mAc Chaos Posted November 19, 2013 Posted November 19, 2013 (edited) I don't mind there being a separate thread for it since it catches the eye. I was just pointing out people will repeat questions either way. I will see if I can write anything when I get internet again. It is impossible to write more than blurbs on my phone without it being a huge hassle. Also I just found out three things: > you can RC a counter to combo, but its around 4k from 8 stars midscreen > you apparently can't cancel CT into anything at all on hit > max 6c fatals midcombo Rachel style Edited November 19, 2013 by mAc Chaos
Isuna Posted November 19, 2013 Posted November 19, 2013 > max 6c fatals midcombo Rachel style I thought this was confirmed long time ago? But, regarding that, how do you even go on about doing a midcombo max 6C? o_O Max 4C?
mAc Chaos Posted November 19, 2013 Posted November 19, 2013 It probably was. Yeah, I was trying out EX style max charge 4C combos and got it to connect.
BlackYakuzu94 Posted November 20, 2013 Posted November 20, 2013 So are we sure that Renka(1)>Kishuu isn't burst safe anymore? Because I've done it like so many times since playing the game; Kishuu just passes right through.
Spark Posted November 20, 2013 Posted November 20, 2013 If they burst late it will hit the end of kishuu.
Raziul Posted November 20, 2013 Posted November 20, 2013 Since we don't have our Q&A up yet. What do I do against the people who abuse invincible back dashes? So Tager, Arakune, Kokonoe, Azrael.
excelence Posted November 20, 2013 Posted November 20, 2013 (edited) Shippu their backdashes ... but welp, i lately starting to just respect Backdash with lot of invul as different kind of Inferno Divider. Edited November 20, 2013 by excelence
OmnixTSC Posted November 20, 2013 Posted November 20, 2013 Since we don't have our Q&A up yet. What do I do against the people who abuse invincible back dashes? So Tager, Arakune, Kokonoe, Azrael. On wake-up or just at neutral? If it's on wake-up, you can OS it and get a 3C on them for trying if your spacing was good. At neutral...I usually just make a read or create space. Chasing them down doesn't really work as they can usually just AA you for whiffing a button through their invul frames.
BlackYakuzu94 Posted November 20, 2013 Posted November 20, 2013 If they burst late it will hit the end of kishuu. Noted.
Raziul Posted November 20, 2013 Posted November 20, 2013 On wake-up or just at neutral? If it's on wake-up, you can OS it and get a 3C on them for trying if your spacing was good. At neutral...I usually just make a read or create space. Chasing them down doesn't really work as they can usually just AA you for whiffing a button through their invul frames. It's usually at wake up when they're whiffing my meaty attempts. And yeah, first thing I probably tried was to chase them down with IAD j.2C just to have it still pass through them and get punished. Can't remember who I had tried it on but I had tried catching them with 6C but the backdash moved them out far enough that they were out of range.
dioxideUniversa Posted November 20, 2013 Posted November 20, 2013 don't know how effective it is in CP, but the go-to backdash punisher in CS2 and CSE was gurren
Raziul Posted November 21, 2013 Posted November 21, 2013 Hop and then 3C actually seems to work mildly well for the back dashes as long as they don't do a second. Also, another GIF for you all. Hakumen don't care.
mAc Chaos Posted November 21, 2013 Posted November 21, 2013 http://www.dustloop.com/forums/showthread.php?18485-CP-Hakumen-Q-A-New-players-check-here-first rejoice
Flubsy Posted November 22, 2013 Posted November 22, 2013 Sorry if this has been posted, but who are the Japanese Hakumen players generally considered the best? I'm looking into exploring this character a bit and would like to find some players to look for. Who's highest dan?
IndigoNovember Posted November 23, 2013 Posted November 23, 2013 Chin, Film, Poroppicho, Ciel, and Chibaken are all good Hakumens to watch.
