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Everything posted by Raziul
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I need to try and get one of these off in a match.
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Is this going to be one of those nights? Where everyone plays kokonoe or a butter churning tager and just does air grabs the entire time? You're not welcome in my room if that's the BS I'm gonna see.
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Is there something about Kagura's drive cross up I don't know that makes it utterly unblockable?
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I'm ok with the more Hotaru centric air confirms. http://youtu.be/fMq3v0-63YQ?t=14m09s
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I never actually use 6D. That's just my yukikaze input not working.
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Interesting change to Mugen with the relation to Shippu. It still looks like they're making Hakumen more about burst than ever before. I remember early on in CP everyone was talking about how reliant Hakumen would be on his OD. I feel like he's even more reliant on it in CP2 now. I noticed that a lot of the changes to star gain seem to really be impacting how most Hakumen players do neutral now. I see a lot more 4C and 6C and barely any high low mix ups with renka and zan. Personally I kind of liked how CP gave Hakumen more resources to spend on neutral, and you weren't at such a devastating loss if it didn't work out. Most of all, I wish we didn't have to wait so long to get to try the changes out ourselves.
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I guess I just never used it enough to know I could combo into it off of basic starters. I only used it to make my opponent laugh so hard they couldn't block, like activating Mugen > OD and then spamming Zan(1) > Kishuu a few times across the screen until I reached them haha.
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Is the recovery time on Mugen gone? It looks like he combos into it pretty easily with Renka.
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I just keep seeing j.B > j.2A > dj.2A > j.C and it looks soooo boring. Loops are more fun imo. You have resets, IAD overhead set ups, corner carry, a bit of meter gain, and solid damage. Even Extend Hakuman had j.2A air dash combos. I just don't understand why they would suddenly decide to pretty much give him no new air combo and leave him with something so simple. This is my biggest issue with the changes and it really seems to kill a lot of my excitement. Guess I'll just have to keep hoping there's some hidden nonsense we don't know about yet.
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GGs to the people in my room tonight. Managed to hold onto my fraud orange a bit longer.
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Ok, nothing particularly useful to add here, but you'll be happy to know that Jin's j.D is considered a projectile and beats our Astral. Good stuff.
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[CPEX] Hakumen Video Thread 2: Electric Boogaloo.(Updated 6/9/2015)
Raziul replied to BlackYakuzu94's topic in Archive
Saw a couple examples of how the counter special cancel can be used in that 1 hour vid. Use the counter to "block" a projectile, then cancel into gurren or kishuuEnma. I imagine this is why they took the projectile invincibility off of Kishuu. -
I think they finally got around to turning Hakumen into a corner whore like the rest of the cast. From what I've seen, his mid screen game is significantly toned down, but they've improved several of his neutrals so that he can lay down a bit of pressure in the corner in his own way. I'm not really a fan of how simple his air combos seem to be outside of IAD j2A. I'm sure I'll play him regardless, but there are a bunch of changes that are making other characters look mighty appealing too.
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Was thinking about how Hotaru prorates better now. Perhaps they want us to change up our air confirms a bit. Instead of the tried and true air confirm to 5C low to the ground, maybe it might be more viable to do something like j.B > Hotaru > air dash > j.2A > 5C > Kishuu > 6C(if you've reached the corner)
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I hope j.B > j.2A > j.2A > j.C isn't all we can do in the air. They can't just give us something so simple after forcing us all to learn loops for a year.
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Jeez, 7k OD combo off a non CH 2B
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Unless 6C has a new gatling or special cancel besides Shippuu, it doesn't look like we can do much with it. Perhaps we'll see things like Renka(1) CH > Partial charge 6C in the corner.
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I can't tell if it's because I'm watching a vid or what, but it looks like several of Hakumen's regular moves look faster to me.
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Harsh.
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There's also the 3C CH > 2B > Gurren (Renka for Azrael) > IAD j.B > j.2A > 5C > Kishuu > 2C > etc So what's the point of getting a counter hit now?
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Looks like Renka(1) will be getting a bit of its former glory back.
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Google translate version: 4C 700dm the first stage [80] multiplied by 89 90 multiplication 92/60 lotus [1000 / 500dm] the first stage 2100 / 450dm Zantetsu the first stage [80] [multiplication 94/72] [bonus] 120 Hihotaru 1200dm the first stage [80] [92] multiplication J2A [690dm first stage 80] [89] multiplication Strong Zantetsu's when exposed in the first stage other than It is not examined related throwing empty-throw rear
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It will probably make the IAD combo more feasible. Since you're not losing your momentum, I imagine we'd land much closer to the target after the j.2A and that would make the 5C connect after much easier, especially against some of the floatier characters (I'm looking at you Jin -_-).
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j.2A didn't push Hakumen backwards or stop his momentum on block/hit. not only is 4C faster, the recovery is shorter. He does two back to back in the time it'd probably take to do one right now.
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