itsme Posted December 30, 2012 Posted December 30, 2012 I read that it's harder to do Guren>step 5A now though I haven't heard the reasoning, I think most people aren't used to doing 6A CH>Guren>Kishuu>combo or they think it's not worth the meter in that situation? Also, we can go into Mugen from Yukikaze if we use it at full meter during OD iirc, I think you get around 6k from it.
LegendaryRath Posted December 30, 2012 Posted December 30, 2012 I remember the days when Hakumen was a "low damage character". Hahahahahahahahhahahaa
SansProtocol Posted December 30, 2012 Posted December 30, 2012 6A is our worst starter now for damage proration now so unless it'll kill, your assumption of it being a waste of meter is probably correct. Never though I would ever type that sentence. This is plain silly.
itsme Posted December 30, 2012 Posted December 30, 2012 I wonder if CH 6A > step/IAD Agito would connect. Or at least 6A CH > jump/IAD jC.
dioxideUniversa Posted December 31, 2012 Posted December 31, 2012 (edited) http://www.youtube.com/watch?v=zW8TNfo9Y2g#t=10m05s did something change with hakumen's A & B air gatlings? this air blockstring seems faster than CSE to me but i'm not certain Edited December 31, 2012 by dioxideUniversa
itsme Posted December 31, 2012 Posted December 31, 2012 iirc, jB > j2A became a true gatling and not a late gatling like CSE, might be the same case for jB > jA though I'm not so sure on that one.
psycofang2 Posted December 31, 2012 Posted December 31, 2012 not sure but i think he ment A and B by itself chaining into each other and not j2A. i could be horribly wrong though.
itsme Posted January 1, 2013 Posted January 1, 2013 I should have explained it clearer, I mean to say his jB > jA and jB > j2A gatling might have become a true gatling in CP and not a late cancel timing like in CSE.
Ctrlaltwtf Posted January 1, 2013 Posted January 1, 2013 (edited) I should have explained it clearer, I mean to say his jB > jA and jB > j2A gatling might have become a true gatling in CP and not a late cancel timing like in CSE. I'm 60% sure he's a complete gatling character like everyone else now. I think the dev team said "you know what, this is fucking dumb, let's just get rid of it" Honestly I just wish everything was gatling apart from resets. It makes the combos much snappier and less tedious to watch. I approve, now there's much less boring, floaty air dash while Haku-men slowly paddles you with his sword all the while screaming "EHHHHHHHHHHHHHHHHHHHHHHHH" at the top of his voice. Over, and over.. and over. ps. First order of the day: finding a cool thread title because I can't think of one atm. "[CP] Hakumen General Discussion - etc. etc. THE END HAS COME!!"? Edited January 1, 2013 by Ctrlaltwtf
Errol Posted January 1, 2013 Posted January 1, 2013 Honestly I just wish everything was gatling apart from resets. It makes the combos much snappier and less tedious to watch. I approve, now there's much less boring, floaty air dash while Haku-men slowly paddles you with his sword all the while screaming "EHHHHHHHHHHHHHHHHHHHHHHHH" at the top of his voice. Over, and over.. and over. Just replaced with the dumb jump loop. Which hazama does too... over and over and over.. Just about every confirm into j.C loops.
Yukikaze Posted January 1, 2013 Posted January 1, 2013 But he's no longer really a defensive character now, which I don't like. This seems to have been ASW aim. It all started with CS, nerfed 6A, counters and neutral meter gain. Increase his meterless comboability and lower his single hit damage. I hear his counters are now blockable after 'catching'
Ctrlaltwtf Posted January 1, 2013 Posted January 1, 2013 Just replaced with the dumb jump loop. Which hazama does too... over and over and over.. Just about every confirm into j.C loops. Seems like j.C loops are kind of a thing in CP. Pretty sure I've seen quite a few chars doing them. Who knows if they'll get patched out or not. They do seem a bit silly.
BladeOfJustice7 Posted January 1, 2013 Posted January 1, 2013 This seems to have been ASW aim. It all started with CS, nerfed 6A, counters and neutral meter gain. Increase his meterless comboability and lower his single hit damage. I hear his counters are now blockable after 'catching' It's in order to make the game more offensive and high paced. Like Guilty Gear.
psycofang2 Posted January 1, 2013 Posted January 1, 2013 eh ever since Cs he was more rush down orientated than he was defensive. he was defensive before because in ct he was an incomplete character. he didnt have the right tools to compete with everyone besides his damage, which was all that made him scary. in cs they upped his speed, lowered his (-s) on block making him a bit safer, and his damage was still the same just spread out in different places. this happened in cs2 as well, his damage was just all in on the corner instead of wildly thrown about in cs1. CSEX people fear him now, which is good but the salt kinda blows his "dumbness" out of porportion sometimes. CP he'll be the same, hes never changed completely, you can still play him defensively, i do. its just no longer a given now, its a choice.
