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Everything posted by zer0kage
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Nice to see there's still some activity here. Some fresh Mikado 3v3 videos. http://www.nicovideo.jp/watch/sm10871572
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Careful about FB dolphins that will kill your 6P on reaction. Good thing I notice is that May has to take a 2nd guess to stop you from jumping away from her oki. HairCar at mid range is pretty good against her 5H esp at mid range (full screen is so gonna be death). Use that shit sparingly. I can't lie alot of cases in this match I have hardly any meter to spend on FB discs and shit.
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Oh shi- it's orka in Dustloop.
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Ah nevermind about the last statement anyway. I just do the combos I saw in vids lol. j2C clearly has a smaller horizontal hitbox especially at the point when the blade goes up. That's where jC comes in.
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You can't really cancel off a backthrow in CS now. At least it knocksdown for real now. His pokes are really narrow.. making Tao a pain in the ass to deal with especially that the new 6A/6B don't cleanly beat her Drive or 2A. She can literally go barely above/below the blade. 6A seems to be invincible only the time his head comes forward. It's a better frametrap tool than an aa imo.. I thought the j2C jC land 5C combo above would work if you're by the corner.
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The Raven is supposed to be Joe Musashi. Hecatom got my Law right.
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Do wakeup times actually vary depending if they're lying face-front or on their back or is it simply the different animation just throws off my timing?
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1) wait abit jC land 2C sjc j2C ad j2C 2) 5C enma jC land 2C jsc j2C ad j2C Of course by the corner you can add more. 3) jC Tsubaki That's one of them 5) Yeah it's a good part of the dash mixup especially if the opponent likes to hit buttons to try and interrupt the overhead/low mixup 6) Someone else will do the dirty work lol. Neutral tech against Tager trying to Atomic Collider tech catch and input it asap to beat his Atomic Collider.
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Looking at the most recent vid it looks like Belial Edge has very little recovery on whiff. Hopefully it can be used as an extra movement tool? Hopefully in the final release it'll have massive pushback on hit to make up for it's disadvantage (hopefully slight) frames. This is a chance for Arc to show their colours they better do something smart with the new stuff.
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Countering Nirvana will scare Carl into getting near you because that will trigger the followup. Carl's j2C can evade the followup though.
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I'm gonna look on more ways to get by Nu's sword strings. As someone who's been rolling around with that character there should be more ways to approach her rather than play the 5050 iad or 623A game to close in. Let's take a basic one like. 5DD 4DD <mixup with either 236D or jc j2DD> If you can IB the first 2 hits you can actually closed in for free with 623A. Infact if you IB at least the 2nd one 623A is already possible. Free hits with normals like 6C or 5C are guaranteed should Nu insist to press buttons that time lol. She can still block at least if she manages to react fast enough. Shippu still not guaranteed. 5DD jc j2DD Similar to the above but she is actually safer from most forms of punishment. However, Nu can counter it with 5DD backdash cancel 5DD For this string after you IB the first few hits you are still enforced to another guessing game with 5DD or 2/3DD. Nu players don't normally use this too much unless they do catch on to how you IB and use 623A. I'll look into more. Sometimes when you wanna take on against the stupid characters it's good to learn them abit to understand their mixup better. Hakumen can really become deadly once you can immediately see a pattern in your opponent's offense.
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You can followup Yukikaze with 623A 6C generally. I'll look into what can be done if the opponent falls above Hakumen.
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http://www.youtube.com/user/tvc121#play/user/B4A70174E61460B5 Some combos from the Mook and my thoughts on them. To be really honest a few of them dont really look practical. I'll try and complete it by tomorrow. Still just look at some of 0 or Suzume's videos for combos that will be used frequently.
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IB first hit of TsubameGaeshi (623D) is a free CH throw if you dash in quickly. Also there's enough recovery for you to land a 5C CH into Enma bnb combo. Learn to Counter her overheads as theyre quite easy to see (bar 6A). Countering her staff attacks can be really handy especially that it can cause the player to think twice about rushing down. 6C doesn't really work on her very well with staff 6B simply outranges it. It has it's uses but I need to recall when it'll actualy be useful.
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5C blocked to 623A is really tight. However the mixup you suggested is still quite a guessing game but it is in Hakumen's favour. You can do one more 623A to cover the gap further especially if they op to backdash against 623A->throw or 2A. I might be doing a Hakumen video project to cover some tactics but I do want to see what has been covered already in the special DVD guide.
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Indeed Hakumen's 2A is very good. It also leaves him in +3 on block if my memory serves right. After a CH3C, 6B 623AA falling jC land 2C sjc j2C ad j2C is possible.
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I want your UPS Hakumen avatar back.
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Zantetsu if it hits at the tip the first hit is actually burst safe. Also yes the ideal combo for Hakumen off random hit comes off Enma (623AA) watch the recent Hakumen vids to see what is it like. That combo is much easier if you use the advance input as well. Hopefully when I receive the console version, I can see if it can combo off 2B because that would be great as part of the mixup. Well 2D does work against 2As in general since it's 'mid' and low. Perhaps I should use it more than 6D against the likes of Noel tbh. However, 6D generally can be followed up more consistently with jC 5C 623AA or dash in 5C (when theyre falling) 236A into something else. 2D and 5D feel abit tight concerning their followups. Most consistent is 6C -> Shippu which does alot of damage already and thats what alot of players do lately. 5C and 2C are possibilities but I think you need tomove forward abit inorder for those normals to hit. Not 100% sure in this part though.
