MisoSowee Posted October 19, 2009 Posted October 19, 2009 The videos are helping me a lot ryoko! You get a lot of hotarus off of dashes. I really need to get some of that goodness. My current hotaru scrubiness revolves around anti- anti-air and air-to-air. Also that air throw during noel's 2d was godly
mAc Chaos Posted October 19, 2009 Posted October 19, 2009 Is there a trick to doing Hotaru off dash that I'm not aware of? Whenever I try, by the time I go to input Hotaru, the dash is already over.
MisoSowee Posted October 19, 2009 Posted October 19, 2009 tap the stick forward, tap it again, and do a shippu motion without the last 6 :o you can't do it like hop - omg is that a low move I see that whiffed? I'm gonna do hotaru - does hotaru for combo it has to be pre-meditated (for me at least...)
ryokoalways Posted October 19, 2009 Posted October 19, 2009 I did not do any hotaru on reaction. I'm using feints and traps to bait moves that I want, then beating those moves with hotaru. Edit: actually, what I meant by do it on reaction is doing it while dashing. No one can do that. However, you can always react to something, then do tk/dash hotaru to beat whatever you saw. I think I tried to dash hotaru to beat a 2d, but messed up and renka came out in one of the vids. Also, it's not only about getting the move out. Hakumen is in the air for a fair amount of time during his hop. You should be able to do hotaru at the first possible frame, as well as the last possible frame. That time control allows you to set up more frame traps. Edit2: The two things I did well in the second batch of vids that really should be noted is 1. IB 2. Hit confirming IB wise I did fairly well, and IBed most of the 2Cs for free meter. Hit confirming I had about half a dozen screw ups, but I landed all my 6C > shippu confirms. The two crouch counter hit screw ups were less hit confirming issue and more spacing issue (ie, the first one I missed, I saw crouch counter, but it took me too long to realize the target is too far away, and by that time it's too late to do shippu, instead of another 6C > shippu). If you can do those two things, you should be able to play a pretty decent hakumen.
qwerty Posted October 19, 2009 Posted October 19, 2009 Is there a trick to doing Hotaru off dash that I'm not aware of? Whenever I try, by the time I go to input Hotaru, the dash is already over. input it while his feet are in the air. it's a subtle cue but the timing is actually easier than you might think. i don't know the exact window of time because i'm not a huge frame whore, but it might be on zetaboards. on this subject, i recall someone once telling me that dash cancelled tsubaki has longer untech time than tiger knee tsubaki. i think it was pulsr or zer0kage. anyone care to test this (since i'm not going to be back home for another day)?
ryokoalways Posted October 19, 2009 Posted October 19, 2009 hop cancel simply has quicker landing. Whereas tk version it's a bit hard to control the height, you get fairly constant height with hop cancel. Do note that you are higher in the air at the beginning of the hop than at the end of the hop (as in if you delay hop cancel, you will land faster). There is no difference in tech timing, just landing speed.
Kyle Posted October 19, 2009 Posted October 19, 2009 A-92: Great Haku! http://www.youtube.com/user/AutonomousR#p/u/0/a9TP9El_tHM
ryokoalways Posted October 19, 2009 Posted October 19, 2009 There are other (newer?) vids of him up on nico. One of the vids, iirc, he wasn't playing seriously and was trying to get mugen out the whole time off 6D, but couldn't do it. Pretty funny.
DoomieJ Posted October 19, 2009 Posted October 19, 2009 jack g whooped my ass @ SB4. wish i had a competent hakumen to play against. Good shit getting top 8.
Tuna Posted October 19, 2009 Posted October 19, 2009 Jack G will still be the moderator for the Hakumen forums following the showcasing of his mad Hakumen skillz at sb4.
Leonil_Requiem Posted October 19, 2009 Posted October 19, 2009 me practicing IB and Anti Air Clash counters in a rank match http://www.youtube.com/watch?v=kWymOAQVPCg i was tiring to stay one the right side since my stick is broken ( does register direction 4 and 1 consistently and A doesn't register consistently) . also if anyone would like to fight please let me know so we can brawl cause rank is starting to get boring.
