Spark Posted March 11, 2009 Posted March 11, 2009 Well in the Guilty Gear frame data the last start up frame is the first active frame, so 1 frame startup means it goes active instantly.
SIne Posted March 14, 2009 Posted March 14, 2009 in general, should I be using 5D or 6D to catch over heads and mids..? or does it depend on the move?...if so give examples..like against rangas/jin's rush in kick and noel's 6a...
Meowmix Posted March 18, 2009 Posted March 18, 2009 in general, should I be using 5D or 6D to catch over heads and mids..? or does it depend on the move?...if so give examples..like against rangas/jin's rush in kick and noel's 6a... It honestly depends. Against someone who's charging towards you (as ragna often seems to do), you'd be better off using 5D (since 6D has a minimum range). Against something like Jin's projectiles or (if you're fast enough) his flying ice surfboard thing, 6D works wonders. Against noel, your best bet for landing counters would be to block out her D chains until you see an opening, then toss a 5D out there.
4r5 Posted March 18, 2009 Posted March 18, 2009 5D has 7 some frames of startup. 6D has 1 (or none?). There are some strings you can't 5D inbetween, while 6D prorates like crazy.
Spark Posted March 18, 2009 Posted March 18, 2009 For catching overheads use 5D if you know its coming, but if you're countering on reaction use 6D because it's probably too late to use 5D. For mids I personally like to use 2D because while it prorates a little more than 6D it actually does damage and gives you meter. Also if you always end up with your back to the corner like me it sets up a free 2C into air combo.
Waru-san Posted March 19, 2009 Posted March 19, 2009 Finally got to try some blazblue and picked up the H-man. He's sweeeeeeeet. Yet I find that I'm getting better results using him as a punish character, baiting my opponents into things I know they will do. Winning tournies with Hakumen is probably gonna require reading through the other character threads, as I found it very useful to know what my opponent could do when standing up and such. Also is it just me, or am I getting really lucky when I start a match off right away with 6C, as I find the sheer range on it tends to net me a free combo. Due to how far away you are from the opponent at the beginning, it's pretty much perfect baiting range. If they try to attack, 6C comes out too fast and you net a free combo. If 6C whiffs, they will either run away or rush forward to attack. You can then easily either chase them if they're running, or if you can tell they're coming forward, rub out 6D for a counter into a combo. I was finding it highly amusing that people were getting caught by this tactic in the beginning of the match, which allowed me to cleave off about 25-40% of their health.
jiyuna Posted March 19, 2009 Posted March 19, 2009 Finally got to try some blazblue and picked up the H-man. He's sweeeeeeeet. Yet I find that I'm getting better results using him as a punish character, baiting my opponents into things I know they will do. Winning tournies with Hakumen is probably gonna require reading through the other character threads, as I found it very useful to know what my opponent could do when standing up and such. Also is it just me, or am I getting really lucky when I start a match off right away with 6C, as I find the sheer range on it tends to net me a free combo. Due to how far away you are from the opponent at the beginning, it's pretty much perfect baiting range. If they try to attack, 6C comes out too fast and you net a free combo. If 6C whiffs, they will either run away or rush forward to attack. You can then easily either chase them if they're running, or if you can tell they're coming forward, rub out 6D for a counter into a combo. I was finding it highly amusing that people were getting caught by this tactic in the beginning of the match, which allowed me to cleave off about 25-40% of their health. no.
SIne Posted March 22, 2009 Posted March 22, 2009 Here is a better throw combo that I see the other hakumen player at my arcade(Tian) using and it gives KD... (relatively near corner) throw..236 A 2C jc J2C falling JC 5C 236A 6B...
Plainview Posted March 25, 2009 Posted March 25, 2009 I've seen alot of match vids with Hakumen, and I noticed he has alot of trouble getting close to do damage. What can he do to get in?
A.B.A-can-do Posted March 25, 2009 Posted March 25, 2009 Well my guess is he can A. Try to air dash in and hope that his range works out the difference B. Let them come to him. C. Not worry about getting in since he has a ton of distance.
qwerty Posted March 25, 2009 Posted March 25, 2009 I've seen alot of match vids with Hakumen, and I noticed he has alot of trouble getting close to do damage. What can he do to get in? 623A, that semi-invincible hop thing j.C jump in (though this is to be used wisely) drive counter against projectiles (since he's invincible for the entire followup after the counter) can't think of anything else. why doesn't mugen make him at least a bit faster?
