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Everything posted by itsme
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Also, regarding frame data: - it seems that either 3C became a frame faster at 8 frames start up or Renka became a frame slower at 10 frames start up, though it's leaning a lot towards the fact that 3C became faster. - the static difference after a blocked 3C is around -9f >~. - The second attack for Renka comes out 6 frames faster going from the old 15f to the new 9f, which should mean you can't reversal out of it at all after IBing the first hit.
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Same, I guess step Agito is just the cheapest choice (aside from IADing in) when closing in on the opponent like Hazama where they might be baiting your step or Kishuu with their 3C and punishing them for it at best. Not sure if we can even get a CH off of it too considering all the characters lost a bunch of their CH state frames for most of their moves.
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Can't wait for CP j2A > j2C loops :V Also, the jbbs recently tried figuring out step Agito's usage in Haku's pressure and it seems because of the lower altitude compared to air dash/jump Agito, most opponents can mash out with their 5A after blocking the Agito so I'm guessing Haku is at a minus when using Agito. We can cancel it into Hotaru and Tsubaki to make frame traps but I kind of hoped it was at least plus :/.
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Just a list of the notable players rather than a ranking so I think you got it. And yeah, it's pretty hard to keep up with good players since so many of them keep changing their names (especially Chin and natakishi) and things get really mixed up when people starting going by other players names or something similar.
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I was actually going to bring that up since you're right, the top rankings are starting to stabilize around the same 30 players. I could start doing monthly updates by next week since we could get a new list at the start of the month this way, I've also been thinking it might be better to just list the notable players that are in the video thread since I guess people could just navigate around the ranking page themselves anyways. I'm fine with updating a ranking list but I think listing only the notable players that we get to see playing is less redundant in the end.
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Yeah that looks and sounds about right, thanks.
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I thought I'd ask here first before digging into the CSE video thread again, does anyone know a wolf starter combo that goes something like w[5B > one or two Konigs > Rasen jB > jA] > 5D > 2C > 6C ~. I think the combo looked something like that but the general difference from the usual midscreen wolf combo was the usage of w[jB > jA] > 5D > 2C (w[jB > jB > jA] at a higher altitude I think), but I don't remember exactly how the combo went so was hoping someone here would know what I'm talking about.
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If they're holding to tech I think it's pretty much emergency tech fast and I think it looks like Haku will reach them in time to be in the + seeing how I barely see anyone trying to mash out after an Agito ender. Also, I think most corner enders ends with jC > Agito though it has to be really close to the corner and it can get height dependent. People ending it with jC are probably trying to save mags and try to force the pressure on the opponent without the knockdown. I've also seen people go for j2C enders as well since it seems to be easier to force the pressure on the opponent better than the jC ender though it does less damage and it's still not as strong as getting the knockdown from Agito.