Shinzantetsu Posted October 20, 2009 Posted October 20, 2009 I've been having trouble recently going up against my friends' Noel and Jin and was hoping I could get some advice here from more experienced Haku players. http://www.youtube.com/user/Koukuujin The only ground tech trap/mixup (not quite sure of the right term) I'm used to atm is 2A>2A>dash>throw/hotaru/tsubaki. I tried some of the stuff I saw on ryoko's vids yesterday like the 6A>6B gatlings into my ground game, but I usually end up being too far away for 6A (usually because I start of w/ 2A) or get CH by Noel's 5A or 5B
ryokoalways Posted October 20, 2009 Posted October 20, 2009 You have to make him scared to poke before you can start spamming 6a/6b. You have no idea how many hotaru/catch he ate before he finally decided to just block. Noel definitely out ranges/out prioritize your a and b with her own a and b normals. Edit: i scanned your vid. Air dash less, jump not to attack but to control spacing, kill the noel if he keeps air dashing (he isn't doing it at an angle where you can't reliably AA her. got to know when you can crush her with 6a/2c/hotaru). What you need to do fix immediately though, is your habit of just keep jumping nonstop. hakumen's air to air isn't strong, and you need to use forward/backward hops to control space as well. In some of the vids I had, you can see that I saw the noel jumping in on me at an angle I can't AA her, so I backdash. Now he can either airdash at me and get killed, or land and be at a severe disadvantage. I can whip out most of my traps from that distance. But this is only possible because when he made his approach I had good spacing. Edit2: Two more things. When you are going for punish, you want to open with 5b or 2b mainly. Save 2a for very situational distances, positions. And work on combo follow-up. You missed quite a combos that had good initial hits (renka, hotaru, etc).
JackG Posted October 20, 2009 Posted October 20, 2009 me practicing IB and Anti Air Clash counters in a rank match http://www.youtube.com/watch?v=kWymOAQVPCg i was tiring to stay one the right side since my stick is broken ( does register direction 4 and 1 consistently and A doesn't register consistently) . also if anyone would like to fight please let me know so we can brawl cause rank is starting to get boring. Funny ending there, countering the super. I'll be glad to play you online sometime should I see you come up. How do you upload your saved matches to Youtube? I was wondering about that myself recently.
MisoSowee Posted October 20, 2009 Posted October 20, 2009 I believe you have to record it yourself using a 3rd party program and then upload it. There's a discussion about it a few pages before the last page in the PSN general thread. me practicing IB and Anti Air Clash counters in a rank match http://www.youtube.com/watch?v=kWymOAQVPCg i was tiring to stay one the right side since my stick is broken ( does register direction 4 and 1 consistently and A doesn't register consistently) . also if anyone would like to fight please let me know so we can brawl cause rank is starting to get boring. sorry, had to. But really, you should use more hotaru. When I started using it I started it blindly, whiffing it a lot, but after a while you really learn when to do it, its range, and just HOW AWESOME IT FREAKING IS. It ups your game considerably, at least it did for me. I'm only starting to dabble in frame traps and feints, but I'm already loving it. MAKE THE HOTARU LEAP.
Sophisticat Posted October 20, 2009 Posted October 20, 2009 ^ This x N! I'm still messing around with it, but I've been using it a lot more since it's a great move. Even in ranked with merely the afforded 3 rounds, I can make an opponent scared of doing random stuff simply by correctly using 6a and Hotaru. I couldn't even do that before qwerty called me on it a few pages back.
SimpleKiss Posted October 20, 2009 Posted October 20, 2009 Good Shit on that Darth Hakumen pic. I love it. Work of Art. It's the Mona Lisa of Blazblue. Anyways. I love it Ryoko. I'm going to steal your shit. Sorry. "Good poets borrow, great poets steal." - TS Eliot. I love your calculated aggression. Those balls-to-the-walls forward hops are awesome.
