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Posted

I would assume that is usable during the hop in the dash but you can not say for sure a sword attack.

Agito means i move or put in motion. it is probably more for movement than attack similar to kishuu.

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Posted

When developers make moves in fg's you want it to be easily understood for players without having to think much.

In other words, have you all noticed that moves that involve hakumen using his upper body/fists are all motions+A, A=Jab/Punch, all of his specials that use his lower body are motions +B, B=the kick button, and finally C for all slashes and C=slashing normals.

So I bleive this new move will be some sort of upper body attack. Though I could be wrong.

Posted
When developers make moves in fg's you want it to be easily understood for players without having to think much.

In other words, have you all noticed that moves that involve hakumen using his upper body/fists are all motions+A, A=Jab/Punch, all of his specials that use his lower body are motions +B, B=the kick button, and finally C for all slashes and C=slashing normals.

So I bleive this new move will be some sort of upper body attack. Though I could be wrong.

There's his j.2A though which is an air sword move. Otherwise you're right.

Posted
There's his j.2A though which is an air sword move. Otherwise you're right.

True, but he has a lot of normals and it doesn't help that BB has a 4 button layout either.

Posted

changes noticed so far from bbs:

throw doesnt blow them back, throw>3c worked

6d isnt active on 1st frame

agito strikes down, hop agito works

cant air dash off j.2a but jump cancellable

j.2c floats lower and in a strange way(idk)

hotaru makes haku float higher

2c floats lower

tsubaki doesnt slide

2d>2c proly doesnt work

Posted

What about Hakumen's Overdrive?

Meter gain is nice, but it also says that you can cancel the D attacks into specials.

Cancelling them on whiff seems ridiculous, so it probably means that you can cancel the "attack" part of the counter.

Cancelling the attack after it hits seems worthless since, unless the D's changed a lot, you won't be getting much extra damage and you already have enough time to hit them with any special you want without cancelling.

So what this might mean is that after you catch something with the counter, you can cancel it (probably with Renka or Gurren) and get a free counter hit combo without the awful proration from the D, basically acting as a 3rd Strike Parry.

...Or it really does allow you to cancel on whiff.

......Or this thing is useless.

Posted

As loketests go on take them more and more seriously, however at the beginning take nothing seriously, except new moves/gatlings.

Loketests are just that, tests. Remember in cs1's loketests hakumen got a mach dash? That didn't stick.

Posted

I had also assumed it to be the catch was special cancellable. Either way, it'd be situational at best since it's his overdrive, as the opponent may become overly cautious of parries once triggering it a la Mugen. I feel like being able to special cancel it only after the attack would be pretty useless as his overdrive. If it were a general change it would be more believable, but this is something you are likely only going to have access to once per match.

Posted

Just came back from the loketest. Didn't play becuase of the one hour queue but I got to see some action standing there for four hours.

J2A isn't changed back Hakumen is dead for me. Wasn't it one of those things that made him unique?

The fact that he doesn't go air attack > jump cancel air attack, and instead went air attack > air dash air attack.

This is really the first loketest I've been watching, so I don't know the probability of change, but...

To me it seems like they try to make Hakumen a midscreen character, removing everything he had in corner.

Without the good old J2A he has almost no corner carry. Forward throw doesn't float opponent, so you will need to spend metre for Renka to get float, to get to the non-existent corner loop...

Tsubaki doesn't slide anymore, which I guess is supposed to make him stronger midscreen, improving his non-existent mix-up.

Is Agito supposed to be some kind of cross-over option?

You can add Agito in the end of the air combo, but if you do it after the second jump I think opponent will have time to tech.

TK Tsubaki > Agito is possible.

Hotaru now moves Hakumen higher at the end of the animation, making it less secure on block. I think it launches opponent higher as well, but I am unsure if you still can instant air dash to J2C to pick up.

Overdrive has unbelievable fast magatama recharge, at least reverse Mugen speed. So Overdrive + Mugen at low health = ? o.o

Posted (edited)

J2A isn't changed back Hakumen is dead for me. Wasn't it one of those things that made him unique?

The fact that he doesn't go air attack > jump cancel air attack, and instead went air attack > air dash air attack.

What changed about J2A? Can you not cancel the air dash into it? That would suck if true.

Edit: I see what you mean. I guess they want Hakumen players to utilize Agito after j2a. Don't know how it'll affect Hakumen's ability to do decent combo damage.

Edited by Gemakai
Posted

Hopefully they add it back in during the next loketest. It might kill Hakumen's combo ability unless he gets some really good stuff in the trade-off.

And yeah, we should have known the nerfs were coming. Extend HK is way too solid of a character imo. Im actually more salty about Valks though lol. Hopefully Hakumen'll be a solid A/B character and not CS Rachel.

Posted
They might want to nerf him after Extend.

Probably, I'm expecting another cs2/ct version of hakumen. Everytime they try to "change the way he plays" they fuck it up. Though I'm hoping by now they realize by now hakumen is either really strong and really w3eak. Whenever he's weak no one plays him, whenever he's strong character loyalists stick with him more.

Extend HK is way too solid of a character imo.

What?

Posted

apparently you can block 5d counter if it caught a projectile and it has like a auto combo where you can press a and itll do enma for 1 star

6d proly not active until around frame 10

renka>iad j.b>j.a didnt work, either renka's wallbounce distance got shorter or j.b got nerfed

Posted
apparently you can block 5d counter if it caught a projectile and it has like a auto combo where you can press a and itll do enma for 1 star

6d proly not active until around frame 10

renka>iad j.b>j.a didnt work, either renka's wallbounce distance got shorter or j.b got nerfed

Frame TEN? On 6D?

What the hell aksys D:

Posted

I know it's the first loketest, but last time I saw Hakumen's preliminary changes and thought, "Man, ArcSys is fucking up," it was CS2. We know how that turned out.

Until the 2nd loke at least, I am worried. Making counters blockable in certain situations? Giving 6D startup? Removing pushblock effect on J2A? Hotaru leaving Haku in higher position might be worst of all--if it loses frame advantage I could see it severely mucking with his pressure game in addition to being less safe.

Admittedly, it's not all bad: Ground bouncing 6B, stagger from throw, and Tsubaki losing that retarded sliding property it should've never received in the first place are nice, but they don't outweigh the massive overhauling effects of stuff like the J2A change.

Agito sounds like a divekick to me, might be useful when TK'd/DC'd. The jury is still out regarding Overdrive.

I'll be watching the loketests closely of course, but judging from what's been discovered so far, I'm afraid of ArcSys proving yet again that they have no idea what they're doing when it comes to correctly balancing Hakumen. Waiting on the inevitable meter auto-gain and counter proration nerfs.

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