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Posted (edited)

lol trolled

I usually punish with 2C. I should try 5C next time. Although that would require spending stars and I'm a Hakuscrooge.

There was that other ridiculous corner bait I saw a while ago, where the Haku IADs back or something at the last second, but it just looks weird and not sure how to pull it off.

Edited by mAc Chaos
Posted

Are you talking about what a92 did at bluerevo? And if it's that, you don't air dash back, you do jb after super jumping back or something like that. It's pretty sick.

And 5c or 2c as a punish all depends on how much stars you have after the burst, typically if I don't have an extra 3 stars I just do 2c, if I do have an extra 3 stars (almost never) I go for the same combo again. it wouldn't make sense to not do the corner carry combo if you have the stars for it after a burst, it's also important to pay attention to how high they are off the ground.

Posted

Yup that's the one.

Also, I call the combo thread. I will actually update it this time. :P For Extend I only threw out a quick collection of combos I gathered from people because the game had been out for a while and there was nothing there at all compared to the other forums. This time I can go over every Haku video as it comes like I did in CS1 and mark down every combo I see.

Posted

Rumours on the JBBS:

6B(CH) > 5C/2C possible

low JD > 5A possible

Posted

Seems like Haku's new air combo will be something like:

[stuff] -> j.2a -> dj.2c -> Agito

Not bad looking for a staircase combo, but I dunno how I feel about loss of j.2a pushback yet.

Posted

Translated what I saw on the JBBS:

Here

Worst part of it all, maybe opponent can whatever cancel to avoid Zanshin. >_>

Posted

Thanks for the translation, the few combos I saw hakumen players doing looked interesting I won't lie. I just hope they know what they're doing and make sure his Zanshin is still useful, I like the projectile magatama thing though.

Posted

'cause gaining magatama from projectile is so going to help in 90% of the match-ups. >_>

We need to spend more metre to do less damage, and the only buffs we get to metre gain is that succesfull Zanshin always gives magatama and OD?

Seems like Hakumen is going to be one-chance character in this installation.

Posted

Still not really liking what I'm seeing. I'm all for shorter combos, I guess, but make them worth it. All I'm seeing are combos barely reaching the quota for magatama usage.

And why in green hell is Agito NOT an overhead? I'm spending heat on it, it better be one.

Posted

Hrmph, I'm starting to get soured on the changes despite saying otherwise earlier.

Might be time to drop BB, not just Haku... I reached my peak with CS1 Haku anyway and I suppose I can be content with that.

Posted
And why in green hell is Agito NOT an overhead? I'm spending heat on it, it better be one.

Well, it is only one magatama, which isn't enough for Mori-san.

During the first loketest someone mentioned that step Agito can cross-up, but I haven't seen it action and I find it hard to believe.

If Agito is supposed to be our combo ender, it should really have 100% minimum damage, considering its awful damage.

Might be time to drop BB, not just Haku...

My feelings exactly. Not that I ever was any good at this game, I still enjoyed playing Hakumen and Tager. They have taken away all I liked about Hakumen and even though Tager looks stable, he doesn't seem as fun to play as in Extend.

On the other hand, UN looks to be what CP is trying to be, but without screwing anything up.

Elaborate.

Well, we get less damage for more magatama, and the only thing they give us to increase magatama gain really is OD, which is severely limited. As our defence also is much weaker, we can expect much less reward from playing defensively, and much until we have like 5 magatama before going for the attack and hope our opponent doesn't burst.

We got almost no corner carry, and because we spend more magatama to get any damage, our mix-up is much weaken. When we get to the corner we can't be sure to have any magatama and forward throw doesn't float, so it isn't viable without magatama.

Please, tell me I am wrong.

Posted

One of the reasons I always liked throw in the corner is because you could get a solid combo off it without any stars or just one.

Posted

I'm gonna say it again, but I really miss, what I think was CS2's, 6D > full charge 6C.

*sigh* Is this how the Rachel boards felt during vanilla CS's release? Because I can understand their pain a little better now if this is what they're gearing up towards.

Posted
Well, it is only one magatama, which isn't enough for Mori-san.