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People have interesting comparisons of Hakumen to ST characters. Bison is definitely a good choice, good normals though he has great options in closing into his opponents. To be honest I always think of him as a better Alex from 3S just without the command grab. Tao is quite tough. I tend to only best the Tao players more when I found their attack pattern and use counters on it. 6D is used more if you can IB her blockstrings esp hand clap. Block 1 of the handclaps the next one is free to 6D 2D is... well since Tao's 2A hits low you can use that against the 2A spammy Tao's. So far the one I've gone against loves his 2A after a gatling ->clap->Drive crossup combo. 5D I tend to use it for stuff I can see like Tao's 6B. However, I also can 5A out of that into jA jB jc jC Tsubaki (possibly follow up more) combo. Just me though. It's also a quite handy aa against her god annoying jC (her claw swipe normal really good as a poke). Problem with Tao is she's capable of faking out her mixups causing the player to flinch and punish them hard. Example is her straight dash. That's a free 6A for Hakumen. Thing is that she can cancel it to a fast fall as soon and use her twin palm strike as soon as she sees the whiffed 6A. There's more to the matchup but I need to learn to strike her extended limbs with jC.
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Kishu is a very good tool to close in on Rachel and get a CH throw. IBing j2C nets Hakumen a CH throw which no one wants to be the receiving end of. I think 6C is quite good in catching Rachel in 1/4 screen distance, besides with 4 bars you get shippu which really hurts.
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Sigh shameless self post. Anyway, I annotated a few of them to point out some mistakes and the like. Feel free to help me in other cases. If it's about the combo 0 uses after Enma Ialready figured it out. Hit jC as late as possible and as for the land 2C, hold 2C so that it has a better chance of coming out immediately upon landing. Heck infact, for the sjc j2C ad j2C, the hold button feature eases up the timing noticeably. Yes I purposely recorded my own matches only since I really want to look for mistakes I need to iron out before the Sg tournament. vTim 119 (JI) http://www.youtube.com/watch?v=AazuNHaf9Yc&fmt=18 http://www.youtube.com/watch?v=U0GuPmlHq5s&fmt=18 vTim119 (RG) http://www.youtube.com/watch?v=LvSrZYF15KE&fmt=18 vTim119 (v13) http://www.youtube.com/watch?v=Dt_1-Cdr1_I&fmt=18 v Tim119 (BA) http://www.youtube.com/watch?v=_gVTYG2VHew&fmt=18 http://www.youtube.com/watch?v=Mxzy8vC0i5k&fmt=18 http://www.youtube.com/watch?v=-6iB2oA1yxo&fmt=18 v TEO (AR) <lol> http://www.youtube.com/watch?v=Tx8ZZh1XgEE&fmt=18 http://www.youtube.com/watch?v=mcvLx0TFmKc&fmt=18 v Naoki (TKK) http://www.youtube.com/watch?v=rL9FYdOFWCk&fmt=18 http://www.youtube.com/watch?v=fOVuOvN2NWw&fmt=18 http://www.youtube.com/watch?v=dF0YdaeLNqc&fmt=18
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Yeah it's either 0/Sanma who took out the Arakune in that video. Hakumen can beat Arakune (not easy) and his projectile nullifying abilities are useful in here. One of the strategies is that Hakumen gets a lifelead, and backs off if possible. Now because of projectile nullifying abilities, Hakumen can get away staying far away from Arakune spewing clouds. By cutting his cloud, Arakune has more limited approaches in getting it to hit or to set Hakumen up. His most threatening cloud against alot of the cast is the air cloud. Since Hakumen can nullify that specific Cloud that makes it more difficult for Arakune to actually approach safely and do stuff like stick his air centipede. Hakumen can choose to not cut it and approach via the ground looking for parry points or get into rangeBy playing for time it should be possible. It's a similar case to Smog but that makes him more prone to setups. The fear of his counter can affect how Arakune approaches. This is easier said than done though. If he has Halo it's a different story. Of course if the cloud hits, have fun. Counter is pretty much Hakumen's lifesaver regarding to the bug rushdown. Otherwise thats where Arakune is going to win.
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Not to toot my horn but the tags here do provide some points about this matchup. http://www.youtube.com/watch?v=iBTQHkV2Su0&feature=channel_page A more recent one with some tags though it's actually more for my personal fixes. I know as a Hakumen player I need to capitalize better. http://www.youtube.com/watch?v=BwPeriBUkdE&feature=channel_page To be honest some of the tactics in approaching her are picked out from Sanma's videos in Kohatsu. I don't advise Timing out her which was my plan throughout the 2nd link. If you're up her face with a lead, stay there. Everything else is covered in Jack G's post. Thanks for the detailed guide Jack G. Here's a few questions about this that I have yet to test... If she does her air downwards shot can you actually get a free hit with 623AA? Parrying her sword will cause the next one to whiff... Do you think that actually creates a window to close the space? If you have meter to spare do you think a 632146C against her slower projectiles is guaranteed?