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Everything posted by itsme
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Also to add, only Shippu (the sword part, not the wave) ignores the combo rate during Mugen, you can't use CT during Mugen and Zantetsu (1) and Tsubaki follows the CR during Mugen.
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Komusou's been around for a while actually, I remember seeing him first during CS2? I think and he's always been a good player hidden from the camera since there are barely any videos of him. I think the other guy goes by Shieru since I've seen him change his name around numerous times but Shieru is the only part that always stays the same.
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May update for the Hakumen rankings. Have a huge list of video links that's waiting to be organized but I'm too busy with real life stuff until end of this coming week to work on them sadly, I'm also leaving for Japan (yay BBCP :D) after the 22nd of this month until mid June so no ranking update until I come back I guess unless if someone's willing to work on it once it hits June. Hopefully I can lend some hand with the videos before I have to leave to try to bring this thread back to life. Notable Players HAKUMEN: DAN RANKING Top 20 as of 2013-05-05 #Rank number Translated name <link to player's guild profile> (alt name if any) /// Guild listed name /// Dan level /// Character win % #1 Komusou /// 虚無僧 /// 18th Dan /// 83% #2 Hakumen no Yami Shippu Zantetsu no Shieru /// 白面の闇疾風残鉄のシエル /// 17th Dan /// 85% #3 T.N (Chin) /// T.N /// 17th Dan /// 76% #4 10 Yen (Poroppicho) /// 10円 /// 16th Dan /// 74% #5 Akiba Rika@Reirou no Kami Guren no Natakishi (natakishi) /// 秋庭里香@玲瓏の神 紅蓮の鉈騎士 /// 15th Dan /// 70% #6 Konnichi wa Gackt desu (A-92) /// こんにちはGacktです /// 15th Dan /// 76% #7 Hikaru (Takosu) /// 輝 /// 15th Dan /// 71% #8 Konban wa Gackt desu (Film) /// こんばんはGacktです /// 15th Dan /// 73% #9 floatwater /// floatwater /// 15th Dan /// 79% #10 Kan・Jiyon /// カン・ジヨン /// 15th Dan /// 71% #11 Kirara Tsubasa*Yukikaze no 461 Koucha /// 綺羅ツバサ*雪風の461紅茶 /// 15th Dan /// 74% #12 PRF ARMY@Kurau hou ga Warui /// PRF ARMY@食らう方が悪い /// 15th Dan /// 76% #13 Saa, Oagariyo! /// さあ、おあがりよ! /// 15th Dan /// 76% #14 litchi (tenchi) /// litchi /// 15th Dan /// 71% #15 ┌┤ ◇ ├┐ /// ┌┤ ◇ ├┐ /// 14th Dan /// 84% #16 Toujou Nozomi /// 東條希 /// 14th Dan /// 74% #17 Hattorimaru /// はっとりまる /// 14th Dan /// 64% #18 Shingeki no Furaido Poteto /// 進撃のフライドポテト /// 14th Dan /// 60% #19 ARX-7z /// ARX-7z /// 14th Dan /// 81% #20 BB PLAYER /no profile/ /// BB PLAYER /// 13th Dan /// ??% OTHER NOTABLE PLAYERS #21 (◇)Asage@Hatsugari Zenichi /// (◇)あさげ@初狩り全一 /// 13th Dan /// 85% #23 Chibaken /// ちばけん /// 13th Dan /// 56% #27 Ryoutsu Kankichi (Jun-3C) /// 両津勘吉 /// 13th Dan /// 69% #36 Mido。 /// ミド。 /// 12th Dan /// 84%
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I think it's probably because it has a way shorter untechable time so they do it to continue pressure off of that earlier than 5C no 3C ender and it's easier to tell if the opponent is not neutral teching compared to 5C's knockdown. In CSE I used to do it to select characters and did 6B>5A/5C/2C just to try resetting them on their air tech too. On a related note to 6B, someone in the jbbs made some optimized 4-5k low mag starter, jA, jB hitconfirm OD combos that utilizes 6A>6B>5A>5B>Shippu as the combo ender.
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Those were some really neat usage of Agito. 6A CH can go into a 2 mag 2k combo by going 6A CH > Guren > Kishuu > 2C pick up, you can also do 6A > 6B > 5A > air combo if they're close enough too and doesn't have to be a CH. Same, his back step being a lot more faster is a nice buff.
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Actually, checking the frame data, it might be possible to do 6B/3C CH > OD > 5C to combo. I guess we don't see much of the Japanese players doing it since doing the 5C before prevents them from accidentally RCing or making a tight confirm but it would lengthen the OD time by double, I guess it's something we can research once we get our hands on CP.
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CT had this. https://www.youtube.com/watch?v=LJI02Q3My4I Also, that should be 6B/3C CH > 5C > OD > hold that shit. Just pointing it out now that the 5C is crucial before the OD or else you're not going to enjoy accidentally RCing and looking dumb after the 6B CH and you probably can't connect the combo unless if you pick it up with Renka or 2B if you don't do 5C>OD>5C>rape.
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I wish 6B was still special cancel able but I love the new CH 6B > 5C too. Also, CH throw teching glitch making our drives grab resistant was neat too.
