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itsme

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Everything posted by itsme

  1. Actually, does anyone know if the dash can be jump canceled like Slayer can with his?
  2. I was actually wondering if the weakpoints were only going to be for damage buff, adding unblockable attributes actually sounds cool. I'm now wondering how would it work if Az only had one weakpoint on us and tries it vs. Yukikaze.
  3. Are those the fanart for the new recolors? Also, 7 and 14 reminds me of Haku and Haz.
  4. He used to upload his online matches on nico and I loved following it before he stopped. Also, here's the link to all his uploaded online matches for EX if anyone is interested. What I liked about his videos is probably that you can see his Haku kind of growing through out the series and the fact that in most of the matches, the opponents shows off some of their own characters neat techs as well. http://www.nicovideo.jp/mylist/29954696
  5. Ah, just out of habit from the past iteration that's the kind of combo that came to my mind. I still hope Haku can bust out damage when he's given the chance to in this game too.
  6. Even though I honestly have more fun playing Platinum at times compared to Haku, he'll probably never leave my main spot. ^Also, I was just thinking about that when I read about it. If the 2C float is really nerfed as they said it felt like, maybe something like ~jC>5C>2C>[rising jC>land 5C>2C]xn~ or some sort of corner loop like that might work? After reading about how Enma seeming to have SMP made me wonder if Agito has any increased untechable time during Mugen like Tsubaki, and am wondering if we'll get a Hirentotsu/Agito loop in CP.
  7. ^Nah, more like you have to wait a bit after jumping if you want to use it. So no up back jD. Also, I like the 2A>3C gatling for the low mag reset, even if it saves only a mag it still helps conserve energy.
  8. Posting the combo portion from the jbbs. English only: http://pastebin.com/bM5bawZR
  9. From the latest jbbs, there were reports of Agito causing floor bounce on CH though I'm not sure if it's combo-able or not. I still think it's a bit too early to discuss combos but I wonder if Agito>Hotaru connects for some IAD cross up combos. Also, Agito may possibly be plus or at least neutral on block considering someone pointed out it can be used to fill in the recovery for Hotaru, though it might have been in a sense of a frame trap more than making it safe. Also, posted the translation to the combo portion of CP.
  10. ^Because of the throw range nerf (possibly for all characters), 2A>throw doesn't connect anymore like before. I'll probably cope and play the game just like I did during CS2, though I think I have a bit more hope than before since this is a new game and none of us are sure how the game will go yet. I'm okay with the blockable drives as long as if Haku is still plus on block, though I'm still irked that 6D looks like it'll stick to the weird start up for now.
  11. Someone was nice enough to organize the latest playtest info listed so far in the jbbs. Had some time to translate half of it, first half being about the character while second half is about combos. Straight copy paste, translation in bold. English text only: http://pastebin.com/xB85E0QR
  12. Yeah, that's the reason why I'm skeptical in practice since we don't know how much we can do after the ender itself. Regarding 6B, there are bunch of inconsistencies for information of the new 6B being comboable or not, considering people are reporting to be unable to combo from it whereas others are saying 5A/2A can make it in time or even stuff like 2C being able to red beat on counter hit.
  13. From what I remember from the jbbs, j2A/C ender drops Haku too fast so it lets the opponent free of Haku pressure while the Agito ender is for the extra damage as well as for oki midscreen. I really think it's a nice improvement to his combo since in CT/CS1, Tsubaki ender was not worth the meter as an ender aside from going for the kill/needed damage and in CS2/CSE there were no proper midscreen ender where you could put the opponent back into his pressure (e.g. from stuff like your D starters/poor corner carry combos). From what I read and predict, I think Hakus will be using the Agito ender when they have the meter or during OD to keep the opponent under pressure or use the familiar jC ender if they want some extra breathing space (such as vs Arakune during curse, time stalling) or if they want time to build more meter. I honestly thought it was a waste of meter too at first but I can honestly see how they want it to work as part of the "new" Haku; though I'm still skeptical outside of theoryfighting until I actually get to play the game.
  14. Some translations for my sub, translation in bold for important stuff.
  15. Eh, apparently it says Cantabile only has feet attribute on both the mook and online frame data but in reality, seems to also have grab attribute as well. Would explain it though I'm still not 100% sure since I haven't tested it yet.
  16. Anyone can explain what the hell happened here? I assume it's a 5D being killed by Carl but then Chin lost meter so it had to be Yukikaze since Mugen and Shippu both would at least cause a super flash before they get killed. http://www.youtube.com/watch?v=-FU6pzKCwS8#t=43s
  17. Assuming that was near corner, I think it might have been for damage optimization though I don't if it is the optimal combo or not; I've seen myself rarely use 6A during the corner loop unless if I know I can insert 6A > 5C > 2C now for damage optimization. Also, the 6A > 6C might have been to stabilize the opponent's height so 6C will hit.
  18. >There's also full blown tutorials on hakumen for CSEX, we just need a translator for it Whoa, back the fuck up. There is one? I can give it a shot if you can give me the name of the video/tutorial page.
  19. I don't know if it's just me but I think the System Data page has a typo on Hakumen's health. I see 1200 instead of 12000. I also don't know where to report this so I'd like to know where to if this isn't where I am supposed to report this.
  20. Both works but iirc, jB jA works for all characters and is much more stable than jA jB.
  21. Me too though I know it's mostly me not delaying the air dash right. Also, doing the step 2C after the Renka(1) Kishuu makes a big difference for me though I know the combo is some what stable even without the the step.
  22. Okay guys, what if everyone started playing Hakumen so we can move the whole 808 thread to the Hakumen section. That way you'll see me posting frequently and it would be more active :D Joke aside, CSE is OUT. YES.
  23. Maybe considering the MC intro'd him as "The king of king" Hakumen. Kind of looks like him where he keeps calm and stays back except for the random Drive spamming part.
  24. I was bored. Will change it as soon as I can think of something else.
  25. Ha, I remember watching this guy's CT vids and all the wacky reverse j2A combos. I'm glad he decided to make one for CSE too.
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