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Everything posted by Raziul
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Agito is negative on block and SHOULD make anything you do after relatively easy to Anti-air. I'm surprised I don't get punished for Agito more to be honest. But the start up on j2C just seems horrid in comparison to anything else in the game. Combine that with Haku's obvious jump arcs, slow dashes, and everyone running around with 6-7 frame head invincibility on their anti-airs, I'm really starting to feel the punishment every time I try to use j2C. I'm fairly certain that it extends his hurt box lower too, because magnet feet grabs happen a lot to me when I'm trying to start j.2C above someone and they grab reflex near me instead. Data says it's not really that much slower than most other moves, but it certainly hasn't felt that way to me lately.
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Anyone else agree that j2C is pretty much useless outside of combos in this iteration? They should pretty much replace all of Hakumen's air neutrals with a sign that says "Free hits".
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Why does 22C reset work on an aired opponent and how do I actually beat it?
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Coming back after a multi-month hiatus and sucking hard. lag. Terumi 6A. Hakumen magnet feet. Hop Tsubaki only coming out when my opponent decides to use a wake up reversal.
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I can record it for you in a replay room if you want.
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That actually sounds like it'd be pretty badass to see.
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That sad moment when no Hakubros on the Evo stream. Hopefully the game made a lot of new fans, but I swear I only saw like 5 or 6 characters the entire time.
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I'll be watching all the streams and rootin' for you all!
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The trick to the third one is in the fact that 2C is jump cancelable. Instead of doing a regular TK motion (2147C), press Up and then do the tsubaki motion. In other words, you want to do the jump cancel before the Tsubaki, not the other way around.
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Poropiccho always seems to do some cool stuff. Chin and Hikaru were the other two I always see on Jourdal's vids.
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I guess that means you're an asshole for not simply correcting someone and instead attacking them. Where did I say any of that. Let me lay it out for you since no one seems to have any clue where this gone. Original statement: It's stupid that Tager has set ups where the only possible escape is to lay prone on the ground. It's frustrating when you're conditioned to be able to tech normally. Correction: You can escape said grab set ups with jumps Follow up: Did not know. Every time I've ever tried to, I was still grabbed, so my assumption was that it was not possible. And then around here, everyone completely jumped to false conclusions and irrelevant arguments and here we are now.
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So is everyone just stupid or am I really that indirect with my speech? Try reading this again. You've completely missed the point of anything I've tried to say.
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I've been playing since CT and I have no recollection of ever being able to jump before the command grab catches immediately after a neutral tech. The character slides across the floor from magnetism and I get caught before the character even remotely begins to react. If this is true then forgive my frustrations and I'll try harder to make it work. Go reread my earlier statement. This is literally the ONLY situation where you'd ever consider lying prone for extended periods of time. The other 99% of your gameplay, the "Tech" mechanic will be used normally. It's an ass backwards way of game design that defeats the entire purpose of the mechanic. I don't like when mechanics don't serve their purpose as intended. Been here since CT first came to the states. Have been well aware of the need to jump to avoid command grabs. My frustrations stem from the fact that it seemed impossible in a specific situation that otherwise ignored the general rules of the game.
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Was actually referring to his Magnet BS where he 360/720s you as you tech and it catches you before you can jump, so the only answer is to delay tech and watch your already doomed corpse slide across the floor. I say unavoidable because command grabs are retarded and can't be tech'd or interrupted with attacks. Screw command grabs too, but that's another discussion for another day. This is the only situation where this is pretty much the only solution. It's stupid to condition a player to the mechanics of teching, emergency techs, rolling, or delaying a tech for a moment, and then completely throw everything you know out the window and punish you for said conditioning. In more general words, game mechanics should be universal across the entire cast, and throwing things like magnet command grabs into the mix that make teching normally a death trap, is the worst kind of game design.
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I hope whoever invented Tager and decided he should be the only character in the game with unavoidable tech traps needs to DIAF.
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BlazBlue Question Thread - Ask your questions here!
