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Everything posted by itsme
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tbh, I sometimes feel like I'm not even trying for my wins as Haku in CSE. He honestly can do some of the dumbest shit ever. Btw, CP Tager match up is done: Land 13 jCs, bonus if you have 4 mags with 6C/4C > Shippu.
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I recently tried to win a match by doing a cross up Agito for the kill in CSE. I became really sad when jA came out.
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He's been playing Haku since CT so it makes sense that he's one of the more solid Haku players out there, hell I think he's one of the or is the #1 top Haku ranker on XBL for CSE.
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Biweekly update. I updated the win rate according to each player's Hakumen specific page rather than their overall profile page so it shows how well the player is doing with the character rather than how well they are doing overall. There are some dan ranking mix up because of this though so I just placed the players according to the Hakumen dan rankings but listed their dan level that is shown on the character specific page. Also, Chin and Film going back and forth for that top spot. Notable Players HAKUMEN: DAN RANKING Top 20 as of 2013-02-03 #Rank number Translated name <link to player's guild profile> (alt name if any) /// Guild listed name /// Most used colour /// Dan level /// Character win % #1 Chan (Chin) /// ちゃん /// ? colour /// 17th Dan /// 77% #2 Konban wa Gackt desu (Film) /// こんばんはGacktです /// ? colour /// 16th Dan /// 76% #3 Komusou /// 虚無僧 /// ? colour /// 15th Dan /// 87% #4 tenchi, kamonne? /// tenchi、かもねっ? /// ? colour /// 15th Dan /// 74% #5 Minase Iori@Zenomas zei (natakishi) /// 水瀬伊織@ゼノマス勢 /// ? colour /// 14th Dan /// 70% #6 Poropiccho@Gikai /// ぽろぴっちょ@蟻恢 /// ? colour /// 13th Dan /// 75% #7 PRF ARMY@Kurau hou ga Warui /// PRF ARMY@食らう方が悪い /// ? colour /// 13th Dan /// 72% #8 ┌┤ ◇ ├┐ /// ┌┤ ◇ ├┐ /// ? colour /// 13th Dan /// 84% #9 Hikaru (Takosu) /// 輝 /// ? colour /// 13th Dan /// 72% #10 Konnichi wa Gackt desu /// こんにちはGacktです /// ? colour /// 15th Dan /// 79% #11 (Maruyama desu) /// (マルヤマです) /// ? colour /// 13th Dan /// 68% #12 JUN3C@Agito Ojisan /// JUN3C@咢刀おじさん /// ? colour /// 13th Dan /// 73% #13 Hokuto Shinken Dai65dai Denshousha Mekazawa /// 北斗神拳第65代伝承者メカ沢 /// ? colour /// 12th Dan /// 81% #14 BB PLAYER /// BB PLAYER /// ? colour /// 10th Dan /// 90% #15 Chimepi no Atorie /// ちめぴのアトリエ /// ? colour /// 12th Dan /// 68% #16 Naabe /// ナーベ /// ? colour /// 12th Dan /// 76% #17 Hyouken no Maou /// 氷剣の魔王 /// ? colour /// 12th Dan /// 87% #18 Rettsu Goo, Jyasutiiin! /// レッツゴー、ジャスティーン! /// ? colour /// 12th Dan /// 70% #19 Gurei /// グレイ /// ? colour /// 12th Dan /// 70% #20 Maruge Keibitai Soushisha /// まるゲ警備隊創始者 /// ? colour /// 12th Dan /// 80% 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 /// 11th Dan /// 86% #31 Kara D@┌(┌ ◇)┐ /// カラD@┌(┌ ◇)┐ /// ? colour /// 11th Dan /// 62% #36 ft. /// ft. /// ? colour /// 11th Dan /// 82% #37 Ittensei Shunkan Futtou no Chibaken /// 一天星 瞬間沸騰のちばけん /// ? colour /// 9th Dan /// 58% #40 【Kakyuu】 /// 【火九】 /// ? colour /// 10th Dan /// 61%
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I thought this was old news? I guess it might be surprising since you see literally nobody doing it but Hakumen's drives are all special cancel-able during OD, including his jD. There was a video that got posted here I think and I think the guy kept trying to do both Tsubaki or Hotaru and neither of them worked since the jD rocketed the opponent too high. Maybe a delayed Tsubahotaru might work but if the P2 of it is still 45 during OD, I don't think the damage would look that good and the combo probably won't go for so long though 3.2k off of jD > Tsubaki actually sounds okay.
