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Posted

Was the difference between lvl1 SMP and 2 that big? Whenever I'd hit anyone with any 6C ever they'd get free instantly the second time.

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Posted

Was the difference between lvl1 SMP and 2 that big? Whenever I'd hit anyone with any 6C ever they'd get free instantly the second time.

 

LV1 takes 2 seconds off the combo timer and LV2 does 4 seconds IIRC, or it was equivalent to that in hitstun.

 

So you can do 2 extra LV1 smp moves and its the same as doing 1 lv2 smp moves. LV3 takes off 6 seconds. Max combo length is 12 seconds.

Posted

CP2 Overdrive Combos: http://www.nicovideo.jp/watch/sm25147694 / https://www.youtube.com/watch?v=OvFs7tgH3To

 

Doing 1 Ragna's worth of damage is so last version, we've moved onto 1 Arakune's and more.

 

OD Shippu wave wallbouncing on grounded and not just midair is a useful buff for Hakumen.  Means he can turn a hit into big damage while in OD and not be stuck doing shippu shippu.

 

Though now that I think about it, this could have applications for ODc since you might be able to ODc a projectile and punish with shippu since its so fast.  Still need to see the data for ODc to see how practical it is but interesting nonetheless.

Posted

In 2.0, Mugen's shippu does more base depending on how many stars are used during the combo, right?

 

 Does the wave from OD shippu count as stars towards the minimum damage if you have Mugen going at the same time?

  • 3 weeks later...
Posted

Poropiccho keeping the dream alive. Always a fun player to watch.

 

http://youtu.be/qSDVhvI1X50?t=1h45m

 

It aggravates me that they'd kill the 3C CH > 5C connect and leave us with pretty much just 2B > Gurren, but still let it whiff on floaty bastards like Amane and Azrael. If they're gonna break our combo routes and nto give us anything in return, they could have at least made our only real confirm universal. Oh well.

Posted

Mixup in Mugen is actually pretty sick.   Enma > iad Agito for the crossup is great.     Sucks that Poro dropped the first combo.

 

It's gimmicky, but it's really hype to do that at the end of your health bar.  It seems even stronger in 2.0.

 

 

Maybe Hakumen is supposed to be an install character this iteration lol.

Posted

I've always been horrible at using Mugen. It changes the dynamic of the match and somehow I always lose out.

Posted

I have a huge issue now a days that if I activate Mugen/OD, my opponents will simply high jump and chicken block. This keeps them out of the range of any ground moves and even over the wave at the highest points.

 

I guess I've gotta be patient and time it better so that I can try and pin them down with a bit of block stun.

Posted

Well if you do it from the distance, the opponent isn't just gonna sit there and say "Hey, please hit me" gotta be smart.

Posted

Keep in mind that Poropiccho loves using Mugen ever since Overdrive was introduced.  Its just been strengthened with the Mugen changes in CP2.0.

 

Also I'm fairly certain he dropped the first combo on purpose since if he had done a TK Tsubaki it would've SMP'd instantly ending the combo whereas he tried for some kind of air reset using Tsubaki...?

Posted

Well if you do it from the distance, the opponent isn't just gonna sit there and say "Hey, please hit me" gotta be smart.

It depends, since i always spam shippu wave from fullscreen when i get the chance. All you need it the first wave to connect and you can kishuu in. if they are jumping to avoid it from fullscreen, just hold shippu and wait til they fall down to release the wave.

Posted

I feel like a lot of that stuff is unexplored because it's hard to even think of all the ways you can connect moves without heavily experimenting with it. And nobody does since it's Mugen.

Posted

Mugen is gonna be super useful in 2.0, and it's also the only thing we'll have to learn that's any different.   Hakumen's BnBs and confirms either doesn't exist anymore or haven't been changed at all.   

 

So I'm glad it looks like a very deep mechanic this time around.  I'll be saving my burst even more than I do now when 2.0 hits.

 

 

 

 

I can't wait to 3c CH > 3C for a nice two hit combo on Amane, old school 

Posted

Super useful, but you need 8 stars for it... How often is that going to happen. And a lot of it is for like 4k combos.

 

Better than nothing though.

 

I can't wait to 3c CH > 3C for a nice two hit combo on Amane, old school

I almost spit out my drink reading that.

Posted

With Kishuu losing its invuln, I imagine Hakumen's neutral will leave him with a few more stars than usual. Since you're not going to use Kishuu as much to get in.

 

 Not to mention, when I'm getting dominated in a round I usually have 8 stars at the end of 2-3 combos, which is perfect for wake-up > OD or OD in neutral > mugen to scumbag the round.

 

 

With 2.0 Nu being the way she is,  there should be an option to just start the round full screen with 10% hp and 8 stars and OD.  

Posted

I tend to get 8 stars more often than not, but on;y because I'm really conservative.

I do too. But I mean, you won't be holding on to it for the entire match. Usually you'll use it to try to get in, or pressure/mixup, or comboing some random hit. You aren't going to be holding it for that one special hit that gets you a mugen combo if you already can do a small combo off a successful hit confirm.
Posted

Since we're on the subject, my opinions of CP2 Hakumen have changed slightly over the months we've had him. I used to think he was kind of boring, but further and while I still don't find him to particularly that interesting, he still looks fun to play.

 

 

His neutral game seems somewhat improved, buffs to 4C, 6A, and J.2A can make some reads easier than others. Other than that, I don't have much to say here, his neutral is more or less the same from 1.0. Although the Kishuu nerf is gonna be hard to swallow as it means a harder time getting in on characters like Jin or Nu.

 

His offense definitely looks stronger as he can get a sizable chunk of damage off of more random confirms due to the increased proration on moves like Zantetsu, Hotaru, and Tsubaki. His pressure is still pretty meager unfortunately. Fortunately, his combo routes haven't really changed all that much, so less to learn for us I guess.

 

His defense had the biggest nerfs, for some reason they decided he shouldn't get anything for catching projectiles. You can't even combo off them anymore and since the special cancel doesn't lock the opponent, they're free to either DP or block whatever you're going to do to them. It's probably because they want us to cut projectiles more, but eeeehhh. His counters are still good, but the only thing you really get is knockdown for a successful catch and 1 star, which is fine I guess. 

 

 

Overall he's still viable, but not as explosive as before. Most of your wins are probably going to come capitalizing on as many confirms as possible and being able to read your opponent well enough.

 

What do you guys think?

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