MisoSowee Posted October 20, 2009 Posted October 20, 2009 Its' not mine It's bjholmes'! all credits to bjholmes! :D still loving hotaru~ hop - hotaru/tsubaki is awesome x_x
Sophisticat Posted October 22, 2009 Posted October 22, 2009 Time for something different: Battle of the PSN Greats! Mochimochipompon vs. Sendatu! I really wanted to see these guys go at it, and managed to nab this one purely by chance. Prayers were answered and it turned out to be a nice match of XTREEM Haku combos. While I don't think there's too much of technically interesting here, it's a nice, flashy match.
MisoSowee Posted October 22, 2009 Posted October 22, 2009 Time for something different: Battle of the PSN Greats! Mochimochipompon vs. Sendatu! I really wanted to see these guys go at it, and managed to nab this one purely by chance. Prayers were answered and it turned out to be a nice match of XTREEM Haku combos. While I don't think there's too much of technically interesting here, it's a nice, flashy match. Those videos used to amaze me but now it's just like meh... I miss that magical feeling I get most of my haku cool omg pwn from the japanese tourney players xD
Leonil_Requiem Posted October 22, 2009 Posted October 22, 2009 don't be so concerned about roll teching in upper level play, cause i see alot of black heat combo, and you can be reseted pretty easily, like my bro always says, would you rather tech early neutral and guard, or tech late for damage you opponent does deserve, and haku's 6D and 2D can chain it's invincibility from Neutral wake up to activity of the counter, to reverse meatys (attack that is on you when you wake up). Also, don't grab in upper level play, just hope for the reset or continue the combo. also don't be so weak towards anti airs, haku can cut his dashs with his JD so there's no reason to be hit with anti air, it's probably because the only way he gets from place to play is by IAD. also, hj when you want to get somewhere through the air, it will make you fast and you spend the same amount of time in the air as if you were going to jump and land. also it brings people out of position.
MisoSowee Posted October 23, 2009 Posted October 23, 2009 Huh? Who're you talking to? If you're critiquing the two people in the vid they don't go here I believe.... and how are you getting reset easily in haku vs haku?! o_o and "don't grab" is a pretty bad mentality imo... if you're in over your head and realize that you don't have enough stars or the right positioning/timing to mount a decent offense, it's a wonderful way to reset the situation back to neutral and for you to reaccess your game...
Leonil_Requiem Posted October 23, 2009 Posted October 23, 2009 by reset i'm referring to rolling back into a combo or not teching and getting recomboed i don't mean not to grab entirely, i just mean stay away from the grabs in combo because good players do the 5 frame finger trick which brakes grabs instantly, and if your in over your doesn't haku have counter?? which is garentied and doesn't just resets you positioning but put the pressure on your opponent. but even throw counters can be broken which to me is to much of a risk if i am really in a bind, why would i give my opponent a chance to choose weather or not he want's to take damage.
MisoSowee Posted October 23, 2009 Posted October 23, 2009 By in over my head I mean poking, playing footsies, hopping in and then realizing you don't have the resources to safely get in and get out if things go wrong (just an example) throwing out a drive as a guess is probably the last thing you want to do in that situation. And if you're being reset just neutral tech really.... barrier guard/IB if you're in the air, and don't let yourself get air thrown, or use option select. Of course if you're against Tager watch out :P
Leonil_Requiem Posted October 23, 2009 Posted October 23, 2009 alright sorry, for some reason it was telling me the server timed out, but i'm sure i was going to say something similar to poking in aggressive play doesn't work, doing a clean, untouched haku hop is so online play only, since people try to punish it the haku hop, and is also starting to whither in it's effectiveness. 214B cancel it (which is also hard to do online within the raise of the hop)m since most people know that haku's within a certain distance have to hop, due to the strength of there airdash. also i just said neutral tech is a better idea >,> and every grab but command is techable which is why i envy bang for his strong air and ground game. also if you barrier for 1/3 of your it becomes incredibly easy to block.
Recommended Posts