Ctrlaltwtf Posted February 21, 2013 Posted February 21, 2013 Oh I see Ctrl just posted it. Wait no it's a little better. Fixed. Although it's also a lot harder. But you know me.
mAc Chaos Posted February 21, 2013 Posted February 21, 2013 Eh. I'd still rather have the extra stars. :P mAc Jewos
Hellknight10 Posted February 21, 2013 Posted February 21, 2013 GGs to gigaitachi shoutouts to netplay throws shoutouts to shoutouts
BlackYakuzu94 Posted February 21, 2013 Posted February 21, 2013 Fak it, I may as well step it up and learn more damaging combos. It is kinda pointless to have 8 stars and have no idea what to do with them.
psycofang2 Posted February 21, 2013 Posted February 21, 2013 Wouldn't DPing out of the counter just leave you vulnerable to a DP punish. . not really, if someone does it close enough ragna can counter hit hakumen out of the active grab. situation: ragna 5B>5D catch>Ragna inferno divider>hakumen gets counter hit. If by defensive you mean mash D, then yes he is. i didnt hit D you tager monkey. I found that to be a bad thing about psyco's playstyle. He felt more hesitant than defensive to me. Yeah, abadlime was pretty dickish about that and just kept spamming them versus you. It wasn't me. A Hakumen would have to be stupid to use that against me. And disrespected psyco's pressure pretty hard last night. But that was mostly since outside of Zantetsu combos, he didn't really convert his hits into the combos that make Hakumen stupid. i wasnt hestitant, i was but my mind was on something else, i couldnt concentrate at all last night, then they way you played so safely i coulndnt find a way in. Charge 4C is basically a troll move at this point. Except you troll yourself. Why not just always use Tsubaki instead of Zantetsu. I guess you can combo off it easier midscreen... Defensive play is Haku's core style, but I feel like you are giving away half the game too easily if you just default to defense. If you go on offense first then you put them on defense, you make THEM hesitate, you get the momentum, you make them have to fight through an extra level of defense basically, before they can even try to get in on you. But it is kind of like trying to rush down Tager if you are a zoner. You have to go against type and swim against the current, but that just makes it a good skill to have. I d but trying to go nuts in so often causes me to get caught between thoughts. it confounds me further by the fact characters can mash>whiff and attack and still be able to micro dash into another attack as if there was no recovery. or it seems too fast to be punished legitimately instead of by luck. Idk. Both fullscreen, i was only standing, then for some reason thought i could react >_> A little toward the end, but when at first, it was like he had walls set up and i couldn't do shit against him. It was easier to do that against him than you since you are hitting 2A when i try a reset. He didn't do that many counters during those at first which is why i felt more comfortable. I also noticed that since after every counter (EDIT:i mean grab) that worked against me, he wouldn't follow up and keep the distance. yeah i made my wall, but again something was getting to me and i couldnt concentrate at alll near the end. i know quite a few damaging comboes, just doing them online has been very difficult for me recently. then theres the mashing out thing i cant seem to stop people from doing. Hakumen not doing enough damage? You guys are always playing completely different games, I didn't know I missed an update people always only look at hakumens damage as if thats all that matters. its called cost effeciency. thats what most hakumens play around, being cost effecient.
mAc Chaos Posted February 21, 2013 Posted February 21, 2013 not really, if someone does it close enough ragna can counter hit hakumen out of the active grab. situation: ragna 5B>5D catch>Ragna inferno divider>hakumen gets counter hit. If you land the catch, then everything that follows is invincible. You must be getting hit by something else... or something.
psycofang2 Posted February 21, 2013 Posted February 21, 2013 If you land the catch, then everything that follows is invincible. You must be getting hit by something else... or something. nah try it, Dio was the 1st 1 to ever bring it up, i called BS then i got hit in training mode. i was afraid forever.
