Bolverk-GTM Posted February 7, 2012 Posted February 7, 2012 Is IAd 96 or is it 29566? Ideally it's 956, but eventually you get fast enough at doing it that it's almost a 96 input.
Stone Drum Posted February 7, 2012 Posted February 7, 2012 (edited) Ideally it's 956, but eventually you get fast enough at doing it that it's almost a 96 input. What what?? I only have to input 956. I thought it was explained in the tutorial that you only need two inputs to air dash if you start with a 9 or 7. I got confused cuz I air dash as fast as seemingly possible straight off the ground, but in the dust loop general forum it said 29566 is IAD. SO CONFUSED. EDIT: ok, finally got it. http://www.youtube.com/watch?v=20PH6BtufKs The timing is really strict, maybe the most strict combo hakumen has? Edited February 7, 2012 by Stone Drum
Sophisticat Posted February 7, 2012 Posted February 7, 2012 IAD is 956, yes. What you're describing is sj.AD (note: not sj.IAD). The way it works is that the 9 inputs the jump and the first forward motion. Then you go back to neutral, then input 6 for the second forward input. You get an IAD. And lol, hardly the strictest combo Haku has. IAD after Enma asap and you'll get it. Just takes practice. I've no idea what's his strictest in CSEX, but generally stuff like: - [Anything that goes into] 5c -> 5c/2c links - [stuff] -> IAD low j.B -> Hotaru -> AD j.2c -> etc. - [starter] -> Renka(1) -> Kishuu -> 2c -> sj.Hotaru -> AD j.2c -> etc. Maybe? I dunno, I don't get the impression Haku has much of strict in CSEX since the IAD j.a -> j.b stuff has been hugely relaxed. That's the strictest stuff he's ever had.
kotokot Posted February 7, 2012 Posted February 7, 2012 i think strictest is corner 6C>mugen combos from random AA near corner, something like 5A>(j.B>)j.2A>ad>j.2A>j.C>(6A>)6C>mugen>etc. midscreen hotaru isn't now that good as it used to be in cs2, since haku have that godly corner carry combos without it also dash tsubaki>iad>j.2C>etc iad hotaru(crossup mixup)>ad>j.2C>etc and i remember that i've seen something(j.2A)>ad>j.A>j.B>5C>2C>j.B>j.2A>ad>j.2A>j.C without sj, after j.B opponent was like above haku.
Stone Drum Posted February 8, 2012 Posted February 8, 2012 i think strictest is corner 6C>mugen combos from random AA near corner, something like 5A>(j.B>)j.2A>ad>j.2A>j.C>(6A>)6C>mugen>etc. midscreen hotaru isn't now that good as it used to be in cs2, since haku have that godly corner carry combos without it also dash tsubaki>iad>j.2C>etc iad hotaru(crossup mixup)>ad>j.2C>etc and i remember that i've seen something(j.2A)>ad>j.A>j.B>5C>2C>j.B>j.2A>ad>j.2A>j.C without sj, after j.B opponent was like above haku. Hmm I seem to be able to perform all of that stuff with pretty decent accuracy, but I can only get the weird enma j2a reversal like 40-50% of the time. I guess I just need practice. That last thing you said seems really weird 0.o but I think I've seen chin do similar things myself. Thanks for all of this help guys, I'm learning a lot!
dioxideUniversa Posted February 9, 2012 Posted February 9, 2012 and i remember that i've seen something(j.2A)>ad>j.A>j.B>5C>2C>j.B>j.2A>ad>j.2A>j.C without sj, after j.B opponent was like above haku. This is doable in pretty much any situation where the standard 3 star midscreen stuff is possible (though I would want to double check on 2a.) It's a little more strict. I also always learned the combos as AD j.B -> j.A, so I can't comment on AD j.A -> j.B. It not too difficult with j.B -> j.A though. itsme: I love your avatar. (Main reason for posting.)