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I'm kind of sad that the special cancel-able jD during OD can't go into much because jD shoots them up too high :/.
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starter >/Enma > f.j2C > 5C > 2C~ midscreen is really tricky to land even with a good starter depending on the height, character and timing of your combo, almost 50% of the time I attempt it I realize I did it wrong and quickly switch it up to 2C for the usual combo. I'm not sure if the corner helps but I can get it done consistently in the corner though I usually only do it if I hit a raw Enma or a 5C/2C starter with only 2 mags. I think midscreen I do something like starter >/Enma > f.j2C > 5C > 2C > jB > j2A > ad j2A > jC~ender and corner would be something like starter >/Enma > f.j2C > 5C > 2C > j2A > j2C > 6A > 6C > jB > j2A > ad j2A > jC~ender. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1358061091/291 Also according to Arcadia, it seems a lot of character's AAs got their frame data changed around but Hakumen's 6A didn't get changed much or at all. Seeing how you can't confirm it for much since it has so-so prorations and short combo time, I kind of can see why no one is following it up with Guren on CH anymore and just going for the IAD/Kishuu pressure.
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All drives except for jD (for some odd reason) can catch bursts now because defensive bursts have a way faster start up and less i-frames. Also, for midscreen Renka combos, I usually go for the standard combo if online, if offline I go for starter > Renka(1) > Kishuu > 2C > jB > j2A> ad jB > jA > 5C> Kishuu > 2C > jb > j2A > ad j2A > jC~ender. I haven't really tried to change it up mach nor have I took my time to look for the most optimum damage for it mostly because the one I give can pretty much works with any starter, I guess I should work on optimizing my damage more if Guren works in there. If I have 2 stars, I go for the usual Enma confirm or if I do go into Renka, I do something like Renka(2) > *IAD j2C > 5A* > jB > j2A > ad j2A > jC~ender, for *~* I sometimes replace it with step 2C instead but this is mostly because I have never took time optimizing these combos and went more for stuff I can do consistently and still get the corner carry down. I honestly think I experimented more with one mag midscreen combos but they're really just variations using the jB > jA > 5C/2C stuff.
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If I wanted a some what burst safe but still damaging corner combo, I usually go for Starter>/Renka(1) > Kishuu > 2C> j2A> j2C> 6A> *5C > 2C* > loop*n > ender. I sometimes replace the *5C > 2C* with 6C and I gain like 100 more damage; the later added 6C can make the opponent reluctant on bursting there or not and you get more chances to burst bait before the 6C too compared to going straight into 6C. There is also always the Renka(1) > Kishuu > 2C > sj back j2A > ad > jB >/j2A > j2C > 2C > loop*n > ender for a dirty burst bait combo too, though I think this route docks off more than 500 damage and it's actually hard to stabilize depending on the distances iirc. Honestly, in CSE I've always went for the 6C route for maximum damage unless if I absolutely needed to be careful for a burst, I think if you want to always play it safe you should stick to the 2C route since the damage difference really is pretty negligible although I don't know about the meter gain difference. And if you have 4 mags to waste, you could always RC the 6C since it's pretty easy to react to the burst after you land your 6C, I've even trolled people with 6C > Yukikaze as a burst bait before. 6C > burst bait Shippu is dirty as hell too because of that 4k punish.
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At least it's better than having a crappy P1 though the sub-par P2 of our drives kind of kills our combos anyways. Also, reposted the move data in the final changes thread if anyone wants to theory combo and such. I gathered the info from the loketest, jbbs and calculated some of the data myself through match videos, it's not official or cracked info so take it as some possible numbers to fiddle with.