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Player ranking update for this week. Seems a bunch of people got there dans to go up this past two weeks, not sure what's up with Film's ranking so I just placed him according to the rankings page. Notable Players HAKUMEN: DAN RANKING Top 20 as of 2013-02-17 #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 TN. (Chin) /// TN. /// ? colour /// 16th Dan /// 77% #2 Konban wa Gackt desu (Film) /// こんばんはGacktです /// ? colour /// 17th Dan /// 76% #3 Yattazeei! (Poropiccho) /// やったぜぇい ! /// ? colour /// 15th Dan /// 75% #4 tenchi, kamonne? /// tenchi、かもねっ? /// ? colour /// 15th Dan /// 74% #5 ARX-7z /// ARX-7z /// ? colour /// 15th Dan /// 83% #6 Komusou /// 虚無僧 /// ? colour /// 15th Dan /// 86% #7 PRF ARMY@Kurau hou ga Warui /// PRF ARMY@食らう方が悪い /// ? colour /// 14th Dan /// 76% #8 Konnichiwa Gackt desu /// こんにちはGacktです /// ? colour /// 14th Dan /// 77% #9 floatwater /// floatwater /// ? colour /// 14th Dan /// 79% #10 (Maruyama desu) /// (マルヤマです) /// ? colour /// 14th Dan /// 67% #11 ┌┤ ◇ ├┐ /// ┌┤ ◇ ├┐ /// ? colour /// 13th Dan /// 84% #12 Jiyon -anbasa- /// ジヨン -anbasa- /// ? colour /// 13th Dan /// 70% #13 Hyouken no Maou /// 氷剣の魔王 /// ? colour /// 13th Dan /// 87% #14 Ajyunyaeru (Jun-3C) /// あじゅにゃえる /// ? colour /// 13th Dan /// 72% #15 BB PLAYER /// BB PLAYER /// ? colour /// 12th Dan /// 89% #16 Gurei /// グレイ /// ? colour /// 12th Dan /// 70% #17 Abarenbou Tengu /// 暴れん坊天狗 /// ? colour /// 12th Dan /// 75% #18 Kichimen /// キチメン /// ? colour /// 12th Dan /// 66% #19 Hikaru (Takosu) /// 輝 /// ? colour /// 12th Dan /// 71% #20 Hattorimaru san /// はっとりまるさん /// ? colour /// 12th Dan /// 64% OTHER NOTABLE PLAYERS #22 Mido. /// ミド。 /// ? colour /// 12th Dan /// 65% #26 Ichou ga Yowai Asage(◇) /// 胃腸が弱いあさげ(◇) /// ? colour /// 12th Dan /// 86% #31 Ittensei Shunkan Futtou no Chibaken /// 一天星 瞬間沸騰のちばけん /// ? colour /// 11th Dan /// 57% #40 Kara D@┌(┌ ◇)┐ /// カラD@┌(┌ ◇)┐ /// ? colour /// 11th Dan /// 59% #42 ft. /// ft. /// ? colour /// 11th Dan /// 82% #51 【Kakyuu】 /// 【火九】 /// ? colour /// 11th Dan /// 60%
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Oh yeah, definitely a terrible super to use alone. Also, Mugen still goes on if your OD runs out so you're pretty much left with a short amount of time trying to scramble something up until your meter dies. Basically what you want is to use up Mugen during OD by landing either Shippu or Yukikaze so that your Mugen ends (which leaves you with 0 mags) during OD while your OD cancels out the heavy meter gain pause Mugen causes so you can continue on regularly if you couldn't manage to take out the opponent during Mugen+OD. Don't know if this was ever brought up but iirc Mugen's start up and/or recovery got buffed so we can go into Mugen from our forward grab too, though I don't think you can net off much from it. So yeah, considering our drives are still DD cancel-able, I don't see why not though despite the decent prorations 6D has we probably wouldn't net much. Also, I'm not sure if 6D > Zantetsu would connect aside from during OD, it might be plausible but I think no one really tested it out because of how useless our new 6D is. I forgot the exact information but I remember during the loketest or early arcade release, there was a post on how we could or couldn't barely confirm off of it into a jump forward jB. Don't know how many frames is that but I guess anything that takes less time than that could work.
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I actually think the current Mugen is one of the more useful Mugen he got. Yeah you have to waste a burst to stack it with OD but the Shippu wave spamming guaranteeing a chance to let you get in for free from full screen even for one more extra move (which can go into whatever mix up and pressure you can imagine if you catch the opponent blocking) is a really powerful tool, I think it's a decent option he gained to be able to deal with people trying to time him out or tries to just zone him through the game; though you really shouldn't be putting yourself in situations where you have to bank on it to win. Looking back at the other Mugen's, I think it would be something like CP=>CSE=CS2>CS1>CT in terms of Mugen's utility, CSE/2's Mugen was really useful for those one shot Shippu while CS1 Mugen needed you to get either a max 6C FC or 6D to confirm 10k+ and CT Mugen was completely for style. I think it has been improving every iteration though in terms of damage, I guess it has gotten quite nerfed. I'm just glad they didn't just make Mugen our OD in the end mostly because our OD's design pretty much lets Hakumen always be in an advantageous situation while Mugen's design ends with us being in a terrible situation.