Kriegdrache Posted November 23, 2013 Posted November 23, 2013 Whats the most practical starter to use to practice Haku's jump loop with? I've been using 5C and I've gotten it fairly consistently in training after I found out you could replace the 2C with 5B, but I'm having a little trouble with the finish, as he's teching as soon as I hit the 5A before 5B. I guess it's just timing, as I can do it now and again.
ban1son Posted November 24, 2013 Posted November 24, 2013 (edited) Whats the most practical starter to use to practice Haku's jump loop with? I've been using 5C and I've gotten it fairly consistently in training after I found out you could replace the 2C with 5B, but I'm having a little trouble with the finish, as he's teching as soon as I hit the 5A before 5B. I guess it's just timing, as I can do it now and again. The same for me, although ive been using 2c instead of 5b at the start and can land it around 60% of the time but this is by just straight going with 623aa and no starter, I seem to drop it otherwise, im gonna try with his d,enma using 5b and 2c to see if that's easier. Ive only done the full loop maybe twice in online play and that was just of reactionary kissu enma, but try d, enma and its 1 star less..... Edited November 24, 2013 by ban1son
BladeOfJustice7 Posted November 24, 2013 Posted November 24, 2013 5d/2d>A, assuming it's an FC doesn't require you to j2c>5b, you can go straight into j2c>2c or j2c>5c, landing the FC enma provides with a lot of untech time to follow up the hit. Going for a second loop requires you to have more strict timing and you might be allowing the opponent to juggle too low or too high in the air to follow up the combo. As far loops go, that depends on your starters, check out Spark's OP in the CP Hakumen Q&A thread for more information, since his explanation is a lot more clear cut and quantifiable. If you guys have any more questions like this try posting it in the Q&A thread so you can more effective responses from fellow Hakumen players. This thread is just for discussion about matches and etc, and general thoughts on the character and CP really.
Moblin Posted November 24, 2013 Posted November 24, 2013 Alright, I'd like to take a break from combo talk and start asking questions about how to land the hits that leads to the combos that we spend so much time practicing. I'd love to hear you guys' methods on how to open up the opponent for a hit. After the first two weeks, people in my scene stopped getting hit by easy CH 3c. Surprise, surprise. Since then, I've come up with two pretty reliable methods to getting in on the opponent for a hit, but I need more things to try as far as oki, mixup, and frame traps go. Is this the correct thread to talk about it?
edollarports Posted November 25, 2013 Posted November 25, 2013 Since 3C CH is fraudulent and people will eventually stop getting hit by it, time for the next step!~ Start fishing for airthrow OD just for kicks, to the point where no one will ever jump if you're under half health. Then you can move on to legit stuff.
Moblin Posted November 25, 2013 Posted November 25, 2013 Ooooh, that's a good idea. I'll start doing that. There are also two things I've been doing that have been really helpful for opening up and creating opportunities: 1. Frame trapping with 2a and 2b, catching their jump or mash on a 2b, and going into enma from it. It takes some hit confirm practice but 2b > enma is one of the most star efficient things you can do off of 2b. Not to mention you can OD off it by cancelling enma for very fast, surprising damage for the finisher. 2. Like others have been talking about, ending the air combo early with j.5b, agito, and airdashing in on their wake-up, usually with j.B. How is this working out for you guys and what other mixups can you do besides j.b? I've had success with j.b (blocked), delay, Tsubaki for easy damage. What about airdashing in but landing and hitting 2b immediately?
mAc Chaos Posted November 25, 2013 Posted November 25, 2013 Since 3C CH is fraudulent and people will eventually stop getting hit by it, time for the next step!~ Start fishing for airthrow OD just for kicks, to the point where no one will ever jump if you're under half health. Then you can move on to legit stuff. Don't fall for this. It's time to double down on 3C. They'll never see 3C > RC > 3C coming. That'll teach them to try and punish.
Moblin Posted November 25, 2013 Posted November 25, 2013 But what if they see my 3c and just try to jump out instead of punishing? Should I 3C > RC > 3C > RC and combo from there?
Kriegdrache Posted November 25, 2013 Posted November 25, 2013 Don't fall for this. It's time to double down on 3C. They'll never see 3C > RC > 3C coming. That'll teach them to try and punish. This seems so scumbaggy that the Gary Oak theme is now playing in my head. It's time to start applying fully charged 6Cs imho. Best move.
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