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Probably the most up to date and accurate move data for CP Hakumen. Posted it before in the general but it seems a lot of people missed it and I probably should have posted it here in the first place. Move Damage/P1/P2 5A 350/90/77 5B 590/100/89 5C 1210/100/92 2A 300/100/77 2B 450/90/89 2C 1150/90/92 6A 620/80/89 6B 590x2/90/92 6C(lv1) 1500/100/94 *FC possible 6C(lv2) 1700/100/94 *^^ 6C(max) 2000/100/94 *forced FC on hit 4C 700/100/89 4C(max) 1600/100/94 3C 1200/90/92 jA 320/90/77 jB 590/90/89 jC 1300/90/92 j2A 780/90/70 j2C 1100/90/92 5D 1800/100/60 2D 1800/100/60 6D 1400/100/80 jD 2000/100/45 F. Throw 1400/100/60 B. Throw 1400/100/60 A. Throw 1400/100/60 CT 1000/80/100 *ignores combo rate, cannot be performed during Mugen Guren 560/100/92 Enma 860/100/72 D. Enma 860/100/82 *FC possible Renka 750x2/90/92,60 Zantetsu 2100,750/90/94,62 *first hit ignores combo rate, not during Mugen Agito 800/70/90 *projectile Hotaru 1200/90/82 Tsubaki 2800/90/92 *ignores combo rate, not during Mugen Shippu(lv1) 3200/100/60 *ignores combo rate, also during Mugen, 35% minimum (1120 dmg) Shippu(lv2) 3800/100/60 *^^ Shippu(lv3) 4400/100/60 *^^ Shippu(max) 5000/100/60 *^^, unblockable Shippu(wave) 2500/100/80 *20% minimum (500 dmg) OD Shippu *same as normal Shippu OD Shippu(wave) 3000/100/80 *20% minimum (600 dmg) Yukikaze 3800/100/30 *FC possible OD Yukikaze 4078/100/30 *^^ Void 180/85/89
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It's estimated to have a P2 of 82 compared to the normal Enma's 72 so yeah he former is right. AFAIK the P1 for both Enma's are 100.
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Wake up Tsubaki is Hakumen's secret reversal. Being serious though, I've heard and read a lot of JP players saying that delayed lows on wake up vs. Hakumen is really effective against him in CP since it beats wake up 2D (non-delayed) and TK Hotaru (because the new Hotaru pretty much whiffs anything low profile now) so I guess TK Tsubaki on wake up can land us some great reward if we catch the opponent trying to get too safe with their oki against us. Then again, I guess it would be much safer to just jump out for free rather than chancing on wasting 3 mags and eating damage.
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I haven't seen it but I wonder if we can confirm it with a better follow up move than 2B like Renka > CT or even 5C > whatever from a CH Tsubaki.
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Actually, it's 17f start up unless if I'm (or the Arcadia article/jbbs) not mistaken, with 6 frames of recovery.
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I can agree with adding video demos to give a better visual guide to how the match up should be ran, though we should probably break the match up threads instead of sticking it to one thread and we should keep it formal and to the point so it is easier to get the needed info asap. Why would you use 6D in CP ever?
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Actually, I just checked and the damage difference is about 22 damage (2007 vs. 1985). But I guess 3C and 6B both have different technical oki setups so mixing it up might work too.
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I know the wave was wall bounce on hit from before though I think I remember a bit about it being only on CH during the loketests. I think it possibly still is air to air unblockable considering I haven't heard or read anything about that property being nerfed. We honestly can't net as much as before from 5A though at least we can do stuff like 5A/2A > Shippu for a burst safe 2.5k~ combo. Speaking of combos, it seems a lot of the Hakus are doing forward grab > 6A > 6B instead of 6A > 3C for their 0 mag forward grab combos because 6B has less recovery/more frame advantage than 3C, though 3C still nets them about 100 more damage.
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http://ja.twitch.tv/central804/b/355397288 2:35:40 mark. I love the combo potential of our OD.
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Renka(1)/Zantetsu(1) > Kishuu, [Tsubaki > ]Hotaru > AD and Kishuu > Enma > jcc are all of the good specials to OD combo parts iirc. Also, I wonder if Drive Enma > jcc > OD works. And on a related note, we apparently have enough time to be able to do 5C air knockdown > cancel OD > step Tsubaki > Hotaru > combo. And actually answering the question, no, I'm pretty sure we can't cancel into OD from our specials.
