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Posted

Never have I truly felt the difference between netplay and offline play as much as I did last night. Somewhere in between all that server lag I tried to play some Haku matches, and boy am I feeling those nerfs.

 

Agito pressure is completely gone, and there's pretty much no reason why they shouldn't have enough time to anti air you to oblivion if they block it.

 

Adjusting to the new timing on the air grab. I'm so used to having to delay j.B.

 

Good lord, my stars, give me back my stars! I felt like I pretty much had to stand around and use 5D to pick up some extra stars because the regular meter gain was taking too long.

 

 

Did they increase the time on regular j.C wall stick? I feel like I remembered not being able to do falling j.C, land, j.C again because they'd tech out of it.

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Posted

Ok. I played some 1.1 Hakumen today and he was pretty much exactly as I imagined; just need to plant your feet more until you get a comfortable amount of meter(I usually go for 3-4). 

 

 

I got a lot of lols out of his new air throw however: CH 3C>2C>Throw reset>Falling j.B>2C>Throw reset again. I want someone to make a gif of that honestly.

Posted

This server lag is making the game completely unplayable for me while my opponents seem to be able to play with impunity. I can't even get a 2D to come out on wake up.

 

I am seriously despising this patch. I feel like I have a significantly crappier version of this game now.

Posted

FYI you can still combo off airthrow into OD. It's just not the same gigantic Tager size damage.

https://www.youtube.com/watch?v=EzwUFqjTfOQ

Throw (3) > OD > falling j.B > 5C ~> etc

Posted

Or you do f. jB/f.j2C>Hotaru>airdash>OD>stuff after airthrow (jB/j2C depending on height of airthrow).

Agito may no longer be a pressuretool but you can simply barrierguard after a blocked one. You give away pressure/momentum but you mustn't be punished too easy after Agito. Just don't push buttons while falling. And, tbh, I haven't been punished after a blocked one, most conditioned players have still the fear in their bones.

Posted

A good way to think about it is that since it gets -2 it's the same as if they IB'd it in 1.0.

Posted
Not trying to derail the topic or anything, just adding some bits of Unlim info I discovered:
 
New Unlim Hakumen links:
 
Most people know these:
 
5A > 5A > 5C (the C has an untech property if it hits by itself I think)
5A > 5A > 5B (low mixup kick)
 
Not sure if this one still exists (I'd have to check again):
 
6A > 6C (?)
 
but here's some other ones:
 
2B > 5B > 5B (does an additional kick, seems to have a weird hit property, not sure if you can do much with it)
 
5C > 4C > 6C (does a mini-Yukikaze, not sure if the damage is decent or not, but it does cross up on guard, the timing to do it is kinda like a charge move ala Sonic Boom).
 
As for 1.1  I never had a problem with meter gain, I just ignore it for 6C/6B shenanigans (because people mash buttons lol).
Posted

6B t-shirt still best Hakumen shirt.

 

Also I tried playing Haku on stick last night as my pad is dead, I can sort of get loops down, but airdashing is 2 hard ;_;.

Posted

I really need to start reading up on certain matchups, I'm starting to feel that lack of knowledge catch up with me.

Posted

It's okay, I got my new pad today, I'll be complaining about dumb stuff in about 12 hours time.

 

Ive been trying to get used to the 2A > guren ender for loops though, has anyone else been trying to implement it in matches? Also working on using 6A > 6B in loops as well. I'm still doing the usual loops tho cause of muscle memory :(

Posted

How exactly does 2A gurren ender work and what's the point of it? Why would you want to knock them away from you.

The match vids I saw, I saw Hakus still using the old loop. Maybe it's worth it for the corner carry.

Posted

I'm only xbox so can't play CP yet. I like watching match vids of Hakumen though, after Gurren I think? The hilt smash to the gut, some people link 2 cr.A to 3C. How tough is that link? Just out of curiosity.

Posted

The Gurren ender lets you setup a safe jump and gives more corner carry.  Though with the Agito change you can set up a safe jump off that too, you just have to do 5A > super jump late j.B > j.2A > dj > j.2C > Agito.

Posted

Do we have any other safe jump setups in CP? I remember stuff from EX that involved falling j.2C.

Something like, j.C, 5C. Then super jump straight up and do j.2C on the way down?

Posted

You have to super late j.B otherwise they're still invincible when you're doing the falling j.2C/j.B.  You can still do a safe jump off 5C ender > normal jump j.B/j.2C.

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