4r5 Posted March 25, 2009 Posted March 25, 2009 Walk forward. (This's like ST mode right now! 1 on 1, mind games! Oh ooh! OH JUSTAN WONG OOOMMMGGG) His dash is pretty cozy too.
SIne Posted March 26, 2009 Posted March 26, 2009 after getting KD...you can tech closer to them or buffer 214b though this should be used wisely, IAD/AD J.C/J.B J2.C, walk, or dash foward also you don't have to go to them let them come to you...I know I lost tons of matches this way..I get too antsy try to Iad J.C only to get anti aired when my opponent predicts this..I see that I do alot better in matches when I let my opponents start their rushdown and look for holes that I can attack in off course this does not work all the time cause I block incorrectly alot....aka...I forget to block low,even though I know the low is coming...it doesn't take that much damage though, (except maybe against litchi cause her combos are so frickin long!) cause most lows prorate damage alot...
Kutsuki Posted March 26, 2009 Posted March 26, 2009 I perfer to play the ground game with you. So I perfer to dash or walk in. His high damage combos are on the ground anyways. Air dashing, jumping, and super jumping in with C is also recommended but I try to keep those to a minimum since people counter those a lot easier. Jumping in at good angles or air dashing in as close to the ground as possible helps. Also, I don't like air to air my j.C vs your j.Best-Button. If you don't mind waiting for some bubbles to build up. You can play defensively, bait someone to come in and wait for some openings. Now is probably the best time to get your D timing down. When you find that people are countering your j.C's often, it's time to get some j.D's in. Once they get scared of your j.D's you are free to do j.C's again.
Kutsuki Posted March 26, 2009 Posted March 26, 2009 (6A, 5B, 5C, or 2C) -> 623A~A (Kishuu -> Enma) -> jump -> falling jC, land 2C, sj2C (-> extra j2C if cornered) -> airdash j2C (-> can link multiple j2C if in the corner) -> (optional 214C knockdown). Works against everyone, all hits not in parenthesis will connect midscreen. Cost is 2(5) stars. I can't seem to combo land 2C, sj.2C on everyone. This part seems very character specific and also very strict on how low they are to the ground. Does anyone else have this problem or does it work on everyone for you also? If so any suggestions? Also does anyone have any standard bnb combos off CH 2C against a jump-in (airborne)? For now I have been going for j.2C or sj.2C which either hits or misses. To me it seems like it's very character specific and not guaranteed?
zer0kage Posted March 26, 2009 Posted March 26, 2009 Against Rachel, at the right range you do 623A you'll go right under her cannons during the time she's still blasting the thing and get a free CH throw for massive damage.
LoneStar Posted April 4, 2009 Posted April 4, 2009 this is probably a strange question but does hakumen play any at all like nightmare from the soul calibur series?
solshido Posted April 4, 2009 Posted April 4, 2009 this is probably a strange question but does hakumen play any at all like nightmare from the soul calibur series? can i say in theory, gameplay wise no, bb wise, yes. :yaaay:
LoneStar Posted April 4, 2009 Posted April 4, 2009 eh too bad...was hoping there was a character like that in this game oh well
alucard19 Posted April 4, 2009 Posted April 4, 2009 Damn,I'm fucking pissed!Why in the hell is this guy sssoooo cool looking yet hes shit???UGH wtf! I'll still try him out.Would be nice to get a match up chart in the future.He might not be as bad as i think.
A.B.A-can-do Posted April 4, 2009 Posted April 4, 2009 I doubt he is shit he's just slower than most and not as aggressive by default, he's the only character whose basic drive is all about Counters.
Brent-quest Posted April 4, 2009 Posted April 4, 2009 Hakumen is solid. I definitely wouldn't put him as low as Tager or Carl. The only thing he really has against him are some bad matchups but I'd still put him at B.
A.B.A-can-do Posted April 4, 2009 Posted April 4, 2009 Carl has moved up to C+ and that might be a better fit for Hakumen as well.
Ragiroth Posted April 7, 2009 Posted April 7, 2009 Oh? Haku-Men is considered low tier? Bah, I'll still try him out and try to make him my best character. Rather be low tier or something than considered broken.
Recommended Posts