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  • 4 weeks later...
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Posted (edited)
What's the record for the highest damage of a non-goldburst non-Mugen combo for Hakumen?

This is all I got:

(8) FC lvl3 6C > lvl3 4C > 5C > Renka (1) > Kishuu > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > Gurren > 5C > Shippu [9891 / 0.7]

*sigh* can't even kill Ragna ε=(‐ω‐;;)

Nevermind, that doesn't work. This does:

(8) FC lvl3 6C > lvl3 4C > 5C > Renka (1) > Kishuu > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > Gurren > 5C > Shippu [9734 / 0.9]

Edited by IndigoNovember
Posted (edited)

I see, I came up with this variant that does ~500 less damage but gains more stars:

(8) FC Max 6C > Max 4C > TK Tsubaki > 66 > 5C > Renka (1) > Kishuu > 2C > TK Hotaru > JC > fj2C > 5C > 2C > SJC > j2A > fj2C > 2C > SJC > j2A > fj2C > 2C > SJC > j2A > slight delay AD > j2A > jC > 5C > 3C (9402/2.5)

TK Tsubaki link feels pretty tight, so you need to do it quick.

Video demonstration.

Edited by WolfCrimson
Posted
I see, I came up with this variant that does ~400 less damage but gains more stars, because it doesn't use Shippu at the end:

(8) Max 6C > Max 4C > TK Tsubaki > 66 > 5C > Renka (1) > Kishuu > 2C > TK Hotaru > JC > fj2C > 5C > 2C > SJC > j2A > fj2C > 2C > SJC > j2A > fj2C > 2C > SJC > j2A > delay AD > j2A > jC > 5C > 3C (9402/2.5)

TK Tsubaki link feels pretty tight, so you need to do it quick.

Video demonstration.

Nice swag cross under midcombo (─▽─) .

Edited my post, since I had a non-working combo by accident.

  • 4 weeks later...
Posted

Dead thread but I have a question.

(3) [starter] > Renka (1) > Kishuu, 2C > j.B > j.2A, AD j.B > j.A, 2C > j.B > j.2A, AD j.2A, j.C

Having issues with the timing after the first AD, hard to get 2c to connect.

I keep playing around with delays but I'm having a heck of a time with consistency, any tips?

Posted

lets see... first time reading this in months

^youre not hitting j.a low enough to ground, you need to hit 1st j.b at around max jump height and delay the j.2a as long as you can then slight

delay on 2nd j.b and j.a before you land

hmm highest i got without bursts

fc 6c>full charge 4c>5c>236b(1)>623a>2c>sj.2c>j.214b>falling dj.2c>5c>2c>sj.2a>j.2c>6a>5c>2c>sj.2a>j.2c>2c>sj.2a>j.2a>air dash>j.2a>j.c>5c>214a>5c>632146c = 10036 proly can go higher?

  • 3 weeks later...
Posted

Are all Yukikazes the super fast Yukikaze that used to only happen if you caught a projectile on the first frame? Or is that difference still there.

Posted

Well, what I'm asking is if they changed any of it's properties as far as how fast it activates from the previous games. Did it not do that before?

Posted

As far as I know Yukikaze always has been 55F start up. The only difference now is that the super flash only appears if the counter catches something, instead of appearing after the 1st active frame.

Posted

There was once something called "perfect Yukikaze" that would activate much faster if you landed Yukikaze on the first frame. But it's been so long that I don't remember if it actually existed or if we just imagined it. fffffffFFFFFFFFFF

Posted

No, that Yukikaze also had 55F start up. It only seems fast because Hakumen would start moving during the super flash, so the opponent has less time to move out of the way since they're frozen during super flash. This used to only be possible if it caught something on the first active frame because the super flash would always happen after the 1st active frame of Yukikaze regardless of whether it caught something or not. So if you didn't catch a move on the 1st active frame it would go 1st active frame > super flash > rest of active frames > Yukikaze attack start up. However since the super flash only happens when you counter something it will always go Active frames > Yukikaze attack start up > super flash > rest of Yukikaze start up.

  • 3 weeks later...
Posted (edited)

CT 6b's properties were bad (not an overhead and just a REALLY slow low). I hope that's not the case, I don't know why you'd be excited for that Nolan...

Yukikaze yes, leaves you closer to your opponent. And it's prettier, hakumen glows nigh transparent blue energy when it gets activated.

Didn't see anything with Shippu.

His new artwork looks boss, let's just hope he won't be like his ct/cs2 iterations.

EDIT: 6a looks like it does immense damage, maybe its just me though. And Shippu sends people flying away like Carnage Scissor.

Edited by BladeOfJustice7
Posted

You could special cancel CT 6B though. And it's way faster than the current 6B. Bounced on CH too.

He looked pretty much the same to me, but he only showed up for a split second. Game looks awesome as fuck anyway.

Posted

CT 6b was actually really good, but I never got to use it as much as I wanted since CT was starting to get phased out and I'd just discovered its wonderful properties. Fast low (and low invuln as well?), you could combo off it, etc. Current 6b is ass though it's still good to break up their pace.

His artwork does look quite boss this time around.

And yeah, not enough out yet to tell what's what.

Posted

Lol, yeah, I think I'd take 6b as an overhead over a low since he's covered for lows and it still catches lows anyway.

CT 6b, but as an overhead. Hype. :kitty:

Posted (edited)
EDIT: 6a looks like it does immense damage, maybe its just me though. And Shippu sends people flying away like Carnage Scissor.

I had this reaction, but then I saw this image:

http://moetron.com/uploads/20120805_bbcp014_resize.jpg

Not sure what two hits must have come before it...

http://i.imgur.com/BSviA.png More info. New special seems to be j.214A, translated as "Agito." Costs 1 star.

Edited by dioxideUniversa

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