it's viable, though, I only just thought of it. Anyone willing to test it?

Posted
Option select vs. Carl?

In the corner, input a reverse TK Zantetsu. If he stays put, Tsubaki comes out. If he tries to Vivace out, it's Zantetsu in the face.

Not sure it's viable, though, I only just thought of it. Anyone willing to test it?

Wrong thread?

Nice info about magatama. A character that's highly dependent on meter and can't dish out real solid damage without it? Hello AC Ky in BB form.

But yea, it's as QWERTY put it, IB for more stars. It shouldn't just be taking place in in cs2, it should be done even in cs1.

Based on the vids from mAc, it seems that out bnb's are going to be drastically different down the road.

Posted

A quick question just because this has been bugging me since I started Ranked: when you're about to eat a wake up meaty or something like Lambda's 5C spam on Neutral Wake-up, can you do 6D on wake up or at the very first frame in order to catch it? I've been able to do it on most occasions offline but online it seems to be a 30-70 kind of thing, almost always eating it in my face and was wondering if this is just input lag issue or if its something that really doesn't work half the time.

Posted

6D is active on frame 1, so you can do it on wakeup to catch a meaty. All bets are off on netplay though.

If it's a slower attack, or if they just timed it so it is not actually hitting you immediately on wakeup, you could be doing the counter too early.

Posted

Definitely input lag @ real meaties. Do the input just before the tech ends if you suspect you're lagging significantly. Remember you've got 5 frames to buffer it if you hold the button down.

Posted

Oh okay. I've been pretty annoyed lately at eating stuff like Noel's 6B on wake-up when I know I could 6D that all day. Also, completely forgot about the 5 frame buffer, thanks for the info guys.

Posted

Yup. I had to get past this recently as well with Rachel george oki and 2a, was pretty upsetting each time I attempted 2d and got hit instead :p

  • 8 months later...
Posted

Sorry to ask but I cant seem to find the csx changes to hakumen. Can some kind soul point me in the right direction

Posted
Sorry to ask but I cant seem to find the csx changes to hakumen. Can some kind soul point me in the right direction

This post and this post should sum up all the changes we know at the moment.

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