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Considering all specials but Agito now has SMP which Mugen counts now, off of a FC Enma I think doing a combo with Zantetsu(1) and Shippu would amount to a lot more than a Mugen combo (which also cuts all our damage due to the 30% combo rate and only Shippu sword ignoring the combo rate during Mugen) that could possibly utilize each special once with a Shippu ender. The other thing about the Mugen+OD combo is that it has like 5 OD Shippu waves which contributes at least 3k~ to the damage is something Mugen itself cannot do due to it being an OD property. I also calculated FC Enma into Mugen and a normal confirm and something like FC Enma > Mugen > TK Tsubaki > 5C > Zantetsu(1) > Guren > Kishuu > 5C > Renka(1) > Kishuu > 2C > TK Hotaru > ad j2C > 5C > Kishuu Enma > j2C > Agito > 5C > Shippu would do 5.2k while something simple as FC Enma > jc j2C > 5C > Zantetsu(1) > Shippu would do 5.4k easily. So yeah, even if it would work I think at best it would be a style points combo.
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It's probably assuming that the OD lasts enough so the combo goes all the way through so its probably at a longer OD meter. Also, I think if you really want to hit big numbers with Mugen combos this game, you need starters like Tsubaki (3.3k raw), Zantetsu(1) (2.5k raw) or maybe even OD wave (3.2k raw) to get a headstart on damage since the Mugen combo rate rapes the overall damage in general aside for the Shippu blade's and even that still only has a minimum of 1120. I'm going to miss midscreen Mugen mixups with grab > Shippu for a free 5k. It sounds plausible though I think no one attempted to test it out since it doesn't sound like it'll net much especially since Mugen's standalone timer now is much more shorter.
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There really isn't any point in using OD Mugen aside from cases where characters like Tao, Valk and Hazama tries to beat the clock against Haku with their superior movement options but I think figuring out the max confirm or at least the combo parts for Mugen would be beneficial when time comes. But yeah, obviously if you have a burst and 8 mags on like a knockdown or early~mid game, spending meter then going into an unburstable OD combo is much better. Also, I just calculated a Renka(1) starter combo with the above combo minus the 5C > Renka(2) > Shippu(w) > Shippu end with just 5C > Shippu and it only maxes out at 6.5k, I guess it can't be helped.
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Apparently, Tsubaki starter and wave spamming is the key to Mugen breaking 6k+ in CP. I wonder if we can get at least 7k+ with a Renka starter. Mugen > OD > Tsubaki > 5C > Guren > Shippu(w) > Zantetsu(1) > Kishuu > 6C > Shippu(w) > Kishuu > 5C > Kishuu > 2C > jB > Agito > jC > Shippu(w) > 5C > Renka(2) > Shippu (w) > Shippu 9044 damage (slightly charging 6C increases damage to 9082) The Shippu after Guren, 6C and jC will stop the combo midway if Shippu is done early. Doing Zantetsu early will make it whiff. The Shippu(w) after Renka should be done after confirming the Renka(2) wall bound.
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That Tsubaki combo works midscreen though I forgot if the combo is different after Guren and I know it's pretty character specific (works on Ragna, barely on Tao, etc.)
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I just realized Haku finally gets some FC confirms thanks to FC Enma aside from MORE BUNT LOOPS in CP. Well kinda.
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Well at least Agito is patching that part of Hotaru up next game with just one star. The only mixup we have after a blocked Hotaru right now is Tsubaki or a grab.
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I assumed Hakumen was at an huge advantage after a blocked Hotaru/Tsubaki until today, I blame mAc for making me curious.
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I think the next best step is to have someone test it out with you offline, I kind of just learned TK Hotaru is obviously not plus on block so I shouldn't try to mash 2A after that.
