Jump to content
Dustloop Forums

itsme

Members
  • Posts

    411
  • Joined

  • Last visited

Everything posted by itsme

  1. Oh neat, the BBCP frames data are up now. Also, I thought Haku's combo rate stayed at 60%, the wiki says it's at 70%.
  2. That's kind of hard to do with low mags since an opponent who is used to Haku pressure will easily jump out once they know where the holes in your pressure are. 2A>6B/2B>Kishuu>2B,6B,2A/5A>tick throw/TRM,5A whiff>grab/6B,5B>special/jc etc.; 2A>step 2A/2C>Kishuu/Guren,2B,6B etc. are some low mag using mix up/pressure blockstrings that can work out but as Hakumen you really should concentrate on keeping the opponent honest more so that you can get more free mix ups and pressure on them. If you start noticing them blocking every bit of your mix up, then maybe you should start doing more different kinds of stuff, if they still mash out or jump out of your pressure then you shouldn't be afraid of wasting meter on your blockstrings into Renka, Tsubaki, Hotaru and maybe Zantetsu to keep them more cautious of your options.
  3. Aside from the typos, I think it's a fairly well-written brief match up analysis. I feel like referencing GG match ups in the beginning is a mixed bag since people who knows what it is can get a better idea faster while people who don't know what it is are reading through stuff they have little to no understanding about.
  4. Yeah, but these numbers really don't matter until we get game anyway so I guess it's fine for most of us(console release when?).
  5. Ragna's is probably udon instead of ramen since his favorite dish is tentama (tempura and egg) udon. I also think Jin's encore drop is shaved ice instead of ice cream too.
  6. Seems so, this mook seems to have bunch of errors from the sound of the jbbs and other subforums here, though I wouldn't be surprised if his forward step stayed the same since his back step definitely got faster and it shows in the mook. Not sure if CP's 366 dot is more than CSE's 326536 dot if put on a scale but maybe it "looks" faster because Haku covers more distance in CP in the same time compared to the older games?
  7. Just saw through Kurushii's scans and out of all the step characters, Haku seems to be the only one with a "dash acceleration" and a "maximum dash speed". I wonder if that means he covers a lot more distance faster if he continues stepping in succession. Also, 16 frame forward step (special cancel-able frame 6~) and a 15 frame back step (special cancel-able frame 8~) is going to be fun. EDIT: Actually, I just realized we always had a 16 frame forward step. At least 15 frames back is better than the previous 27 frame one.
  8. Probably minimum damage.
  9. Yup, only move aside from Shippu's wave that Haku can use to break through Akumetsu. He also doesn't get locked by Yukikaze if his Agito gets caught. Also, I always thought Agito was a downward kick or something but it's apparently supposed to be Hakumen clawing upward with his hand. Not sure how that works but I can't wait for the sprite rips to see what he's really doing behind that brush stroke animation.
  10. Eh, I kind of understand since Agito is a pure projectile. Also Azrael says "is that sword just there for show".
  11. -33, damn. Is it like Haku's counter where she's invincible until neutral on block or is she flat out -33 and is going to eat hard hitting starters?
  12. iirc, if the opponent is close enough you can 6A>6B>5A>one set of air loop>ender on raw/CH, you can also go 6A CH>Guren>Kishuu>2C>one or two? loop(s)>ender too. And yeah, special cancel-able 6A/6B was neat back then, they should add a new 4B for Hakumen that's the old CT 6B for a bull shit high/low mix up.
  13. And it seems to have a lot more active frames so I guess we can get a use out of that too.
  14. So 6B at max distance on block is going to be +5 right?
  15. So the jbbs was telling the truth when they were talking about how some info were missing. 3C being heavily punishable is understand-able, 2B being punish-able kind of seems okay too considering we can always special cancel it but 6A being minus on block is going to take a while to get used to. I know step Agito > mash jA was supposed to lose out all the time to 5A mashing but is Agito really -7? I understand the height difference makes it harder to punish Haku's falling jB when he does an air dash Agito but that seems kind of weird to be so minus. Also, nice to see that Zantetsu also followed Renka and has no gaps between the hits.
  16. Also, I wonder how much of Haku's stuff from the mook is done so far. From the jbbs it seemed there were couple of errors and missing information but I'm not really sure how much of it was a ruse considering the day it was posted on.
  17. Pretty much yeah.
  18. Guard point is when a character is guarding during a move i.e. Bang's drives, Hakumen's drives, Tager's 6A, Tager's sledge for projectile GP, Litchi's Itsuu, etc.
  19. Takeyama is kind of okay compared to Ryuusei and Takosu, he played Noel in CSE and is now learning Makoto for CP. He's the guy who does most of the commentary for the Tachikawa videos though.
  20. Regarding OD and DD, I'm not sure how much of the info is true since I haven't touched the game obviously (the videos and research seems to be done by hen, the guy who runs the Unlimited characters community in JP) but from the sound of it all DD are set to their OD version by default and doing OD only buffs their damage. Regarding Haku's Yukikaze, it auto starts even without the catch just like in CS but it only does the single strike, while actually catching something activates the OD version. Also, hopefully his super Hotaru didn't replace Haku's super Renka, I also hope if they still have it in the game that they made it special cancelable. EDIT: Also, there seemed to have been rumors going around that U. Haku's jC was auto kill a la EX Johnny. Seems that was proven false after hen posted the video.
  21. Yup, I like how they tried to balance it with the wolf mode lock but no one is going to survive wolf mode if they can't mash out of it. Also, the U.Bang video got up on Nico and it seems from it that his FRKZ got moved back to DD and also I think all U. characters have their OD moved to just buffed damage and higher auto meter gain + unburst-able combos and time freeze. I assume Daisharin and AB2 are going to be DDs as well.
  22. It apparently locks him into wolf mode but with GP until the wolf meter runs out (not much info on the GP aside from it) and I hear the JP players saying it's one of the most broken shit ever in UMM.
  23. iirc in the BBRevo pre-stream, Ishida (Dennou) was talking about one of the Tachikawa team being made up of new generation fighting game players (Takosu, Takeyama and Ryuusei) so I assume the Hikaru you're talking about and the current Takosu (Hikaru) are different people.
×
×
  • Create New...