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itsme

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  1. According to the OP comments on Nico, the new wolf install seems to lock Valk into wolf mode until the wolf meter runs out but with infinite guard point (not sure if there is a damage limit, if the GP goes through out the active frames of his moves and if a grab breaks the GP). Also, Jager seems to be multi-hit which can also cancel into Schwarz or Weiss, and Geschwind seems to have active frames during the move.
  2. Renka (1)'s untechable time is pretty retarded so Hakumen can delay cancel into Kishuu anytime before the second hit's active frames comes out and still combo off of it perfectly though stuff like 6C or step whatever probably won't work since you have to do those in rapid succession after Renka (1) hits. But applying the delayed Kishuu in block string, mix up and pressure is completely different from applying it in combo, not sure if I gave you the answer you were looking for. If you mean if a Haku was going to just do a delayed Kishuu block string, but got the Renka (1) to hit anyways, then yes the above mentioned pretty much shows he can combo easily into a 2C combo route easily even after delaying the Kishuu compared to its usual (normal) timing.
  3. Nah, even on the dan ranking list on the video page, Konbanwa Gackt is the only tag that's labeled as Film. In one of the recent arc revo qualifiers it was made clear that A-92 was Konnichiwa Gackt all this time.
  4. No, the point dioxide was trying to make was that you cancel the second attack of Zantetsu and Renka just before the active frames comes out so the opponent who is blocking on the visual cue stays under the impression that the Hakumen is just going to commit to the second move. The difference between this and what every Hakumen does canceling into Kishuu for hit confirming/continuing pressure/mix ups is that the former is more like a move whiffing/stagger mix up while the latter is more or so just the usual Hakumen mix up and pressure.
  5. No concrete evidence but from most frame calculations for CP, it is leaning towards Zantetsu's start up not being changed at all. It's probably more of the fact that more Haku's are using the special in general so it seems more people are falling for it.
  6. It's not really a feint hence the gimmick but basically you cancel the second part of Zantetsu and Renka with Kishuu right before the second hit lands so that the opponent stays blocking on visual cue and you do whatever from the Kishuu like Zantetsu (1) > Zantetsu (2) cancel Kishuu > TK Tsubaki for a feint low high mix up or Renka (1) > Renka (2) cancel [Kishuu > grab/Zantetsu/Renka) for a green throw or a non-mid high low mix up.
  7. I think most opponents would already be blocking or are looking for the kishuu to mash a low out of if some Haku feinted their second hits with a kishuu but I can see it working for general mix up purposes. Also, it's nice to hear A-92 has been playing CP this whole time since I thought he dropped the game or something after not seeing him at all for CP. Wouldn't have thought he was the one going by Konnichiwa Gackt desu.
  8. That would be pretty awesome if you pull a huge clutch like that. I can actually see something like landing two 4k combos for 8k and make the second one kill Mugen by hitting the Shippu as you recover mags while you're still in OD to continue the pressure after you flip the life lead. That would be great but are you sure it's through the entire duration? I mean, all the moves in CP lost bunch of their CH state frames, maybe its just really short somewhere between the start up and active frame(s).
  9. I thought we had this discussion already and came to the conclusion that going straight into OD from a grab nets us more than Mugen.
  10. I just think it's neat we can combo into it from Yukikaze now though we have to be at 8 mags with OD active.
  11. Also I'm probably the only one who cares but, http://www.nicovideo.jp/watch/sm20408038 Yay, more Mugen stuff.
  12. I feel like the former is only stable in the corner since people just roll away once they see Haku in the air or trying to do a weird setup in general midscreen, though I'm not sure if air dash jB can tag them if you can react to it or call it out in time. I sometimes do step 5B when I have 3 mags to bluff a Tsubaki and then go into rising jB > [falling ja > pressure]/[falling jB link > jc rising jB/2B mix up] though I usually reserve this to opponent's that respect my pressure or is being really defensive against me. Also, for continuing pressure with jA jB, I find myself doing it time to time against characters like Tao where I want to keep my pressure on by cutting most midscreen combos at 2C and then wait for them to tech start mashing jA and going for the continued pressure. I also mix this up with air reset stuff too so people try to stay on guard for me to pressure them. Also, speaking of mixups, step forward > step back Tsubaki is pretty fun to do.
  13. That's most likely because in CP Haku's 1 mag specials cancels out the meter gain penalty from our 2 mag+ specials/supers so he gains more meter overall compared to before. EDIT: I misread the post because I just woke up :V
  14. Watching the combo video made me wonder, can Valk still do Sturm>Flug ender in CP? Also, it looked like OD Sturm's last hit has a really short untechable time but I wonder if Valk can do a OD Sturm > OD Flug ender too.
  15. Pretty much what Sophisticat said, 5A is a more reliable AA, keep moving so you won't let the Tao go nuts on you and once Tao get in on you be patient since she can keep you under pressure for a while. 5D works against her air approaches too though you should use it sparingly like most drives, she has a lot of green throw setups so be wary of using your drives in general if she is pressuring you.
  16. Has anyone caught Daiwa's Platinum in action yet? I haven't seen him at all so I was wondering if there were any videos/streams of him out there that I have missed so far.
  17. Oh okay, thanks.
  18. Oh, so basically canceling Geschwind with the brake lets you get the w[jA] out faster than going straight to w[jA]? Also, I'm sorry if I'm asking a lot of answered questions but why is it exactly that we can't do w5C>CA (would be w5D>CA in CP?) instant overheads anymore or can we still do it?
