JackG Posted July 4, 2009 Posted July 4, 2009 I'm pretty sure that applies to everyone. false, take a look at this link: http://s1.zetaboards.com/blazblue/pages/01/#hb many characters are evenly divided throughout all of their health. Jin, Noel, Taokaka, and Rachel all have a 50/50 division. Bang is the only character divided into 75/25, though for the most part they don't matter too much. Basically I'm just showing this to explain why a bunch of you are all like "ZOMG my 6C did 60% at the start of the round no joke!"
anryu Posted July 4, 2009 Posted July 4, 2009 Well i'm positive that she was not in burst mode, she had completely full health. the hakumen didnt even try to attack her prior to the grab (i remember it quite clear). I have long since brushed it off as a glitch, iuno lol
JackG Posted July 4, 2009 Posted July 4, 2009 Well like I said, It could have also been negative penalty, represented by vertical red lines on the character.
ryokoalways Posted July 4, 2009 Posted July 4, 2009 i'm having trouble dealing with rushdown pressure, particularly rachel and her forcing me into a corner and just comboing the shit outa me until either my guard gets broken or a hit gets through and i loose a huge chunk of life. whats the best way to handle this when it seems like all her attacks give huge frame advantage? It's not so much that her attacks have frame advantage (they don't. In fact, most moves in this game are severely negative unless supplemented or jump cancelled), but the fact that she can continue her rush down forever since her wind recharges as long as she is on the ground. But that's a problem that applies to everyone. Rachel is probably the easiest S tier for Hakumen to deal with though, because she needs to get within range to initiate, which suits Hakumen just fine (unlike arakune who initiates from a distance, and nu just being nu). There isn't a strategy, just IB somewhere and catch a move, or sit through the whole thing. Perhaps IB tk 214b.
4r5 Posted July 4, 2009 Posted July 4, 2009 No, Hakumen's 6c does 1640 damage. There is no random number generation involved, so I'm not really sure what you experienced. Maybe you were in Negative Penalty/had bursted, Negative penalty denoted by red lines going up and down your character. Haku-men's 6C is delayable for more damage. Rachel is probably the easiest S tier for Hakumen to deal with though, because she needs to get within range to initiate, which suits Hakumen just fine (unlike arakune who initiates from a distance, and nu just being nu). There isn't a strategy, just IB somewhere and catch a move, or sit through the whole thing. Perhaps IB tk 214b. I'm pretty sure the range at which Rachel "initiates" her game is well outside of Haku-men's range. Or maybe you know something I don't?
MadRhetoric Posted July 4, 2009 Posted July 4, 2009 Haku-men's 6C is delayable for more damage. this is correct and needs to be added to the hakumen everything guide
JackG Posted July 4, 2009 Posted July 4, 2009 Oops, never noticed that. Updated the guide to reflect it. Regardless, I don't think the extra 100 damage would still appear to do half of anyone's health. On the note about Rachel, she does indeed have the ability to initiate full screen with cannon+wind. However, this is a whole lot less threatening than Nu's or Arakune's full screen shenanigans. While Rachel has a pumpkin, frog, and poles out, it certainly can be a pain to approach her. I'll still take it over the other two any day though. honestly the hardest part is finding the holes in her pressure strings (her 3c is +frames, can be cancelled to plus frame specials, and her 3d>j.2c mixup is also safe assuming you don't counter it beforehand) and getting around her 6a/6b.
ryokoalways Posted July 4, 2009 Posted July 4, 2009 My apologies, allow me to put it this way: Rachel needs to be in your face for her mix ups. Arakune and nu don't. That was my main point.
4r5 Posted July 4, 2009 Posted July 4, 2009 Rachel doesn't need to mixup when she can lockdown from full screen. cannon, pumpkin, forward wind, lightning. or whatever the hell that loop is. I forget if the loop included a frog or not, been a while.
Kumlekar Posted July 4, 2009 Posted July 4, 2009 Rachel doesn't need to mixup when she can lockdown from full screen. cannon, pumpkin, forward wind, lightning. or whatever the hell that loop is. I forget if the loop included a frog or not, been a while. Her lockdown can be broken through with proper timing. Arakune and Nu have to make a mistake before you can get in. Even so, I'd take Arakune over Rachel any day. Fighting him can actually be fun because of the mindgames he plays with teleports and shit. Rachel is just annoying. I've only fought three Nu players online. Only one of them was competent though. (one of the others was the shortest fight I've ever had. She was dead before she hit the corner.)
ryokoalways Posted July 4, 2009 Posted July 4, 2009 4r5, you are absolutely right she can lockdown from full screen, but that is not going to create damage (Allow me to clarify: When I said initiate I mean something that can lead to a combo; mixup, crossup, frame traps, etc). She can lock you down but to create damage she needs to be in your face, which is just fine for Hakumen. With the other two, they can crack you from a safe distance, then proceed to move in if necessary. In my opinion, Rachel's zoning is more of an annoyance (Her projectiles being not random/instantaneous contribute to this, as they are more catchable) , where as nu and arakune are actually scary for Hakumen. I should probably mention I only have experience against Rachel (mediocre one that knows the basic mixups, but since I don't exactly play a stellar hakumen, know the combos, not the matchups, it's a good enough challenge for me), and arakune (raped my face, I think he is going to SBO with the Taiwan team) with Hakumen. I haven't played nu, but just by looking at match vids I don't even want to bother. I'll just use Tao/Jin, much easier on the mind.