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I tried to get the offenses 2A to come out as fast as possible but I think I got most of the moves to trade, etc. according to the frame data so I think I did it right, not entirely sure about the TK Hotaru though. And yeah, it could be distance/hitbox/which active you got to hit dependent since I only tested it at a pretty close range, maybe it could be +1~ if we get the very last few active of Hotaru blocked instead of the very first few actives I tested out. And also, people could always input their jabs too late and they could get hit out anyways, we always have our drives as well so even at +0 they don't have a guaranteed mash out. Also, something interesting I noticed from a blocked Tsubaki Haku vs. Haku is that if you block it normally and the offense does 2A while the defense does 5B at the earliest, the 2A will whiff and the 5B will punish it on recovery. If the offense does 3C though, it might tag the defense's 5B during start up/active. IBing seems to cut the knockback though you lose anyways and barrier 5B puts both Hakus too far apart to touch each other, maybe double 3C might clash each other or w/e.
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I just tried testing out the frame advantages of step Hotaru, TK Hotaru, step Tsubaki and TK Tsubaki and we're pretty far from advantageous for most cases. I tested it out by having a Haku vs. Haku and setting the AI to do the top specials then following it up as quick as possible with 2A. The results are what I got when I tried to punish the moves with my moves. As a note, 2A is 7 frames, 2B is 8 frames, 3C is 9 frames, 5B is 10 frames and 2C is 13 frames and instant blocking docks off -3 frames from the defending while barrier adds +1. Step Hotaru: +-0 2A = trades, defending never wins IB 2A = defending always wins 2B = offending always wins IB 2B = defending always wins IB 3C = defending always wins IB 5B = trades, defending never wins Step/TK Tsubaki: +1 2A = offending always wins IB 2A = defending always wins 2B = offending always wins IB 2B = defending always wins IB 3C = trades, defending never wins IB 5B = offending always wins TK Hotaru: -3~4 2A = defending always wins 2B = defending always wins 3C = defending always wins 5B = defending always wins Barrier 5B = trades, defending never wins IB 5B = defending always wins IB 2C = defending always wins, trades? I'm not sure how accurate I was able to gather the data for the TK Hotaru but it seems either the Hotaru's hitstop makes it so Hakumen is in the air longer or the TK height I was doing it was higher than the step height so Haku was in the air longer during the TK. I tried couple of TKs but it seemed to make not much difference when I tested them out so the best I got was that TK Hotaru is on Haku's disadvantage on block, step Hotaru seems to be +-0 (oh boy) and Tsubaki on block is in Haku's slight advantage.
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Not if you're Hazama. Also, Amane's C normals are all Yukikaze feed too.
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Against CSE Tager on knockdown, I try to time a meaty 5A so that it'll catch Tager if he tries to mash 360 on wake up and I can do a second one on whiff to tag him if he back dashes, and then if he blocks it then I go for my mix up or just back off to see what he does; if he delays his tech or rolls away for free, I just take it back to neutral to stay away from his shenanigans. I generally tend to be much more careful once he has 50 meter or playing one online.
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I'm not entirely sure but from the looks of the video, there seems to be some recovery to the OD since I see the opponent recovering from their move before the person who used the OD can punish the opponent, though the invincibility seems to last through out the OD. I also think I remember reading that the OD possibly having recovery in the jbbs too. On an interesting note, Hakumen's step seems to be OD cancel-able on recovery since forward grab > OD > step 5C will not work because the opponent recovers by the time the 5C comes out while forward grab > step (land) OD > 5C connects perfectly fine. I'm not sure if losing reliable counters to catch Tager's react-able offenses was worth gaining bigger zoning damage as jC, Shippu buff. A lot of the new Tager tech shows that you honestly cannot afford to get near him with his entirely new sets of options, I honestly don't know if this match up is looking to be even or one-sided though I feel Tager could be at the offensive advantage because he can freely magnetize Haku more now with his drives.