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Updating this makes me think 2 weeks goes by too fast. Tried to clean up the layout a bit, hopefully it's easier to glance through and looks more organized. Notable Players HAKUMEN: DAN RANKING Top 20 as of 2012-01-20 #Rank number Translated name <link to player's guild profile> (alt name if any) /// Player's 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 /// 16th Dan /// 76% #2 Chan (Chin) /// ちゃん /// ? colour /// 15th Dan /// 77% #3 Komusou /// 虚無僧 /// ? colour /// 15th Dan /// 88% #4 Dainashi ni Teihyou no aru tenchi /// 台無しに定評のあるtenchi /// ? colour /// 15th Dan /// 74% #5 Konnichi wa Gackt desu /// こんにちはGacktです /// ? colour /// 14th Dan /// 78% #6 Maruge Keibitaichou /// まるゲ警備隊長 /// ? colour /// 14th Dan /// 78% #7 Shuukatsu chu /// 就活中 /// ? colour /// 13th Dan /// 71% #8 Gurei /// グレイ /// ? colour /// 13th Dan /// 71% #9 JUN3C@Agito Ojisan /// JUN3C@咢刀おじさん /// ? colour /// 12th Dan /// 72% #10 Matsunaga Sara (natakishi) /// 松永沙羅 /// ? colour /// 12th Dan /// 69% #11 (Maruyama desu) /// (マルヤマです) /// ? colour /// 12th Dan /// 66% #12 hydeist@Ciel /// hydeist@Ciel /// ? colour /// 12th Dan /// 87% #13 Hikaru (Takosu) /// 輝 /// ? colour /// 12th Dan /// 73% #14 ┌┤ ◇ ├┐ /// ┌┤ ◇ ├┐ /// ? colour /// 12th Dan /// 84% #15 PRF ARMY@Kurau hou ga Warui /// PRF ARMY@食らう方が悪い /// ? colour /// 12th Dan /// 70% #16 †Legashii Senpai /// †レガシー先輩 /// ? colour /// 11th Dan /// 74% #17 Naabe /// ナーベ /// ? colour /// 12th Dan /// 7% #18 Hako /// 箱 /// ? colour /// 11th Dan /// 69% #19 Nikki@Ranyuu Kangei /// ニッキ@乱入歓迎 /// ? colour /// 11th Dan /// 66% #20 Insatsugyou Shachiku No.02 /// 印刷業社畜No.02 /// ? colour /// 11th Dan /// 64% OTHER NOTABLE PLAYERS #25 Mido. /// ミド。 /// ? colour /// 11th Dan /// 63% #26 ft. /// ft. /// ? colour /// 11th Dan /// 74% #27 Kokoro no Yowai Asage(◇) /// 心の弱いあさげ(◇) /// ? colour /// 10th Dan /// 85% #33 Kara D@┌(┌ ◇)┐ /// カラD@┌(┌ ◇)┐ /// ? colour /// 10th Dan /// 60% #38 【Kakyuu】 /// 【火九】 /// ? colour /// 10th Dan /// 61% #44 Ittensei Shunkan Futtou no Chibaken /// 一天星 瞬間沸騰のちばけん /// ? colour /// 9th Dan /// 58%
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It seems a lot of the moves lost its CH state frames for most characters in CP. Also, I never knew 4C only had a frame of active frame.
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I've caught couple of people trying to jump out of pressure with the air grab so I thought it was it, never thought of doing air barrier to pop it. Thanks for the tip :D.
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What button do you guys press when you pop a Swallow Moon during your mix ups to do a fake overhead > low? I use j.BC but am wondering if there are any cons to this or if there is a "right way" to do it.
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Oh, I kind of didn't post much regarding combos since I figured it's something we could work on later once we get our hands on the game. And I'm glad I finally can do something more helpful than lurking. Also, hot damn I am hyped OD Mugen can pull something like this, it was the first thing that came to my mind and so glad it actually works. I'd be okay with Mugen not being a killer combo super like the previous games if it lets us get in a guaranteed mixup into some hurt. http://www.youtube.com/watch?v=EEyNPpWKlRE#t=10m13s