whitevoid Posted July 4, 2009 Posted July 4, 2009 The main difficult things combo wise with Hakumen are I think the 623a~a followup with falling j.c into ground 2c. That seems to be most people's problem. So easy combos then - 2a>214b>236a>6c (optional super after the 6c) 6c (CH) > 6c > super j.c (CH on aerial opponent sort of high) > j.b > dj j.c > j.214b > dj j.c or if you're closer to the ground j.c (CH aerial) > 5c > 236a > 6c (optional super) Anyways the list goes on. I'll get that combo thread updated soon enough. For now, you can look here for some basic (not really damage maximizing, but I guess that's not really what you wanted anyways) http://s1.zetaboards.com/blazblue/pages/hakumencombo/ notations a bit different but you get the idea. Any help with the 623AA > fall jC > land 2C combo? I've never been able to hit that once, so I dunno even the timing I'm supposed to hit. Also, 6c (CH) > 6c > super??? Can't seem to hit that either. Are you sure you don't mean 6A?
ryokoalways Posted July 4, 2009 Posted July 4, 2009 jc comes out a little slow at 14 frames, so you just have to get a feel of it. It takes awhile but it will be easy once you get the timing down. All you can do for that combo is to practice till you can get it. 6c 6c super is simply one input after another. Maybe you are holding on the super slightly?
whitevoid Posted July 4, 2009 Posted July 4, 2009 jc comes out a little slow at 14 frames, so you just have to get a feel of it. It takes awhile but it will be easy once you get the timing down. All you can do for that combo is to practice till you can get it. 6c 6c super is simply one input after another. Maybe you are holding on the super slightly? I can get the jC to hit, but they always tech out of the 2C. I hear I'm supposed to do it late? Should I jC as soon as I start going down? Last possible (non-teching) moment going down or somewhere in between? I can't even get the 6C to combo into 6C. Is that a link or a cancel? I thought I tried it both ways, but it doesn't connect? Is it just crouchers, I think I've done that.
reaVer Posted July 4, 2009 Posted July 4, 2009 The first 6C needs to be CH for it to work after that you can link in the second 6C. Also remember to tap, not hold. If you hold the second 6C comes out slower and it won't combo.
ryokoalways Posted July 4, 2009 Posted July 4, 2009 do jc as late as possible, and 2c as soon as you land. It's pretty tight, took me a day of work to get use to, but once you get it a few times it will come naturally.
whitevoid Posted July 6, 2009 Posted July 6, 2009 does anyone know the properties of Hakumen's Astral Finish? what frame active, how many frames active, H/M, M/L, H/M/L? it does 3600 on Nu (since Astral Finish health percentages operate on the health bar not actual health... I think?), and from how it looks it seems like once the counter connects the Astral Finish itself is completely unavoidable. being able to counter Nu at anywhere on the screen would to my mind would nearly make this a fair match-up. the 100% heat is really easy for Hakumen as well, since you gain it passively.
ryokoalways Posted July 6, 2009 Posted July 6, 2009 No no no no no. You can only counter melee attacks, so nu doesn't really care. And you can only astral on the final round. Astral is to screw around with, it's not for actual competitive play.
whitevoid Posted July 6, 2009 Posted July 6, 2009 Are you sure? I thought for the other counters you can counter projectiles, it's just that you might not hit them with the attack follow through. I was wrong on heats too, they operate on actual health.
ryokoalways Posted July 6, 2009 Posted July 6, 2009 Yukikaze? don't use it against projectile it's easy to jump over it. The only time it will connect is if the other player panic, and that's not something you should rely on. The only time I can think of to use it is against spark bolt from tager because he can't double jump.
whitevoid Posted July 6, 2009 Posted July 6, 2009 edit: nevermind, read somewhere else it doesn't counter projectiles.
Kumlekar Posted July 6, 2009 Posted July 6, 2009 Which are you talking about, the distortion drive or astral heat? The distortion can counter special, just doesn't freeze them as ryko said, I don't know about the heat.
Eji1700 Posted July 6, 2009 Posted July 6, 2009 Some notes on hakumens astral..if you feel compelled to hate yourself: Will counter: any non projectile. Low mid high overhead jumping AND THROWS/COMMAND THROWS. Thats right tager. This means your precious 720C. WILL COUNTER AND KILL CARL OFF OF A NIRVANA ATTACK. Example: Carl is on the other side of the screen, nirvana attacks, you astral the attack. Both die. You hit the robot so hard it kills carl. That's just awesome. Projectiles will go right through. Nu's swords, insects, litchi's staff(when not held i think needs testing), and because god hates us, nu's 5C is also a projectile. Not sure about noel's C attacks/drives. Probably won't work. Be warned. Will counter other astrals. Or at least a few. Tagers and jins(at any point on the screen) for sure. Can't remember which others. Seems to be everyone except carl. Also works on jin's ice car and any drive that isn't a flying sword EXCEPT 2D. Edit:arakune Uh...it seems that if you astral his astral you'll basically sit there and pose for awhile(3 seconds+). You seem to be invincible during this, but it will eventually run out and then you can be killed. Edit to the edit: If arakune's astral ends while hakumen is still in his pose it will immediately go into hakumens astral. Haven't tested insects or clouds. Assuming no. Also need to test 3D, jump D, and just D in general. Noel: Will work on absolutely everything she has except: Gun flip 6D. 236236D super(you can counter the gun hit if she does it close enough, not the shots). 236236D air super. Litchi: Will not work on any staff when it is not in her hand. Forgot to test flame drive. Rachel: Will work on her astral. Will not work on her super. Assuming it won't work on frog, pumpkin, rods, or lightning. Tao: Works on everything but projectiles, aka her whole game Will work on almost becoming two images. Timing is absurdly tight but you can block the first hit and astral counter the after image for a kill. Can be done without the short cut stick. May cause brain damage. Yeah...so i realize tourney's will probably be using arcade mode, and that quite frankly hakumen of all people isn't likely to ever want to go for his in ranked, even for style points, but there ya go.
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