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Posted

O.K, Haku people, I know this was partly my fault but let's get back on the topic.

So... um... I know! Just to ask, has there been any real change within the effectiveness of Haku's spacing? I'd like to know if you guys have any new stuff within that aspect.

Posted

No 4c still sucks, it just has a gimmick of cancelling it now. Though with 4 stars now, 4c>shippu is fairly potent in the neutral game when the opponent is low on health.

Posted
No 4c still sucks, it just has a gimmick of cancelling it now. Though with 4 stars now, 4c>shippu is fairly potent in the neutral game when the opponent is low on health.

let me translate: 4C should be replaced with with second JC except on the GROUND!!!!

other than that no his spacing games still the same, i wish we got something new/flashy to play with.

Like the ability to create fumajins for stars.

Posted

He should get a move where he throws his sword like Litchi's staff, and it just returns to him because it knows better.

But seriously no, there doesn't seem to be much of a difference.

Posted

Well, his 6A lost comboability so there's that. No 6A and 6D mean it is easier to jump in on him.

Posted
Like the ability to create fumajins for stars.

That would be an intersting twist. But then again story wise Ookami's true power has yet to be shown... Calling it right now, if Haku changes when he becomes minor to the story or Ookami is released then something like this may occur, which may sound weird now but imagine being able to cut through anything.

Posted
Well, his 6A lost comboability so there's that. No 6A and 6D mean it is easier to jump in on him.

Just because 6A isn't comboable doesn't mean it isn't able to hit anything. You almost always get an advantage from hitting somebody with anything, in any fighting game, no matter what it will allow you to follow it up with. You still get damage from it and I'd believe some momentum.

Posted
That would be an intersting twist. But then again story wise Ookami's true power has yet to be shown... Calling it right now, if Haku changes when he becomes minor to the story or Ookami is released then something like this may occur, which may sound weird now but imagine being able to cut through anything.

unblockable C attacks and specials here we gooo.

Just because 6A isn't comboable doesn't mean it isn't able to hit anything. You almost always get an advantage from hitting somebody with anything, in any fighting game, no matter what it will allow you to follow it up with. You still get damage from it and I'd believe some momentum.

thats true for anything but the fact remains the reward for properly anti airing someone was dropped alot to the point its pointless to follow up on it. it gives momentum so theres that.

Posted

Is anyone else besides me excited for the increased hop speeds, thats the change im looking forward to the most. It may benefit him alot.

Posted

Those were some really neat usage of Agito.

Well, his 6A lost comboability so there's that. No 6A and 6D mean it is easier to jump in on him.

6A CH can go into a 2 mag 2k combo by going 6A CH > Guren > Kishuu > 2C pick up, you can also do 6A > 6B > 5A > air combo if they're close enough too and doesn't have to be a CH.

Is anyone else besides me excited for the increased hop speeds, thats the change im looking forward to the most. It may benefit him alot.

Same, his back step being a lot more faster is a nice buff.

Posted

I wonder if using 6B for oki could work better than 5C. Since some combos you see Haku use 6B to ground airborne opponents.

Posted

In some CP videos you see Haku doing 6B to ground the opponent rather than 5C.

So instead of j.C > 5C > 3C it's stuff involving 6B. I wonder why they bother if there isn't a specific circumstance where it is useful.

Posted

I think it's probably because it has a way shorter untechable time so they do it to continue pressure off of that earlier than 5C no 3C ender and it's easier to tell if the opponent is not neutral teching compared to 5C's knockdown. In CSE I used to do it to select characters and did 6B>5A/5C/2C just to try resetting them on their air tech too.

On a related note to 6B, someone in the jbbs made some optimized 4-5k low mag starter, jA, jB hitconfirm OD combos that utilizes 6A>6B>5A>5B>Shippu as the combo ender.

Posted

So after using 6B oki a few times I have determined that 5C is better but 6B is good for some gimmicks. The stomp is just so satisfying though.

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