MangoBlackTea Posted July 26, 2015 Posted July 26, 2015 Thanks a lot for that write-up moblin!! Can someone give me an OD combo after hop/tk Tsubaki> Hotaru mid screen? im sort of not sure what to do after the airdash ODc > j.2c > land 5c. Edit: Has anyone experimented with something like zan(1)>kishuu>2c> j.b> j.2a > Hotaru> air dash ODc > continue combo ? Is that route worth using at all?
The_undercover_beret Posted July 26, 2015 Posted July 26, 2015 Thanks a lot for that write-up moblin!! Can someone give me an OD combo after hop/tk Tsubaki> Hotaru mid screen? im sort of not sure what to do after the airdash ODc > j.2c > land 5c. Edit: Has anyone experimented with something like zan(1)>kishuu>2c> j.b> j.2a > Hotaru> air dash ODc > continue combo ? Is that route worth using at all? Dash J.214C > J.214B > IAD > OD > J.2C > 5C > 41236C(1) > CT > 5C > 623A > 2C > J.B > J.2A > jc > J.B > J.214C For the second question, I think 41236C(1) > 623A > 2C > TK J.214B > IAD OD is better, but I can't test at the moment.
BlackYakuzu94 Posted July 26, 2015 Posted July 26, 2015 I think they'd pop up too high after j.B>j2A, but I can check later. Sent from my iPhone using Tapatalk
BlackYakuzu94 Posted July 30, 2015 Posted July 30, 2015 Alright, since people seem to be trying to guage SKD's video analysis idea, I figured we may as well test the waters within the gameplay thread first. This is the most recent footage of Poropiccho that we have, so let's discuss that: https://www.youtube.com/watch?v=yyFK1C1HjjU I'll study the video sometime this weekend so I can study it myself, but others should feel free to post their own thoughts as well.
Moblin Posted July 30, 2015 Posted July 30, 2015 Watching this video, I can of immediately sense the fact that I really don't understand Poro's train of thought that well at all. He seems psychic in what he does sometimes, but the parts I can I'll definitely comment on when I get the chance.
The_undercover_beret Posted July 31, 2015 Posted July 31, 2015 While on the topic of "match analysis". I tried to summarize each match of the last batch briefly and highlight the best parts. What do you think about it? Should I keep it like this? Should I just post the videos? Or do you have suggestions to make it better?
mAc Chaos Posted July 31, 2015 Posted July 31, 2015 That was what I thought when I saw your update. It was good; made me check some links I wouldn't have otherwise.
Moblin Posted August 1, 2015 Posted August 1, 2015 I actually really like it - I don't often have time to watch vids that don't have film or Poro in them so it's awesome if I know beforehand if there's something interesting to watch for in another Haku's play.
MangoBlackTea Posted August 2, 2015 Posted August 2, 2015 Alright, since people seem to be trying to guage SKD's video analysis idea, I figured we may as well test the waters within the gameplay thread first. This is the most recent footage of Poropiccho that we have, so let's discuss that: https://www.youtube.com/watch?v=yyFK1C1HjjU I'll study the video sometime this weekend so I can study it myself, but others should feel free to post their own thoughts as well. Yakuzu what did SKD say about video analysis? i was not here for this drama D: On a side note, poropiccho seems to play very "read-heavy", it feels like hes trying to anticipate his opponent's doing something. Thoughts anyone?
Spark Posted August 2, 2015 Posted August 2, 2015 Yakuzu what did SKD say about video analysis? i was not here for this drama D: On a side note, poropiccho seems to play very "read-heavy", it feels like hes trying to anticipate his opponent's doing something. Thoughts anyone? If you're talking about the first to five with Suya, it seems read heavy because it's probably the best way to play against Valk. Blocking his mix up is hard and even when you block it correctly, you don't get a punish. But say on wake up you think he's going to do wolf 5A or wolf 5C and you get up with 6B on CH you get like 5-6k versus if you block it he'll keep going and you might have to guess again.
BlackYakuzu94 Posted August 2, 2015 Posted August 2, 2015 You basically have to make a lot commitments and guesses against Valk and hope for the best, because he's just going to destroy you on defense.
