TheBossGiga Posted October 1, 2012 Posted October 1, 2012 2a also connects to 3c now. What im really hoping for in CP is that haku actually gets a legit Fatal tool besides hotaru that he can use to frame trap and actual fatal combos that do freak dmg off of said move. Dreams man, gota hav'em
psycofang2 Posted October 1, 2012 Posted October 1, 2012 The guys at the JBBS always asks the player whether Zanshin is advantegous on block or not, but no one seems to have an answer. Judging by this I would guess it is probably neutral on block. Yes! We can combo of 6B(CH) now and 2B gatlings to 3C! I'm so happy! It completely overshades the fact that they nerfed Tsubaki, Hotaru, Renka, Zanshin, Mugen, J2A, JB, 5A and 2A! Yukikaze... double quater-circles... my mortal enemy. I thought this was what your signature is all about? only to a degree, either make him Labrys teir so i can insanity all over the place for good reason and win or make him csex teir so i avoid playing him. these dont make sense because, 5D is a legit grab, you have to grab someone with something to throw them over your head, 6D is a pimp smack so i dont mind, 2D is the same as 5D, hes grabbing and latching onto you. jD has never made sense so whatever. other than that im all for anything else crazy.
WolfCrimson Posted October 1, 2012 Posted October 1, 2012 I looked at the loketests notes for Extend, and all changes to Hakumen were final. A japanese guy at the JBBS said this has been the case for all installments. There IS reason to rage right now, there IS.
toanenadiz Posted October 1, 2012 Posted October 1, 2012 How would we be able to tell the difference. Does it still grab someone who uses a throw invul move? Haku's counters are unblockables in non-CP games, that's why 6D works on air attacks. To be fair, Bang's astral is technically a throw and catches anyone in its range, regardless if they are airborne or not. But I'm agree that it is an unblockable. I looked at the loketests notes for Extend, and all changes to Hakumen were final. A japanese guy at the JBBS said this has been the case for all installments. There IS reason to rage right now, there IS. CT(1st): Sucked CS1(2nd): Great CS2(3rd): Sucked CSEX(4th): Great CP: Going to suck(not confirmed yet) Just accept that with odd numbered BB releases, Haku will suck and he will be great with even numbered releases. You just gotta wait till the update of BBCP and you will have a great Hakumen again.
dioxideUniversa Posted October 1, 2012 Posted October 1, 2012 (edited) Why cause myself all that stress? more like why shit up the forums over it even if there was "reason" for doing so, screaming like petulant children who are getting their toys taken away (or hell, the prospect of them being taken away in half a year--i doubt we'll have the version on console until spring+, so we're screaming about things that haven't even happened to us yet) accomplishes nothing whatsoever. arcsys does not read dustloop. we are not complaining on a JBBS. it's beyond the point of useful dialogue. most people aren't making actually posts with actual content like darkside anyway so: real content Does it still grab someone who uses a throw invul move? Creating a situatoin where you can test this is difficult due to the fact that Hakumen leaves hitstop 4 frames before the opponent does on a successful catch. Does anyone have a slow-moving projectile (such as Platinum's bubbles) that also has a throw-invuln move? Edited October 1, 2012 by dioxideUniversa
Warhound Posted October 1, 2012 Posted October 1, 2012 The guys at the JBBS always asks the player whether Zanshin is advantegous on block or not, but no one seems to have an answer. Judging by this I would guess it is probably neutral on block.
WolfCrimson Posted October 1, 2012 Posted October 1, 2012 Does anyone have a slow-moving projectile (such as Platinum's bubbles) that also has a throw-invuln move? Jin's C ice sword and his 6B?
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 Didn't they get rid of Jin's different ice sword speeds.
WolfCrimson Posted October 1, 2012 Posted October 1, 2012 (edited) Isn't it chargeable? Edit: No wait it isn't, the EX ice sword is, can be charged to move as slow as current C ice sword. Edited October 1, 2012 by WolfCrimson
toanenadiz Posted October 1, 2012 Posted October 1, 2012 Creating a situatoin where you can test this is difficult due to the fact that Hakumen leaves hitstop 4 frames before the opponent does on a successful catch. Does anyone have a slow-moving projectile (such as Platinum's bubbles) that also has a throw-invuln move? I was using Lambda's 214D~C and her 214A to test since Lambda can run pretty fast after it and reach Haku around the same time. But it is all moot because I just looked at the frame data and Haku's catch attribute is unblockable and not throw. So what you're saying is that our reward for reading and properly responding to their attack is...pretty much nothing? What are the confirmed situations in which someone could block our catch? Like I know that Carl can block the catch if we counter Nirvana. But what else? Most projectile-based (if not all) forms of oki, like Daisharin, 13 Orphans, Makoto's 236A (I believe), Ignis twirl, ect. Lambda's and Mu's oki would also count if they were in the game. Jin's C ice sword and his 6B? 6B isn't throw invul. It just puts him into the air. You can ground throw him out of the start-up and air throw him once he is in the air. Edit: I've been in this thread too much lately.
