Moblin Posted June 22, 2015 Posted June 22, 2015 I'll use this opportunity to explain an OS Mac and I found from a JP players' twitter a few months ago. Now that Hakumen relies on hard reads more than ever, hitting with 5C > OD is often the best thing you can do when you're backed into a disadvantageous matchup. It's what a good Hakumen should try conditioning his opponent for as soon as the round starts. How to use it: When you hit with 5C and want to ODC, hit 5C > then ABD right afterwards. NOT 5C > release 5C > ABCD. Why to use it: A lot of the time, your 5C trades with an aerial or jab. They still get hit, but instead of going into Overdrive, Hakumen bursts them away. The OS works like this: If you hit 5C clean, then Hakumen will ODC. If your opponent manages to trade with your 5C and both of you are hit, then Hakumen will not burst. You can then wait until the hitstun is gone to ODC (if they hit you with a j.a or other weak move) Or just confirm a combo, and it saves your OD for later.
BlackYakuzu94 Posted June 22, 2015 Posted June 22, 2015 Why doesn't Hakumen burst in the trade? Sent from my iPhone using Tapatalk
Spark Posted June 22, 2015 Posted June 22, 2015 Cause you're only hitting ABD so you don't get burst, but because OD can still be activated because it works off a held button (C in this case).
shtkn Posted June 22, 2015 Posted June 22, 2015 http://www.dustloop.com/wiki/index.php?title=BBCPE/Offense#Accidental_Rapid_Cancel_instead_of_Overdrive
Moblin Posted June 22, 2015 Posted June 22, 2015 Good to see it was on the wiki already. It's especially important and useful with Hakumen 5C, and then I realized not a lot of us knew about it so it's definitely worth bringing up. It's already helped me immensely with my OD confirms.
mAc Chaos Posted June 23, 2015 Posted June 23, 2015 According to talk in the BB general thread, a new patch just fixed the meter glitch.
Schneider-X Posted June 23, 2015 Posted June 23, 2015 I assume this is post patch but it looks like Hakumen now gains back more meter after getting hit as well. https://www.youtube.com/watch?v=RbC0WMhYUJM
Moblin Posted June 23, 2015 Posted June 23, 2015 I wonder if the glitch also affected his meter gain while getting hit as well or if that's just a buff
BlackYakuzu94 Posted June 23, 2015 Posted June 23, 2015 Wow lol, they fixed a problem and made him better to boot. Its pretty insignificant overall probably, but I just found it funny.
Moblin Posted June 24, 2015 Posted June 24, 2015 Hey our bad, have some extra meter gain. Fuck your 1f 6D though
raxokoron Posted June 24, 2015 Posted June 24, 2015 I am not sure where to post it, but here my cmv: http://www.youtube.com/watch?v=5DmT3A0G_4I. I hope you enjoy it.
Moblin Posted June 24, 2015 Posted June 24, 2015 That was cool! Some of the links you used I had never seen before in OD combos. I also liked your use of matchup specific starters like OD'ing through the DDs of the characters. I like combo videos that are educational too.
Raziul Posted June 25, 2015 Posted June 25, 2015 Some good punishes worth remembering, but I couldn't help but laugh at how crazy it makes the proration on Hakumen's moves look in EX.
Moblin Posted June 29, 2015 Posted June 29, 2015 Is there frame data on how fast Hakumen leans back during his sword super? I've dodged what looked like meaties with the stepback on it.
Raziul Posted July 2, 2015 Posted July 2, 2015 I'd like to say a prayer for the loss of 4C > Zan. I miss you already, I hope you come back soon! Time to find new gimmicks I guess.
BlackYakuzu94 Posted July 2, 2015 Posted July 2, 2015 I admit, I'm starting to come to terms with it. 10f 4C is pretty lush.
mAc Chaos Posted July 2, 2015 Posted July 2, 2015 The new 4C is great. Maybe I'll regret not being able to combo off it later but for now I love hitting people out of so many moves. And actually you can still combo off it, but it's just small. It can combo into itself or 3C on CH, I noticed so far. It still has the weaknesses of old 4C though like getting low profiled or airdashed over so don't go crazy.
BlackYakuzu94 Posted July 2, 2015 Posted July 2, 2015 Its hitbox got somewhat nerfed so a lot of characters can dash under it now.
Schneider-X Posted July 2, 2015 Posted July 2, 2015 The speed boost is nice but I much prefer the fatter hitbox from before. https://youtu.be/v4lAcDDTNtU?t=2m29s
Raziul Posted July 2, 2015 Posted July 2, 2015 I was actually hoping that with the new speed, the recover might be fast enough that you could still get away with Zan after, but the gap is huge, so you see most follow ups from a mile away. Maybe a couple of 4Cs back to back will condition them to respect you long enough to pull zan out instead.
Raziul Posted July 2, 2015 Posted July 2, 2015 It was more for pressure or mix up than anything else, but yeah, gurren > zan seems especially useful in this version.
Schneider-X Posted July 3, 2015 Posted July 3, 2015 I was actually hoping that with the new speed, the recover might be fast enough that you could still get away with Zan after, but the gap is huge, so you see most follow ups from a mile away. Maybe a couple of 4Cs back to back will condition them to respect you long enough to pull zan out instead. That is an incredibly unsafe string considering the 4C itself is -9 already.
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