BlackYakuzu94 Posted October 22, 2014 Posted October 22, 2014 So how can we stack this with OD for shenanigans.
SixWingedAngel Posted October 22, 2014 Posted October 22, 2014 7k from ground throw. The mugen is real. So how can we stack this with OD for shenanigans. You hit all the buttons randomly and go into overdrive so that you can get magatama faster and mugen the stuff out of the opponent
The_undercover_beret Posted October 23, 2014 Posted October 23, 2014 So how can we stack this with OD for shenanigans. OD Yukikaze < Mugen < Shippu. 3 super for an unburstable 8k combo that turns our opponents into salt marshes. Otherwise, it's rather limited. In order to activate Mugen in the middle of a practical combo, we need to use either 6C or 6A, while the other character is still on the ground. Since 6A is faster in 2.0, it might be possible to do something like 5C < OD cancel < 6A, but that could be all.
IndigoNovember Posted October 26, 2014 Posted October 26, 2014 Apparently there are a lot of Mugen changes in CP2: http://www.nicovideo.jp/watch/sm24777704 / https://www.youtube.com/watch?v=LVVE7mNNtFs Like Enma being jump cancelable again.
BlackYakuzu94 Posted October 26, 2014 Posted October 26, 2014 [Hype Intensifies] Maybe I can influence them to do something else next time. EDIT: Of course it's in Japanese....Can someone please translate this, at least the important bits.
Kikirin Posted October 27, 2014 Posted October 27, 2014 I transcribed the first 1:40 of the video for easier translation, which I presume summarizes the changes that are demonstrated later in it. If someone hasn't picked up the translation, then I can take a crack at it tomorrow. はじめにこの動画はVer2.0のハクメンの夢幻について個人的にまとめてみた動画です。 雑編集、雑解説 注意 夢幻の仕様や技化、疾風の最低保証UPについておおまかにまとめてみました。 技の性能や疾風については1:38から動画での解説あり。 * 効果時間:約6カウント(目測) 疾風の刀部分をあてるか、 雪風の反撃をあてると効果終了。 攻撃が空振り、ガードされた場合は効果継続。 暗転中モゲージが減少するので残り時間に注意が必要。 OD中はゲージの減少なし。 * 暗転前の無敵はなし。 暗転後はそこそこ長い無敵あり。 ...無敵中は硬直で動けないけどね *キャラコンボレートの悪化 夢幻の低火力の最大の原因。 *攻撃力UP () 単発ダメージは高くなるが キャラコンボレート悪化でほぼ無意味 *夢幻中、ラピッドキャンセル、カウンターアサルト、クラッシュトリガーが使用不可。 *一部の必殺技の性能が変化 火蛍と残鉄以外の技に変化あり。 詳細は後述。 *疾風の最低ダメージ保証の仕様変更 Ver2.0より追加された夢幻の救世主。 必殺技をあてる度に 疾風の最低ダメージ保証上昇するように。 詳細は後述。 -- 夢幻中の必殺技の 変更点 *紅蓮 移動距離UP ダウン中の相手に2B>紅蓮が 繋がらなくなる(先端2Bなら繋がる) 閻魔>最速紅蓮からの 2C拾いも不可。 *鬼蹴 移動距離UP *閻魔 jc追加 (Ver1.1では受身不能時閻UP) jcc鬼蹴やjccODが可能に *咢刀 カウンターヒット時のように相手が 跳ねるようになり追撃可能。 *蓮華 一段目空中ヒット時の浮きが高くなる 相手ダウン時、2B>蓮華で二段目を 空振り可能。 *椿祈 緊急受身不可になり追撃可能に。 シビアだけど椿祈>紅蓮が繋がる。 この緊急受身不可は、技があたる前に ゲージがなくなっても継続する。 --- 夢幻中の疾風の 最低保証ダメージについて *夢幻中、必殺技をあてる度に あてた技の珠の消費量分だけ疾風の 刀部分の最低保証ダメージが上昇。 *上昇量は1珠につき5%。 (紅蓮->5%UP,蓮華->10%UP) *疾風の衝撃波の最低保証ダメージUPなし また、あてても刀の保証UP効果はない。 *コンボ中、夢幻を使う前にあてた 必殺技では保証UPはない。 *同じ技を2回以上あてても保証UPあり (椿祈x3で9珠分の保証UP確認) *どんなに技をあてても最低保証 ダメージは100%以上にはならない。 --- あてた必殺技の珠の消費量の合計別 疾風の刀部分最低保証ダメージ一覧 (溜めなし疾風) 0珠: 1120 1珠: 1280 2珠: 1440 3珠; 1600 4珠: 1760 5珠: 1920 6珠: 2080 7珠: 2240 8珠: 2400 --- あてた必殺技の珠の消費量の合計別 疾風の刀部分最低保証ダメージ一覧 (溜めなし疾風) 9珠: 2560 10珠: 2720 11珠: 2880 12珠: 3040 13珠以上: 3200 ちなみに、暗転中にゲージがなくなっても 疾風の保証UPの効果は残ります。 --- 夢幻のおおまかなまとめは 以上で終了です。 ここからは前述の情報うち、 必殺技の変更点と疾風について 動画での解説になります
Kikirin Posted October 27, 2014 Posted October 27, 2014 Translated video text: IntroductionThis video is about Ver2.0 Hakumen’s Mugen that I personally put together.Rough editing, rough commentary warning. -Mugen’s specifications and [changes to] specials, and summary of Shippuu’s increased minimum damage.From 1:38 onwards, there is commentary for performance of the specials and Shippuu.Duration: approx. 6 timer ticks (visual estimation)Mugen effect ends when Shippuu ‘s sword portion or Yukikaze’s counterattack hits.Mugen effect continues if the attack whiffs or is guarded.Since the gauge also decreases during superflash, need to be aware of remaining time.Gauge doesn’t go down during OD.