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Posted

The problem I have with doing Hotaru from the ground is that you have to get real close for it to hit; half the time I just barely miss and get punished. But trying to get that close specifically to do that move ends up with me getting hit too.

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Posted

that's why you bait shit with backdashes and dash cancel it- i do that against rachel's 3C (spinning top thing) all the time. also, you do know as soon as hotaru's animation is over, the recovery is as well, right? you can do shit on your way down (i've become somewhat famous online for my gdlk whiff hotaru -> j.D/5D gimmick).

Posted

Woops. it's 14 frames of invincibility. and as soon as those 14 frames are over, your recovery is too. Check frame data bro. Even if they IB it, you're at neutral frames, and if you got punished you forgot to block/barrier.

Posted

Does anyone have a video of that "unescapable" counter special of Hakumen's? Is it true that if you do it at just the right time, even on a projectile, they won't be able to jump away? I'm doing it in training mode and I'm having a hard time telling if it's reacting any faster or not.

Posted

mainly what you do is get something that hit multiple times in a consistent rhythm. 13 Orphans, Nu's thousand swords special, bangs nails. then use 6D to spin them and 236236D to connect with them. also works with 2D and 5D but not as reliable and you can cross yourself yp sometime and get hit with teh consistent attack.

Posted

Well, I'm pretty good at using it against Nu. I just do it when I see her lift her arms up; works every time. But she can still super jump over it. So I take it I have to do it INSIDE the special, not right before it?

Posted

well yea cause the 6D leaves them in deposed and he super doesn't combo it's a unblockable perfect meaty,

Posted

Since I've uploaded my first vid ever, I open it to critique.

Me vs. Ka-ru-ra. This guy is one of the best Haku's I've gone against in ranked, and I'm sure it shows. There isn't much combo-wise on my part, this was mostly a mind-game exchange. Tell me what you think.

Posted

If you guys are spamming catch like that, frame trap like there is no tomorrow. You have the right idea for hakumen mirror, but it's not quite 100% correct. Speed up the fight (that doesn't mean doing stupid things like AD) and make your opponent have to think more than just "is he going to attack now". Unfortunately I do not have a good example at hand to give, as I'm the only hakumen among my friends. No vids for reference.

Posted

two things in particular that stand out are your astounding lack of 6A and the fact that you're guessing with your counters. the former is pretty easily curable- just use 6A any time he's used his double jump option if you're afraid he's going to bait/guard it. and if he does guard it, who cares? it's not like he can punish you. guessing with your counters though is a really bad habit. i know online it's hard to react, but if you had enough time to use a counter, you had enough time to do something more worthwhile (like 6A!). and in general, i would advise to step up your air game. his mindless superjumping could have easily been punished with an air throw/hotaru.

Posted

why doesn't any rush down with haku??? seems like your not putting out enough damage. he's countering a lot which mean that grabs are your friends. also after counter hit 3C try- 2B > 236A gives you wall bounce and good positioning. and when you land haku-hop cancel J214C you can do the same. and think about better positioning when coming out of your combos. for example on the way down from IAD height, JC > land > 2A > 214B > 236A > haku hop> 5b > jc > J2C > air dash since you are in the air from your air dash and falling, you can now use haku's most active attack as a meaty, JC. since your falling you will land when the guard it and be able to guard from suriukens now this is a good mid screen combo that use 2 maga, and move you opponent at lease halve screen, just like your friend that the vid was doing he was push you into the corner so he could administer good damage, you should build your game on the same.

Posted

I see. I'll get to fixing stuff asap. Well, I'm still kinda new to FG's, so what do you mean by positioning? I see this a term a lot around here, but I'm not sure what it implies. Also, how can I improve my air game? What's a good Hotaru combo I could use? I haven't gotten around to improving my air game just yet, but I guess this is as good a time as any. And what's the best combo off of 6A? I only know these two: 1) -> 5B -> j.B -> dj.C -> Tsubaki 2) -> 5C -> 236A -> 6C Anything better?

Posted

positioning- how comfortable you are in a spot and what type of advantage you get from having you opponent in a spot.

your air game to ground game

JUMPING C

air to air game

JUMPING A B C 2C 214B

and here

http://s1.zetaboards.com/blazblue/pages/hakumen/

keep in mind that the game runs at 60 frames a second

and so were not flamed

http://www.youtube.com/watch?v=HFK6-Ukk2PI

long time ago don't tell me to make any improvements cause my friend were make me laugh and Bmeister encouraged them so i couldn't focus.

Posted

Positioning can be known as one of two things: 1. Your location on the screen, so you choose your combo accordingly, be it for damage, pushing them into corner, set-ups, etc. 2. Better known as spacing, which is pivotal for hakumen. Best way to control spacing is with 2A spam, but in hakumen mirror, just walk around to get to a distance where you can do your neutral pressure. He meant more in the sense of countering them in the air rather than waiting for them to come down. Hakumen's air moves are slow so jump throw does work very well at times. Hotaru is suggested because it needs to be barriered in the air, but unless it's a counter hit you won't get good return so that's more situational. Likewise, after air throwing them a few times, you can jump at them as if you were air throwing them, and then hotaru for a counter hit. Works like a charm. For counter 6A in the air I either do 1. the second one you listed to move the target into the corner. 2. 5C > enma for damage/set-up.

Posted

I prefer always doing 5C>236A after a CH 6A, just to save meter. If you've got plenty to burn though Enma is probably better. If you land a CH Hotaru near enough to the ground, you can 2C into air combo.

Posted

If they exhaust their double jump option it'd be good to super jump up at a point where they wouldn't start j.C because it'd whiff, and as you jump up they're likely to start up j.C and then air throw. And then like someone else mentioned you can use hotaru for (hopefully) a CH. I'm not hotaru warrior though :gonk: So I might be wrong lol and after 6a CH I do 2c > jc > J.2C> air dash > J.2C it's good if you're trying to shepard them into the corner or trying to get yourself out of the corner.

Posted

I prefer always doing 5C>236A after a CH 6A, just to save meter. If you've got plenty to burn though Enma is probably better. If you land a CH Hotaru near enough to the ground, you can 2C into air combo.

You can always 2c if it's a counter hit, regardless of height.

Posted

why not 6A ch> 5C > 236A > haku hop> 5A > jc> JA > JB > jc > JC > j214C > JB close to ground > land > 2C > hjc > J2C > air dash or 6A no Ch 5A jc JA > JB > jc > JC > j214C > close to ground JB > land> 2C > hjc J2C

Posted

i don't like that kind of haku, but yea that's the only way to combo no CH 6A, i mean you could 2C tech trap if your that good but who's really that precise to throw a meat like that. oh i haven't tried 6A to hit confirm 41236C

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