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 Join us. You must switch from one boss character to another. You are already taking the first step.
StarGazer Posted October 1, 2012 Posted October 1, 2012 Most projectile-based (if not all) forms of oki, like Daisharin, 13 Orphans, Makoto's 236A (I believe), Ignis twirl, ect. Lambda's and Mu's oki would also count if they were in the game. Depends on how fast is Hakumen's drive, in Extend Comets have much longer recovery which leaves Makoto open to reversals and stop her from doing orb oki. I don't know what happend to Hakumen but making his drive blockable isn't a big problem, they probably want to balance his match up with Carl without missing up the other match ups.
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 Comet oki actually works on Hakumen if Makoto knows what she's doing. The good ones I fought figured a way to do it and make it work even with the counter. You do the comet orb then jump up, and come down with j.2C or j.B or something. If Hakumen counters it, it whiffs while you're above and you come down with mixup. Of course they could counter your jump in, but it's hard to tell if you're going to do a jump in or go for a throw or whatever. That's as far as I got with it anyway. Maybe there's some super secret way to just blow the entire thing out of the water but I haven't seen it.
StarGazer Posted October 1, 2012 Posted October 1, 2012 Guard the orb instead of countering... done! Makoto sacrifices damage to and heat to get this safe set up which adds nothing vs Hakumen. We are better with knockdowns and reset shenanigans.
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 But if you guard you just end up where you started. :P What do you mean, what safe setup? The one I mentioned?
toanenadiz Posted October 1, 2012 Posted October 1, 2012 (edited) How could guarding it be better than countering it? You don't ever want to give your opponent free oki if you can and the anti counter set-up seems to have more chances for a screw-up so Haku should always counter it and force Makoto to do it. Edit: Join us. You must switch from one boss character to another. You are already taking the first step. I would feel dirty using Hakumen. You guys have so long to hitconfirm something and it is like almost all of your combos are burst safe. Edited October 1, 2012 by toanenadiz
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 It's not. But she at least gets to try stuff instead of just backing off. Although just doing normal mixup on wakeup is fine too instead of going for the comet oki.
StarGazer Posted October 1, 2012 Posted October 1, 2012 guard > 623A or guard > air grab Makoto can squeze more damage and do safe jump set up to get this exact same effect without ending her combo early on
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 I would feel dirty using Hakumen. You guys have so long to hitconfirm something and it is like almost all of your combos are burst safe. Rest easy, you won't have to worry about combos anymore. Wait. All of Lambdas are the same way. :P BURST ~> fall into a thousand swords.
toanenadiz Posted October 1, 2012 Posted October 1, 2012 Rest easy, you won't have to worry about combos anymore. Wait. All of Lambdas are the same way. :P BURST ~> fall into a thousand swords.
severin Posted October 1, 2012 Posted October 1, 2012 I would feel dirty using Hakumen. You guys have so long to hitconfirm something and it is like almost all of your combos are burst safe.
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 (edited) Nope. You can burst any combo where Lambda is close to you, unlike Hakumen. And there is a small period where you can burst her D mash combo and she is stuck in recovery of a whiffed sword. Edited October 1, 2012 by mAc Chaos
toanenadiz Posted October 1, 2012 Posted October 1, 2012 Thinking to figure out if my burst would be safe? Preposterous.
mAc Chaos Posted October 1, 2012 Posted October 1, 2012 I'd like to hear from other Hakumen players about bursting points in combos, since I'm a little iffy about doing it during j.2C. It works for me when I do it, but there might be better spots.
Sophisticat Posted October 1, 2012 Author Posted October 1, 2012 ^ A safe bursting point is anytime Haku's using a special move. He spends meter and gets blown away during startup + active frames.
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