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Posted

Average combo dmg is similar to CS2, but overall damage is increased due to extra meter and added combo paths. He should now be able to combo off any hit at pretty much any time which is a far cry from his CS2 limitations.

New combo from the new vids for 3c CH is: -> Renka -> IAD j.2c -> 5a -> j.2a -> AD j.2a -> j.C. Lovely.

I don't see why he wouldn't be S-Tier aside from other characters simply being better. He's pretty much got everything he needs to win now; if you lose you either got outplayed or you suck. What more could you want? A command grab?

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Posted

How can character design prevent a character from being S Tier? I think you're confusing S Tier with 'Being easy to use'. The current Hakumen looks extremely braindead btw.

Posted

Having options is always a good thing. An example of a character without options was CS1 Noel. Look how awesome she was because you had to rely on counter-hits almost exclusively. Change a few gatlings and properties and suddenly they are overpowered and brain-dead.

The only brain-dead characters in the game, in MY opinion, were Hazama and Ragna. Since they both drown in all the meter they have(had? Not so up to date on them with CS2. I just know they had plenty at all the right times.).

Posted (edited)

Current Hakumen is braindead because of 6A, better meter gain, and better corner carry. Did you see the Hakumen mirror? One would jump at the other Hakumen and barrier block cause they would lose to 6A if they did anything else. He always has meter to Hotaru too. Do you really think Ragna is brain dead? I can't really think of a character in the game who has to work harder to actually hit the opponent in CS2.

Edited by Fluck
Posted

Not convinced. saying Haku being braindead from a MIRROR MATCH. he sure cant just run at you and 5b/6b you all day. sure cant do wake up inferno divider without wasting 2 stars. he sure cant just run up and 2a you all day like makoto, or just mash 4d/2d like noel can. And new 6a SURE is so easy to use that you can just mash it all day and win. Try harder. :/

Posted
Not convinced. saying Haku being braindead from a MIRROR MATCH. he sure cant just run at you and 5b/6b you all day. sure cant do wake up inferno divider without wasting 2 stars. he sure cant just run up and 2a you all day like makoto, or just mash 4d/2d like noel can. And new 6a SURE is so easy to use that you can just mash it all day and win. Try harder. :/

I...Ok. I concede my point.

Posted (edited)

Dude, ok my apologies. I'm not trying to pick a fight(although I sure seem like I am), but I'm just saying, and most players do agree with me that no matter how stupid good tools haku may have, as long as he doesnt have a,b,c and a sort of a run, he will kinda lag back in terms of ease of use to characters like ragna, jin, and etc. Players really have to think and space, time, and most of all BLOCK with hakumen. I know this goes for ALL characters, but he doesnt really dictate the pace of the match(save for tager) against most rushdown characters, which BB has a lot of.

again, my apologies, I guess posting at WORK does this to you. :(

Edited by mjting
Posted

I agree that Hakumen is not necessarily easy to use and learn. Just that ease of use is not factored into the ranking in tier lists, hence my own opinion.

Posted

Just because he's less difficult to use and has better rewards this time doesn't make him braindead. Just more accessible and easier to take a match with rather than "oops, I didn't space jc well there, time to 3k CH combo from a character who didn't even have to waste meter to do it".

People complain too much...

Posted
Is his 2A still 7 frames?

Yep. Still has that same old amazing range for a 2A as well.

Hakumen looks like sex in this version.

That Head/Body/Projectile buff to Kishuu is the best thing that Hakumen got, outside of the overall meter buff. Yes, it's great for approaches, but it'll be insane when a player will use it to punish/ignore a ground Burst or CA if your opponent doesn't stay random enough. But that's something Hakumen should have the ability to do.

Posted
http://www.youtube.com/watch?v=sVYgU64n-gU#t=8m30s

In this vid, did anyone notice that hotaru does less damage now? the whole combo did 3700 damage instead of a 4.3k one. Or am I missing something?

Can you blame them for a bit of a nerf? I mean with our meter gain we can use hotaru way more often now. I mean it's still one of the better moves in the game. A slight (poetntial) damage nerf is reasonable.

Hostile takeover.

Oh shit.

Posted

Its too bad, but a 300 damage nerf seems reasonable I guess. Correction, the combo was incomplete. It could've reached 3900+ with a last 3c.

Posted

I rewatched the video, I would also like to point out he went straight for 2c instead of 6c>2c. And as mj pointed out he didn't finish the combo with 3c either. So people are worrying too much.

Posted (edited)
I rewatched the video, I would also like to point out he went straight for 2c instead of 6c>2c. And as mj pointed out he didn't finish the combo with 3c either. So people are worrying too much.

I did test out the combo last night going straight to 2c. it is weaker by around 300 dmg, but here's the thing, we got tons more damage on the midscreen stuff. as i recall, 3c to 5a 6a stuff before was around 2500, but now the combos jump to 2600-2800. pretty good tradeoff, as we now get great damage on all areas. I mean, I'm SLIGHTLY salty over that, but it's nothing to be really upset about. Hotaru is a godlike move anyway, and 4k instead of 4.3 dmg is still tons.

Hotaru does 1500 damage right? I saw in one of the vids vs the taokaka when he cancelled airgrab to hotaru, the damage was 900. So I guess it's a damage nerf to hotaru. No biggie.

Edited by mjting

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