During the first loketest someone mentioned that step Agito can cross-up, but I haven't seen it action and I find it hard to believe.

As do I.

If Agito is supposed to be our combo ender, it should really have 100% minimum damage, considering its awful damage.

It's like 600 raw damage right?

My feelings exactly. Not that I ever was any good at this game, I still enjoyed playing Hakumen and Tager. They have taken away all I liked about Hakumen and even though Tager looks stable, he doesn't seem as fun to play as in Extend.

On the other hand, UN looks to be what CP is trying to be, but without screwing anything up.

I won't go as far as dropping it since I haven't both a community and a lot of time and energy invested in maintaining and promoting this game. Not only that, but the story is awesome.

But yes, UN looks awesome. I'll be maining Gordeau, his damage output is high, he is badass and doesn't at least fight like a villain. And he has a command grab (I think).

Well, we get less damage for more magatama, and the only thing they give us to increase magatama gain really is OD, which is severely limited. As our defence also is much weaker, we can expect much less reward from playing defensively, and much until we have like 5 magatama before going for the attack and hope our opponent doesn't burst.

We got almost no corner carry, and because we spend more magatama to get any damage, our mix-up is much weaken. When we get to the corner we can't be sure to have any magatama and forward throw doesn't float, so it isn't viable without magatama.

Please, tell me I am wrong.

Horray, Continuum Shift 2, but with a different name and aesthetics.

One of the reasons I always liked throw in the corner is because you could get a solid combo off it without any stars or just one.

yes, a trm was such a viable tool in the corner especially when you have 2+ stars.

I'm gonna say it again, but I really miss, what I think was CS2's, 6D > full charge 6C.

That was cs1.

*sigh* Is this ow the Rachel boards felt during vanilla CS's release? Because I can understand their pain a little better now if this is what they're gearing up towards.

Uhhhh, you make it sound like this is the first time Hakumen was shit. So far, from what it's gonna look like, out of the 4 Blazblue games Hakumen sucked in 2 of them and the other two he was strong in. And in CP he will probably be shit again, and no one will play him because he is Shitmen® and why play him when you could play Azrael. Who hits like a tank supposedly and he can dash through pressure.

I honestly wish they knew how to balance hakumen for at least 2 games in a row. You nerf his defense (even though he is the defensive character in the game) and you nerf his offense/damage without giving him anything else. But I still do believe it's too early to speculate, but I can see the direction they're going with him.

i'll whine about haku nerfs when they're live.

probably not cause it's no fun and serves nobody

if only more people though that way.

Posted
It's like 600 raw damage right?

According to speculations yes. I think it usually adds less than 200 damage as ender.

I won't go as far as dropping it since I haven't both a community and a lot of time and energy invested in maintaining and promoting this game. Not only that, but the story is awesome.

I only played with my friends in my hometown once a week for a year and I haven't really been a part of this community.

As I joined about CS2, I didn't want to play too much story because I hadn't played CT. And I didn't take my time doing it before I left for Japan.

But yes, UN looks awesome. I'll be maining Gordeau, his damage output is high, he is badass and doesn't at least fight like a villain. And he has a command grab (I think).

As I am so used to play BB on the 360 controller I really feel alienated when trying to play it at the arcades: things I should be able to do I can't just because the controller is in the way. On the other hand UN is completely new for me, as I've never played MB, so it just feels weird.

I'll probably go with the flow and play the most popular character. : P

As of right now, I think my plan will be:

drop BlazBlue > learn to play with stick while learning UN > pick-up BlazBlue again when Hakumen isn't shit

Horray, Continuum Shift 2, but with a different name and aesthetics.

Was he really that bad in CS2? Tier-wise I know he wasn't that great, Extend really only improved our offensive right?

In CS2 Zanshin, Hotaru and J2A worked properly, which I would consider much more important than having most Extend gave us.

if only more people though that way.

If Mori would just utter "we testing some crazy shit right now"

I would say "lol, this is crazy" : D

When Mori says nothing I just suspect is "we're going through with this whatever players say"

and I'm saying "shit, this is crazy" D:<

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