Raziul replied to KayEff's topic in BlazBlue Gameplay
This is more of general FGC question than one directly related to Blazblue, but since is the only FG forum I lurk, I'll post it here anyways. I was always curious about the process people use to discover combo routes. I know that some of the combos I've used, I never would have come up with no matter how much time I had spent in the training room. I guess I just don't have the right thought processes for these things, because I only tend to notice the most obvious things. -
Do you have a gateway from ATT? I had one of their boxes start acting like that earlier in the year. You can call ATT, tell them your gateway is acting up, and they'll usually send a tech with a replacement box for free.
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Well, it could come right down to the situation. With Mugen already active, the star count doesn't matter, as it will last as long as the OD does and you can perform whatever moves you want even if you're down to a single star as long as mugen is still on. But what if your situation at the time is you have 7 stars and can't activate Mugen yet, but are in a safe position to get ready for it? Pop OD, instantly hit 8 stars, then start Mugen. But that is entirely situational.
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Technically yes. You'll be able to squeeze out that extra second of OD that you'd otherwise have to spend activating Mugen if you do Mugen > OD. It just looks a little weird when you have 7 stars but it's still considered infinite heat.
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[CP] Hakumen VS Platinum: 3 on 1 is a good handicap
Raziul replied to mAc Chaos's topic in Hakumen Matchups
Normally it'd just be a matter of properties and we'd expect to get a void every time. I think the bubbles are a special case though because they can be "popped" instead. The only time I remember getting voids is when you cut it during and maybe immediately after its start up. Otherwise they simply pop. -
Play more.
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Yep. In a more serious sense, Hakumen's entire design is based around his meter. The general idea is to use pokes and defensive tools to build meter and then when the time is right, spend the meter to pump out large amounts of burst damage. In actuality, what you're doing will depend on the situation and match up greatly. Some people you want to space, others you want to chase down and stay on, others are going to be all over you and you'll need to play defensively. Most of your meter gain will be completely passive, although it's a good habit to take advantage of obvious opportunities for free meter. You'll be using meter for pretty much every thing, especially in this iteration. You can use Kishuu as a quick dash to close space. You'll use meter for your mix up and pressure strings. You'll need meter in order to do any serious combos. You'll use meter as defensive tool with Yukikaze. Hakumen's design pretty much allows him to special cancel almost any of his normals. This is important, because by themselves, his gatlings and normals aren't nearly as effective as other members of the cast. If all you're doing is a simple string like 5C > Zantetsu, you're opponent will adapt and it will no longer be effective. Try practicing a couple of things like hop tsubaki, mixing kishuu cancels into your pressure strings (2B > Kishuu, 2A > Renka(1) > Kishuu, etc). Because meter is so important to Hakumen, it will also be important to use it effectively and efficiently. You don't always have to spend every star you have in a single combo, and in most cases you won't usually want to.
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That awkward moment when every non-Haku player always fails to notice that anything short of a C lvl CH rarely breaks 3k in dmg.
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Likely because it doesn't affect his combos. Pretty sure every other character uses their drive for numerous combos, and would be crippled with out them. I think the only time I really saw myself using my drive a lot would be against people who tried to jump in on me a lot. 5D tended to work as an anti-air a lot better than 6A or 2C for some reason.
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This match up to me has always been about knowing the gaps in the Terumi's pressure strings so you can get out, and punishing with good reads since he beats you at just about everything else. If they use 2D at all during their strings(not sure why they do...), that's a great chance to get out and start spacing again. Punish his jump ins. You can 3C his 236D that they love to use to close, but I've had mixed results on that. If they do it raw you'll usually win, but if it's something like 5D > 236D you're usually safer blocking it out. You can punish them pretty painfully with 5C/2C if you can hard read their jump cancels during pressure. Oh yeah, they all mash like crazy. Use your drive counters and make them show some respect. The worst thing for me was always how good his stupid 6B is. I think it has low invincibility or something. It's positive on block, fatal counters, and gives the Terumi players the most brainless frame trap in the game.