* No invincibility before superflash.Invincibility after superflash is fairly long....you are in recovery during the invincibility and can’t move though.* Character combo rate worsenedBiggest cause of Mugen’s low firepower. * Offensive power up.Damage of individual hits is increased, butThis is almost meaningless since character combo rate is worsened. * Can’t rapid cancel, counterassault, or crush trigger during Mugen. * The performance of some specials are changedThere are changes to all specials except Hotaru and ZantetsuDetails are described later. * Specifications for Shippuu’s guaranteed minimum damage changedVer2.0’s additions saved Mugen.Shippuu’s guaranteed minimum damage is increased each time a special attack hits.Details are described later. ---Changes to special attacks during Mugen * GurenMovement distance upOn a downed opponent, 2B > Guren doesn’t connect. (Connects if tip of 2B)Also unable to pick up with 2C after Enma > fastest possible Guren. * KishuuMovement distance up * EnmaJump cancel added (In Ver1.1, untechable time increased)jcc Kishuu and jcc OD (among other things) possible. * AgitoOpponent now bounces like on counterhit, followup possible. * RenkaHigher float on Renka(1) mid-air hit.Second hit of Renka can whiff when doing 2B > Renka on a downed opponent. * TsubakiCannot emergency tech, follow-up possible.It is difficult/tight, but Tsubaki > Guren can connect.The emergency tech effect continues even if the gauge empties before Tsubaki connects. ---Shippuu minimum guaranteed damage during Mugen * During Mugen, each time a special attack hits, the minimum guaranteed damage of Shippuu(sword) increases proportionally with the magatama consumption of the move. * The increase is 5% per 1 magatama. (Guren -> 5% increase, Renka -> 10% increase.) * Shippuu shockwave’s minimum guaranteed damage doesn’t increase.Also, if the [shockwave] hit, the sword’s [minimum guaranteed damage] effect doesn’t apply (?) (Via video comment, shockwave hit also doesn't contribute to minimum damage boost.) * During a combo, specials connected prior to using Mugen don’t count towards the minimum damage boost. * Using the same specials multiple times also applies the minimum damage boost [for each use].(Confirmed that Tsubaki x 3 applied the 9-tama boost.) * Regardless of specials connected, minimum damage isn’t boosted past 100%. ---Differences in uncharged Shippuu(sword) guaranteed minimum damage, from magatama consumption of special attacks connected 0: 1120 1: 1280 2: 1440 3; 1600 4: 1760 5: 1920 6: 2080 7: 2240 8: 2400 9: 2560 10: 2720 11: 2880 12: 3040 13+: 3200 Incidentally, if the gauge empties during the superflash, Shippuu’s minimum damage boost will still apply. ---This ends the Mugen summary. (From here, it's just commentary and video demonstration on the previously-mentioned info.) Edit: Guh. And right when I finish and post, someone also posts a TL in the video comments.
mAc Chaos Posted October 27, 2014 Posted October 27, 2014 It's still better to have our own translation on hand. Can't be sure about random video comments.
Raziul Posted October 27, 2014 Posted October 27, 2014 Interesting change to Mugen with the relation to Shippu. It still looks like they're making Hakumen more about burst than ever before. I remember early on in CP everyone was talking about how reliant Hakumen would be on his OD. I feel like he's even more reliant on it in CP2 now. I noticed that a lot of the changes to star gain seem to really be impacting how most Hakumen players do neutral now. I see a lot more 4C and 6C and barely any high low mix ups with renka and zan. Personally I kind of liked how CP gave Hakumen more resources to spend on neutral, and you weren't at such a devastating loss if it didn't work out. Most of all, I wish we didn't have to wait so long to get to try the changes out ourselves.
