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Posted

It's probably from the hurt box shenanigans the game pulls. Had Ragna 5B with out touching me because 4C's hurtbox was active before the actual attack. I'm convinced that's why nonsense like HakuMagnetFeet happen so often.

Posted

Ok ok. I feel like there's a lot to complain about with CP Hakumen, but I will admit that they got at least one thing right.

 

Had to laugh pretty heavily when I watch myself do 4 Yukikaze slashes in a single round.

 

Hakumen's OD is too much fun.

Posted

Ok ok. I feel like there's a lot to complain about with CP Hakumen, but I will admit that they got at least one thing right.

 

Had to laugh pretty heavily when I watch myself do 4 Yukikaze slashes in a single round.

 

Hakumen's OD is too much fun.

 

Use OD Yuki against Mu's DP. First hit ignores her, then an invisible force just starts mauling at her. I wonder if it does more damage since it skips the proration on the first slash.

Posted

Use OD Yuki against Mu's DP. First hit ignores her, then an invisible force just starts mauling at her. I wonder if it does more damage since it skips the proration on the first slash.

Just tested, the first slash actually appears to be active for ages and is what catches her.  So the damage dealt is the same.

Posted

The first loketest removed jump cancelling from Enma, put shorter hitstun on jA and removed Shippu proration from Mugen. Mind you, this is the first out of five (?) loketests, so it might mean nothing. Not sure what other changes there were.

Posted

So I've been seeing a lot of japanese hakumens use some cool tricks and pseudo-openings in the neutral game.  One thing in particular is while in neutral around 2 hops away, IAD'ing over them with a j.a and then using j.C.  It seems like if you use j.C right after the j.a with the right timing it will hit a standing opponent and still leave you relatively safe if it whiffs at the end of your airdash.   The j.a probably covers the possibility of them jumping too, in which case you can lock them down with j.a > j.a > j.b into some air-to-ground mixup.  

 

The IAD is fast and looks unreactable, so as long as you don't abuse it, it looks like a tricky option to use in the neutral game.    The j.a covers their jump and gives you a j.C at the end if they remain on the ground.  I'll mess around with this when I get any friendlies in this week and report back.

 

 

Examples of this are prevalent in this video in particular: https://www.youtube.com/watch?v=CjjRKir-NC8

Posted

Anyone find any Arc Revo videos?  Apparently a notable hakumen, (chin or film) was in the 4th placing team.  

  • 2 weeks later...
Posted

After six iterations though, why now. There must be a reason for it. Like maybe it gained some new properties or frame data or something.

Posted

Maybe because it won't be jump cancellable anymore, they wanted to appease us with "ZOMG LOOK AT THAT EPIC BRUSH STROKE IT'S BADASS AMIRITE GUYS? What? You're still whining about 6D? Fine, it'll get a brush stroke, too."

Posted

Haku punches them so hard with Enma in CP2 that he doesn't have time to jump cancel. The brush stroke is proof of that.

Posted

Our affinity for avatars looking at their hand has now accumulated in a super strong enma punch.

 

Also maybe they just wanted to give every non sword special of hakumen a brush stroke.  Renka, hotaru, and agito both have brush strokes, enma was kinda the outlier if you look at it like that.

Posted

Considering it took them 5 iterations to fix Akumetsu grabbing dolls, 6 iterations for "fixing" Enma doesn't sound too far-fetched.

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