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I was going to update it during April but then seeing how we weren't getting new matches updates here, decided to get some videos myself before I work on the updated list. I will definitely update it once it hits May, I've been gathering the Tachikawa videos from Jourdal's account but haven't been able to finish organizing the list up because of real life and stuff. It would be great if other people can help gather other videos like the Arc Revo ones so we can get the CP video thread back into shape.
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From experience and imo, Valk's combos and combo parts are pretty easy execution wise (aside from select jC > 2B/5B pick up combos but that's not really stuff you need to do), maybe making the right combo decision is hard for him since he has a lot more variation of what he can do depending on how everything is set up. Putting that aside, I think Hakumen had a good deal of variation in CSE if you consider his side switching combos without just going CORNER TO CORNER with the usual Renka confirm. Ending combos in between for a pressure/reset made his offense pretty interesting too though not as consistent like Valkenhayn or Bang.
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A what if I had before when ODs were introduced was that what if Hakumen went invisible for couple of frames whenever he entered his aerial state during OD? So that every time you jumped or whenever you enter aerial state during your step, Hakumen would become invisible (just invisibility and no invincibility). This would make it so that the opponent won't know if Hakumen is jumping towards, over or away from them whenever we jump. And say it would make him go invisible for the first 11 frames he enters the air. If this was implemented with his step (16 frames, 5~11 in the air so the last 11 frames of his step will have Hakumen become invisible), the opponent won't know if a Tsubaki is going to come out until the last 9 frames before the overhead comes out or if a Renka will come out right at it's 9 frames too. At first I thought this would make his step mix ups really scary if you had the mags but after thinking about it more, I felt like Hakumen going invisible might just cue the opponent to chicken block so it might not work out as scary as I hope it would be if it was a thing.
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Exactly like you put it. Of course if Haku has 0 - 2 stars he has less of a freedom for his mix up options but then the mix ups are there so unless if you're always opting for pressure or if you're always going for some sort of weird mix up, you're not really obvious unless you're playing that way yourself. Hakumen's mix ups aren't his strongest point like all of us know but I don't think the opponent knowing how much mags we have makes our mix up option any less obvious than the other characters where there mix up options aren't dictated by their meter. I think the major issue with making our mags invisible would be that it would be mechanically impossible for it to make it so only the player would know how much mags they have without the opponent knowing it as well.
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I forgot where I saw the Zantetsu one but this was another corner combo I thought was neat recently. http://www.youtube.com/watch?v=uZeIVrk6GWc#t=6m6s
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I love how the jC wall stick works in the corner in CP, jC > IAD jC > Zantetsu~ connecting looks so sweet. Also, Hakumen's meter does give the opponent an idea of what Hakumen is capable of so yes but it doesn't really make things obvious as the other characters imo unless if you don't mix your options up yourself.
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I did since I really loved how Tsubaki worked when I got better at Haku's execution in CS2. But I could never get his midscreen 5C > Renka down since I always messed up spacing the height right whenever I was in a match. I've been trying to work midscreen step Tsubaki > step Kishuu > 2C > corner carry down into my play but I always seem to mess it up at grinding out the step Kishuu whenever I try to confirm the Tsubaki correctly. Other than that, yeah Hakumen's combos are really easy.
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I already got called a tier whore in CSE so I think I'll feel right at home.
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Alright, thanks.
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Oh neat, thanks. I actually thought it would be faster than the rising jC instant overhead (11f start up + 4f jump start up). EDIT: Wait, so is the human rising jC 14 frame start up or 15 frame start up? I'm not sure if the jC comes out right at the 4f mark or right after the 4f mark.
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How fast exactly is Valk's w[5C>CA] instant overhead?
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So it seems that most of the moves in CP only gets one kind of move attribute to it, letting Kishuu be able to go through a lot of stuff like Bang's Ashura now (used to be HBF, now only body). A minor nerf from this is that Tsubaki seems to only have head attribute now (used to have body too), meaning we can't smash people mashing on head invul AA's like before though I guess Agito makes up for this by having nearly every attribute aside from doll (Nirvana and Ignis's special attribute) and grab.
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That was what I first thought until I looked it up on the frames data/mook and it said all guard possible, though it could still be a possibility until we get our hands on the game or if someone can remember seeing a video with an OD wave being normal air blocked,
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Also, I don't know if this was intentional or not but really neat OD Shippu wave reset. http://www.youtube.com/watch?v=yFF8oP739-c#t=26m48s
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Neat but yeah, step Agito is supposedly minus on block but the Lambda was barrier blocking plus Haku had meter to Hotaru and I don't think most players would try to mash out after it since it's done so rarely and being beat out of mashing bunch of times by jB after an IAD Agito must keep people more wary against it.
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In general, I think you want to avoid loops in CP because of how the new combo time works since the longer the combo = the faster hit stun deterioration is going to come in. I actually think this is another advantage Haku gained this game since you can blow meter on huge damage in couple of hits instead of getting little by little from trying to loop moves. But yeah, I think one or two reps of j2A > jc jC > 5C > 2C could help add some damage if you can afford the time to put them in.
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How about the entire back step animation going from 16 frame total in CSE to 13 frames in CP? Not sure if 288000 dots in CSE is more than 234 dots in CP but I guess they cut some recovery of the back step for distance as well?