Stone Drum Posted February 16, 2012 Posted February 16, 2012 weird question.. why does Chin do a lot of j.a's off of a forward air dash? j.b has better reach and just seems to be an all around better air attack, especially on the offensive. I guess I am asking when should you use j.a over a j.b, and what explains Chin's usage of j.a?
Sophisticat Posted February 16, 2012 Posted February 16, 2012 Pure speculation, but my guess is that it can be confirmed into j.B because of the new gatling. It's also fast with low recovery. He only seems to use it when going for blockstring pressure. Sometimes in the air as a quick poke if close range, but j.B seems better for that.
kotokot Posted February 16, 2012 Posted February 16, 2012 j.A can be canceled on whiff into j.A or j.B. Not sure about j.B, but if can be canceled it'll be much slower.
Isuna Posted February 16, 2012 Posted February 16, 2012 For Extend, do you go: 5D > 5C > Gurren > 66 > 5A > (6A > 5A) > Dustloop or 5D > 2C > Dustloop?
dioxideUniversa Posted February 16, 2012 Posted February 16, 2012 (edited) 5a -> 6a -> 5a does not work in Extend. New meterless 5d combo would be 5d -> 2c -> sj.B -> j.2a -> AD -> j.B -> j.2a -> j.C I'm still not under the impression that spending meter on parries is worth it unless you're going to cap, so I haven't explored any possible new metered options yet. Pure speculation, but my guess is that it can be confirmed into j.B because of the new gatling. It's also fast with low recovery. He only seems to use it when going for blockstring pressure. Sometimes in the air as a quick poke if close range, but j.B seems better for that. I began experimenting with this (j.A j.B gatling) in play and with proper spacing, it is easy to land j.A > j.B and combo out of it. Edited February 16, 2012 by dioxideUniversa
Isuna Posted February 17, 2012 Posted February 17, 2012 Oh, so now I have to high jump >_< Well, I need to learn it sooner or later. Still it is better now when it just 2529 instead 25292. >.>
dioxideUniversa Posted February 17, 2012 Posted February 17, 2012 1C5 159 Just make it a habit to let go of the stick (or... pad? so stick-normative) when you've already pressed the button and it will speed learning. Super jump important!
kotokot Posted February 17, 2012 Posted February 17, 2012 i just mashing 2929 for 2C>sj, 292 part must be before active frames)
Warhound Posted February 20, 2012 Posted February 20, 2012 Haven't played in over half a year....Ugh. Gotta get mah fightin' legs back.
IndigoNovember Posted February 20, 2012 Posted February 20, 2012 Haven't played in over half a year....Ugh. Gotta get mah fightin' legs back. Same here, though I gotta learn how to walk again. Dropped pad for a Hitbox.
NickRocks Posted February 20, 2012 Posted February 20, 2012 Hello Hakumen subforum Extend is the first version of Blazblue I am getting into, for a number of reasons -it looks neat -im excited for Guilty Gear being re-released and the upcoming Persona Game, and I've been told they should play similar to BB -I want to expand my FG reptoire beyond just MvC2 I really truly am impressed by this game so far, this is my third day playing it. The tutorial and challenge modes are incredibly impressive. I wish I could button dash instead of stick dash, but whatever, I guess I will have to get used to it. Anyways, my question is...is there anywhere aside from the game where I can look up combos in letter notation and not number?
mAc Chaos Posted February 20, 2012 Posted February 20, 2012 Almost everyone uses the number notation. It's best to just get used to it. At first it's awkward, but after awhile you can just imagine the combo in your head the moment you lay your eyes on it.