MangoBlackTea Posted August 2, 2015 Posted August 2, 2015 Oh i see, i don't know much about matchups with hakumen against other characters (lack of experience in general) thanks for replying so fast guys
The_undercover_beret Posted August 4, 2015 Posted August 4, 2015 Is somebody planning to update the frame data? I'll have a lot free time this month, so I could take care of it or help people doing it.
mAc Chaos Posted August 4, 2015 Posted August 4, 2015 (edited) There's no official frame data released. We'd have to be doing it by hand, testing it out. Unless that's what you meant.I was actually testing to see if 4C was punishable on hit last night since Moblin was curious about that. I couldn't land any 5As afterwards so it's safe enough. Edited August 4, 2015 by mAc Chaos
The_undercover_beret Posted August 4, 2015 Posted August 4, 2015 Actually, most of the changes were listed in this video: https://www.youtube.com/watch?v=v4lAcDDTNtUIt's in japanese, but the bulk of it is self-explanatory.I also had the "Strategy" and "Combo" parts in mind, since there is nothing in them at the moment.
The_undercover_beret Posted August 6, 2015 Posted August 6, 2015 I began updating the frame data. The captions for 5A, 5B and 5C and 4C's description were already there. (I edited the latter a little bit, correcting some typos and adding some info). Most of the descriptions are from the 1.0/1.1 frame data, I edited/corrected the things that weren't true anymore and rewrote some of them completely. English is not my native language so I may have done some typos, I corrected some already, but there could be some left.
BlackYakuzu94 Posted August 12, 2015 Posted August 12, 2015 Right, so I mentioned this on twitter earlier today, but apparently there's an OS to deal with crossups using Yukikaze. The input is 214214A+B+D. The idea is that you want to use it while you're stuck in blockstun or on wake up, if a move crosses you up, Yukikaze will come out and catch it, otherwise you'll get barrier and block normally. Its really useful for dealing with things like Ragna's crossup Inferno Divider D, which is almost unreactable and most...everything Izayoi can do.Of note tho is that it will lose to delayed crossups like Kagura's 6DB(or you'll get CA instead) and Azrael if he decides to double crossup and catch Yukikaze's recovery. It also cannot be used with 8 stars as Mugen will override all inputs. It might take some practice, especially since this technically overlaps with at least 3 other moves.If I ever get my hands on a capture card again, I'll make a video about it...or someone else can, that's fine too.
Elemenope Posted August 13, 2015 Posted August 13, 2015 (edited) It also cannot be used with 8 stars as Mugen will override all inputs. It might take some practice, especially since this technically overlaps with at least 3 other moves.If I ever get my hands on a capture card again, I'll make a video about it...or someone else can, that's fine too. Since you're using it on wakeup or during blockstrings, doesn't [4AB]21421[4]D take care of these input problems? 5D doesn't come out if they stay in front assuming you hold [4AB], if they cross up, yukikaze comes out; since [AB] is held, it can also be freely used at 8 stars as well since you aren't actually inputting Mugen at the end either. You won't get any errant Renkas, Gurren, or Kishuu either. Edit: Actually, just doing 21421[4]ABD takes care of any Mugen and other special overlaps as shown here https://www.youtube.com/watch?v=dX35pnMIAZk Edited August 13, 2015 by Elemenope
Moblin Posted August 20, 2015 Posted August 20, 2015 I have legit never seen this combo before. Posting it here to remind everyone to learn it if they didn't know about it already.
The_undercover_beret Posted August 30, 2015 Posted August 30, 2015 I began writing a small guide for the Haku-men wikia, covering offense, defense and neutral. I would like to know what you think about it and what should be done to improve it:https://www.evernote.com/shard/s500/sh/f6d6d595-4843-4fa6-99ae-1c44395e72de/0ff7917a4c3bbc3b8b271dd41500c694
BlackYakuzu94 Posted August 30, 2015 Posted August 30, 2015 Well, I was kinda gonna add that myself eventually (probably some time this week), but assistance is appreciated. It looks good for the most part; I would give a bit more elaboration on his offense tho like you did with his Defense and Neutral. If you want, I can send you what I wrote so we can compare them and try to make something out of it.
The_undercover_beret Posted August 31, 2015 Posted August 31, 2015 Well, I was kinda gonna add that myself eventually (probably some time this week), but assistance is appreciated. It looks good for the most part; I would give a bit more elaboration on his offense tho like you did with his Defense and Neutral. If you want, I can send you what I wrote so we can compare them and try to make something out of it.That's great. If you don't mind, can I add you Skype? That'll make exchanging ideas and datas a lot easier.
BlackYakuzu94 Posted August 31, 2015 Posted August 31, 2015 Go ahead, Skype is Djgreen5993...which is something I should update to my profile.
mAc Chaos Posted September 23, 2015 Posted September 23, 2015 Guys, let's do some theory.Haku's ground based burst punish game has always been non-exisent.What's the best way to burst punish a ground burst?
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