BladeOfJustice7 Posted January 1, 2013 Posted January 1, 2013 CSEX people fear him now, which is good but the salt kinda blows his "dumbness" out of porportion sometimes. What? I don't understand what you're saying. But I agree with the other statements in your post.
BlackYakuzu94 Posted January 1, 2013 Posted January 1, 2013 I remember when he didn't have a 4C..man, that was some scary shit.
psycofang2 Posted January 1, 2013 Posted January 1, 2013 (edited) What? I don't understand what you're saying. But I agree with the other statements in your post. because it further "forces" the false incentive that haku must be played rush down when thats not the case. as much as that doesnt make sense, conversations with other players have proven this statement. hes dumb now, he can rstd. dont think like that, its no longer a forced playstyle, it is now a choice. your choice. especially now that defense in CP isnt horribly punished anymore. no guard libra, no guard primers, just reactable guard breakers that require 25 heat. also id still choose JC over 4C Edited January 1, 2013 by psycofang2
Mightfo Posted January 1, 2013 Posted January 1, 2013 can you cancel agito into tsubaki? I hear his counters are now blockable after 'catching' yeah and they lead into 5k with meter, thank fuck they're blockable so that he actually has to deal with projectile oki in some form, especially considering all his other buffs(and since one of the main projectile oki charas, litchi, has it much less now, no more thirteen orphans oki lol)
psycofang2 Posted January 1, 2013 Posted January 1, 2013 (edited) can you cancel agito into tsubaki? yeah and they lead into 5k with meter, thank fuck they're blockable so that he actually has to deal with projectile oki in some form, especially considering all his other buffs(and since one of the main projectile oki charas, litchi, has it much less now, no more thirteen orphans oki lol) EDIT: let me clarify, he cannot combo after the CATCH, he has to FC enam you off the drive itself before 5K becomes possible. Catching is now a safe choice with low reward. you can but thats a hell of a dumb risk you are taking by doing that and so high in the air its asking to get countered with an AA. it can only be canceled at a certain height. so tk agito tsubaki wont work. air agito is dangerous as is, people are just getting hit by jB because they havent figured out block agito AA jB yet. and either haku will be forced to block or make a huge risky guess. also counters only lead to 5k if 1 you hold A while countering for a fatal counter enma which, if the enemy recovers means you are at -19. you have to drive slower heavier blows now or risk getting hit/blocked. 2 you need alot of meter at least for a zantetsu to up the damage and CT to boost it further unless you want lower damage and end the fc combo. 3 also tsubaki outside a Ch is useless now. it simply slams them into the ground, it cant be comboed off of with out a launcher aka hotaru. so you NEED 5 stars to commit to a tsubaki combo. also hakumen can still negate projectile pressure wether he could grab you or not, hitting drive negates this completely it always did. yukikaze that is all. people getting grabbed was a side effect of not not paying attention, people are STILL getting grabbed despite the nerf because they STILL arent paying attention. the only real nerf we got was 6Ds start up was increased from 1f to 10F Edited January 1, 2013 by psycofang2
itsme Posted January 1, 2013 Posted January 1, 2013 That and jD having a minimum height activation though who really used that move consistently after CS1?
psycofang2 Posted January 1, 2013 Posted January 1, 2013 no one. the risk reward wasnt as good. i still use it for shennanigans so the height requirement doesn't do much to me.
LegendaryRath Posted January 1, 2013 Posted January 1, 2013 The only time I ever find myself using j.D is during someone's random super when I'm in the air right next to them. It always makes me smile.
itsme Posted January 1, 2013 Posted January 1, 2013 no one. the risk reward wasnt as good. i still use it for shennanigans so the height requirement doesn't do much to me. I barely use it too but surprisingly I always remember that 2.9k is the damage I can get from a jD > RC combo. The only time I ever find myself using j.D is during someone's random super when I'm in the air right next to them. It always makes me smile. Oh yeah, I get that the most on Tager's MTW and Lambda's sword drop.
BladeOfJustice7 Posted January 1, 2013 Posted January 1, 2013 because it further "forces" the false incentive that haku must be played rush down when thats not the case. as much as that doesnt make sense, conversations with other players have proven this statement. hes dumb now, he can rstd. dont think like that, its no longer a forced playstyle, it is now a choice. your choice. especially now that defense in CP isnt horribly punished anymore. no guard libra, no guard primers, just reactable guard breakers that require 25 heat. also id still choose JC over 4C A good post which changed my view of hakumen. It is true, being a strictly defensive character is what killed him in CT, he had no way of starting his offense and needed you to make a mistake.
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