  19. What is the second D for? I'm not entirely familiar with Valk's CP Rasen/Gesch changes.
  20. It is if you keep Tager full screen away from you while holding even a 1 HP life lead at all times.
  21. http://www.nicovideo.jp/watch/sm20256237 So it seems Yukikaze won't catch the double weakpoint BHS though it can catch it if you only have a single weakpoint, and it seems the easiest way to think of the weak points and BHS is that top weak point = low, bottom weak point = overhead, meaning you can 2D during super freeze to catch BHS if you only have the top wp but can't if you have the bottom wp. 5D and 6D can also catch it but those are too situational considering blocking would probably be the best alternative even if you could time it against a full screen BHS or you're better off just doing Yukikaze. I think they didn't test out jD against it mostly because of the minimum height requirement and I also remember reading in the Haku jbbs that BHS has a start up of 3f after super freeze, so no one can jump to barrier nor can we TK Hotaru at the fastest if they do a BHS at the maximum minimal range. And of course, Akumetsu can catch it completely.
  22. That would make things a lot easier if the ranking linked to the players videos. It's mostly cosmetic and I guess to keep track of players you're keeping an eye on.
  23. The last of the biweekly update, going to be monthly from now on. All hail Film as your CP overlord (/◇)/(/◇)/(/◇)/ Notable Players HAKUMEN: DAN RANKING Top 20 as of 2013-03-03 #Rank number Translated name <link to player's guild profile> (alt name if any) /// Guild listed name /// Most used colour /// Dan level /// Overall win % #1 Konban wa Gackt desu (Film) /// こんばんはGacktです /// ? colour /// 17th Dan /// 75% #2 TN. (Chin) /// TN. /// ? colour /// 17th Dan /// 77% #3 Geugurendou (Poropiccho) /// ゲウグレンドゥ /// ? colour /// 16th Dan /// 75% #4 tenchi, kamonne? /// tenchi、かもねっ? /// ? colour /// 15th Dan /// 74% #5 PRF ARMY@Kurau hou ga Warui /// PRF ARMY@食らう方が悪い /// ? colour /// 15th Dan /// 77% #6 Komusou /// 虚無僧 /// ? colour /// 15th Dan /// 84% #7 Konnichiwa Gackt desu /// こんにちはGacktです /// ? colour /// 14th Dan /// 77% #8 Otonashi Kobato@Mousou Shutai no Seikatsu (natakishi) /// 音無小鳥@妄想主体の生活 /// ? colour /// 14th Dan /// 70% #9 ARX-7z /// ARX-7z /// ? colour /// 14th Dan /// 83% #10 Ube Umare no M san /// 宇部生まれのMさん /// ? colour /// 14th Dan /// 67% #11 Ajyunyaeru (Jun-3C) /// あじゅにゃえる /// ? colour /// 13th Dan /// 71% #12 Katayoku no Maou /// 片翼の魔王 /// ? colour /// 13th Dan /// 87% #13 Hikaru (Takosu) ///  輝  /// ? colour /// 13th Dan /// 71% #14 Mata Mamorenakatta /// また守れなかった /// ? colour /// 13th Dan /// 80% #15 BB PLAYER /// BB PLAYER /// ? colour /// 12th Dan /// 89% #16 floatwater /// floatwater /// ? colour /// 13th Dan /// 77% #17 Abarenbou Tengu /// 暴れん坊天狗 /// ? colour /// 13th Dan /// 74% #18 Jiyon -anbasa- /// ジヨン -anbasa- /// ? colour /// 13th Dan /// 70% #19 Katte ni Attamaru Asage(◇) /// 勝手にあったまるあさげ(◇) /// ? colour /// 13th Dan /// 86% #20 ┌┤ ◇ ├┐ /// ┌┤ ◇ ├┐ /// ? colour /// 13th Dan /// 84% OTHER NOTABLE PLAYERS #26 Mido. /// ミド。 /// ? colour /// 12th Dan /// 65% #31 ft. /// ft. /// ? colour /// 11th Dan /// 82% #32 Ittensei Shunkan Futtou no Chibaken /// 一天星 瞬間沸騰のちばけん /// ? colour /// 13th Dan /// 57% #46 Kara D@_(◇」∠)_ /// カラD@_(◇」∠)_ /// ? colour /// 11th Dan /// 59%
  24. I think he can go into 2 loops from a 5B/2B starter doing 5B/2B > Renka(1) > Kishuu > 2C > j2A > j2C > 5A > j2A > j2C > 5A > jB > j2A > jC and it does about 2.9k, 2.6k and I think the most optimal 5A/2A combo is confirming them into Enma for 2k~ damage with/without Agito since the Renka confirm uses one more mag either way and does about the same damage; but iirc doing Starter > Renka(2) > IAD j2A > 2C > jB > jC has the better corner carry with only 2 mags. Off of 5C, I'm not sure if the Renka confirm can go into 3 loops but off of 2 loops with a jC ender, it goes into 3.6k while confirming a 5C CH into Zantetsu(2) > 2 loops goes into 4.8k. Finally, going 2 loops Renka(1) > Kishuu off of a Renka starter nets about 2.7k. I'm not sure how many of them can go into 3 loops but I think it won't really add much damage in the end.
  25. Normally. Don't know about 2B or if I missed it, iirc it also is minus on block now though I think it has extra active frames in exchange.
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