Isuna Posted February 27, 2012 Posted February 27, 2012 1C5 159 Just make it a habit to let go of the stick (or... pad? so stick-normative) when you've already pressed the button and it will speed learning. Super jump important! i just mashing 2929 for 2C>sj, 292 part must be before active frames) Thank you, guys! Just yesterday I went back to D-pad from analog stick, and I can say I have learned a lot. Now when I have done the thumb moves on the stick, they feel easier to make at the D-pad. Also I have been training to stop mashing and that has helped the most. I had a period when I played a lot of Tager and I soon realised that you cannot really hit confirm 2C > Collider and I guess it is the same with 2C high jump. I just have not had the time practise yet. Same here, though I gotta learn how to walk again. Dropped pad for a Hitbox. Oh, I so do want a hitbox. They have not released to 360 yet, right? I bought that Razer pad with four seperate buttons for D-pad, and I tested to play like a Hitbox. If I did not get cramps after like 2 minutes I would play that way. >_< On a side note, Extend Hakumen is so good! XD
Wander Posted February 27, 2012 Posted February 27, 2012 Does anyone have tips on how to land the hotaru in challenge 15? Is it a TK hotaru?
aeonphreak Posted February 27, 2012 Posted February 27, 2012 Does anyone have tips on how to land the hotaru in challenge 15? Is it a TK hotaru? Yup. After 623A, it's a TK hotaru. Just try not to do it too fast or else you'll just get 5B. With Bang as the dummy, the timing is lenient.
dioxideUniversa Posted February 27, 2012 Posted February 27, 2012 (edited) I had a period when I played a lot of Tager and I soon realised that you cannot really hit confirm 2C > Collider and I guess it is the same with 2C high jump. I just have not had the time practise yet. Not exactly sure how it's related to using 2c super jump in combos, but it's not so much that you can't hit confirm it but more that you can't auto-pilot it. You have to be thinking about what you're doing/have reasonable expectation that it's going to work to hit confirm something like that. However, you can't jump cancel Hakumen's 2c on block, so inputting the superjump isn't going to matter on block anyway; but you have to be ready to switch gears and spend meter if they block it since it's very unsafe. (Again, think!) Hitbox Keysticks scare me, but their strengths have such allure... Edited February 27, 2012 by dioxideUniversa
dioxideUniversa Posted February 28, 2012 Posted February 28, 2012 (edited) how do u guys pressure opponent ? I have difficulties in close gap and pressure opponent since haku attack is not fast and hard to construct block string. Any advice ? A really basic blockstring is 2a 2b 2a 2b 3c. If you utilize the late gatlings, it will lock them down while you build meter and reset to neutral. Learning how to do blockstrings is essentially about starting basic and building up from there. Don't do unsafe things like 3c at close range (in the string I mentioned the 3c will be near max range, which is relatively safeish,) 2c or 4c without special cancelling, 6c outside combos, etc. Generally if you don't have a lot of meter, you don't want to spend a whole lot on pressure because you won't get anything for it if you don't have the meter to combo. If you have lots of meter, don't be afraid to use specials like Guren (214a) to extend pressure. As far as mixups, Hakumen isn't too great at these compared to a more conventional character, but utilizing Kishuu (623a) will get you decent strike/throw mixups (5c -> Kishuu -> throw, or something like 5b -> Kishuu > 2b.) Some players will catch on if you use this too much and start jabbing you out of Kishuu, which is fairly easy to do if you get predictable and are using it in the same place all the time. Experiment with using 66 214b if opponents get antsy. Don't be afraid to jump in if they're respecting you too much, but be cautious of AAs if they aren't. Smart use of 6b can catch people off guard, but it is - frames if they block it. Somebody else might have less general advice... Edited February 28, 2012 by dioxideUniversa
keinight Posted February 28, 2012 Posted February 28, 2012 Thanks for the reply. I intend to use Gurren 2a>5a>6a then mixup. Since Gurren is lev 4 attack and it will generally give 18 block-stun ( I base on the system guide of BBCS2, yes I'm playing BBCS2 ) then I will recover for 15 F, so still have 3F to start 2a the frame gap would be (-4F) because 2a has start up 7F unless they instant block. Is this idea safe to use ?
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