BlackYakuzu94 Posted October 28, 2014 Posted October 28, 2014 https://www.youtube.com/watch?v=6CH8Xyr9_h0#t=2482 Grab>Kishuu>6C works. Probably could have did something if the combo didn't drop.
mAc Chaos Posted October 31, 2014 Posted October 31, 2014 Interesting change to Mugen with the relation to Shippu. It still looks like they're making Hakumen more about burst than ever before. I remember early on in CP everyone was talking about how reliant Hakumen would be on his OD. I feel like he's even more reliant on it in CP2 now. I noticed that a lot of the changes to star gain seem to really be impacting how most Hakumen players do neutral now. I see a lot more 4C and 6C and barely any high low mix ups with renka and zan. Personally I kind of liked how CP gave Hakumen more resources to spend on neutral, and you weren't at such a devastating loss if it didn't work out. Most of all, I wish we didn't have to wait so long to get to try the changes out ourselves.I agree completely; I feel like they basically got where they wanted Hakumen to be in CP1 all along.So really it is pretty much what I was accepting from CP1 already.
Raziul Posted November 1, 2014 Posted November 1, 2014 I'm ok with the more Hotaru centric air confirms.http://youtu.be/fMq3v0-63YQ?t=14m09s
mAc Chaos Posted November 3, 2014 Posted November 3, 2014 Spark, do you use that one defensive OS? Something like 1 > 7 + A + B + C > 1.
BlackYakuzu94 Posted November 6, 2014 Posted November 6, 2014 *Gasp* Poro's back in the latest Athena. Let's goooo
mjting001 Posted November 6, 2014 Posted November 6, 2014 I noticed that most Haku players let Zan Finish with the second hit. This sacrifices the damage for any subsequent hits after right? Or is it not possible to kishuu after the first hit anymore in 2.0?
BlackYakuzu94 Posted November 6, 2014 Posted November 6, 2014 I noticed that most Haku players let Zan Finish with the second hit. This sacrifices the damage for any subsequent hits after right? Or is it not possible to kishuu after the first hit anymore in 2.0? I'm pretty sure it's possible, people just wanna save their meter.
mjting001 Posted November 6, 2014 Posted November 6, 2014 Alright. So far my impression on 2.0 haku, good/okay but I dunno, feels very restrained/limited-even with Kami-sama-Poropiccho on the helm. How about you guys?
Moblin Posted November 6, 2014 Posted November 6, 2014 Things I noticed: Poro seems to use 6a like it's safe on block. Enma seems like it's safe on block. Big damage is still possible, but Hakumen's optimal playstyle is a bunch of 1k-2k combos from hitconfirms off of j.a, and weird confirms that are harder for the opponent to block. One round Poro ended it in about 20 seconds and he never did more than 2k per combo. He doesn't use any special followup after using a successful counter, although I thought a few instances 2d > Kishuu would have helped him a lot in the Nu Matchup. Is that possible to do anymore? Like some others mentioned, Hakumen's burst is even more important now and you should use it only when you're about to lose to save for OD confirms. 6a > 6b is a common combo route now, which I actually really like. It's fun. j.2a seems like a good jump in. Seems like most of the games are just making people respect Hakumen's pressure and landing a bunch of weak hits like j.a, j.b and letting it add up and keeping the advantage until then with good reads and good reversal baits, and good meter management. I feel like Hakumen is more about fundamentals than before.
entnervt Posted November 6, 2014 Posted November 6, 2014 I wouldn't say that there's an optimal playstyle dmg.wise. It depends imo on the match up, the situation, etc. Also imo Hakumen was always about fundamentals, but had nice bullshit as a bonus in CP. You could shit out specials without being worried too much about meter.
BlackYakuzu94 Posted November 6, 2014 Posted November 6, 2014 Hmm, well one thing I liked about Hakumen were his fundamentals so I can appreciate him being based more around that. If they buff his damage and have the specials off his counters cause a freeze, we might be looking at one of the best Hakumen. But for now, we'll probably just get by with more solid play than anything else.
Spark Posted November 7, 2014 Posted November 7, 2014 Looks like 2A > 6A combos on crouching. Guess it went from 16F to 14F startup at least. So close up you can do 5A > 6A > 6B/3C or 2A > 6A > 6B/3C for crouching.
mAc Chaos Posted November 7, 2014 Posted November 7, 2014 I wonder if 6A really is safe on block. It was super fun using it in pressure back when it was.
IndigoNovember Posted November 7, 2014 Posted November 7, 2014 http://youtu.be/gm0Vw4wC5hk?t=9m24s Is this 5A hitting crouching Jin? Or is this 5A hitting standing Jin whose animation is crouching but is still considered standing game logic wise? I kinda hope it's the former, but am expecting it to be the latter.
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