Kriegdrache Posted February 21, 2013 Posted February 21, 2013 GGs to people i played tonight. I sure do love trying to do TK hotaru and getting SJ.B instead.
mAc Chaos Posted February 21, 2013 Posted February 21, 2013 nah try it, Dio was the 1st 1 to ever bring it up, i called BS then i got hit in training mode. i was afraid forever. If that was true, then if you 5D'd Nu's sword super, you would just get hit out of the recovery, right? But instead you can block. So it must be something else. I'll check out what is going on in training mode. You probably tried to do a followup or something and ended up getting hit by the rest of the attack.
mAc Chaos Posted February 21, 2013 Posted February 21, 2013 OK so, I can't even get Ragna to do the Inferno Divider. He just gets grabbed by 5D instantly. I've definitely had Ragnas escape the counter before, but I think it might have been off of air moves that they continued to jump cancel. lol can't even get him to do that either, maybe i was imagining things.
psycofang2 Posted February 21, 2013 Posted February 21, 2013 yeah you get hit counter hit out of the catch by the last active frames of ID. he uses 5B>you 5D>he reacts the the auto guard and IDs>the catch still comes out but you get CH. unless training mode has been lying to me.
mAc Chaos Posted February 21, 2013 Posted February 21, 2013 What I'm getting is: Ragna 5Bs into my 5D, he gets locked up in hitstun and gets grabbed before he can do anything, even when I am inputting the Inferno Divider. Just try 5Ding an Inferno Divider by itself. It will go through your entire move and then you are free to punish him.
psycofang2 Posted February 21, 2013 Posted February 21, 2013 guess it changed since then, hm tbqh i didnt practice this since the end of cs2, so it may have changed. it took me awaile to be able to do it though but it may have been the prior.
Mucky Posted February 21, 2013 Posted February 21, 2013 Inferno Divider had more active frames in CS1. How do I know this? Because it always fucking hit Tager out of his backdash.
psycofang2 Posted February 21, 2013 Posted February 21, 2013 huh thought it was cs2. this may be where im getting confused. i should tell lime that i had it wrong.
mAc Chaos Posted February 21, 2013 Posted February 21, 2013 Inferno Divider had more active frames in CS1. How do I know this? Because it always fucking hit Tager out of his backdash. It doesn't matter if it had infinity active frames, the counter is invincible until you can block again. I've definitely seen people dodge counters before but I forget the circumstances. But that still would not let them punish you.
Mucky Posted February 21, 2013 Posted February 21, 2013 I was just answering psycofang since he was wondering when they changed it. For all I know they could've changed it again in CSX, but it still has less active frames total than CS1.
bakahyl Posted February 22, 2013 Posted February 22, 2013 It doesn't matter if it had infinity active frames, the counter is invincible until you can block again. I've definitely seen people dodge counters before but I forget the circumstances. But that still would not let them punish you. The only way how i was able to "dodge" counters in extend is with almost nearly impossibly precise spaced normals as Mu :/
mAc Chaos Posted February 22, 2013 Posted February 22, 2013 Yeah, if you're just too far away the counter will whiff.
toanenadiz Posted February 22, 2013 Posted February 22, 2013 Just imagine the possibilities though if he didn't have that invincibility. Lambda being able to punish Hakumen's counter after he catches a sword.
mAc Chaos Posted February 22, 2013 Posted February 22, 2013 At that point Haku might as well just start combo'ing himself when I hit D.
Mucky Posted February 22, 2013 Posted February 22, 2013 They should replace Hakumen's drive with a self-destruct move. THE END HAS COME
bakahyl Posted February 22, 2013 Posted February 22, 2013 Hakumen's 5d has enough horizontal reach to catch mu's 5c but not her 6c at max distance. Although i only noticed just now in training mode that his counter has less reach when he is attacked from the air with Mu's j.2c. In fact his counter won't hit Mu when i use j.2c above his head
psycofang2 Posted February 22, 2013 Posted February 22, 2013 (edited) id rather they just make his drive a full body auto guard. or create a shield after charging. ...i miss the metal arcana. also Schar (sub main) + metal arcana is evil. Hakumen's 5d has enough horizontal reach to catch mu's 5c but not her 6c at max distance. Although i only noticed just now in training mode that his counter has less reach when he is attacked from the air with Mu's j.2c. In fact his counter won't hit Mu when i use j.2c above his head well yeah, 6D has that overhead reach. 5D is directly lateral. its pretty rare for 5D to catch something that stays above his head and not falling directly into him. Edited February 22, 2013 by psycofang2
bakahyl Posted February 22, 2013 Posted February 22, 2013 well yeah, 6D has that overhead reach. 5D is directly lateral. its pretty rare for 5D to catch something that stays above his head and not falling directly into him. Interesting ,at the right height even 6d won't counter Mu out of her j2.c (although it's stupidly high) in training mode
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