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bakahyl

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Everything posted by bakahyl

  1. Whoever said that OD raid can't CH is wrong, because I think i saw Celica counterhit Jin out of his throw animation with 5a or 2a I need to reconfirm that when the stream is over edit: i am mistaken. it was just a regular OD uploading this 3.5 hour video to youtube is going to take a while .......
  2. Good thing is that Mu has not lost 5c>6c and she can still stein cancel 6c, but so far it doesn't look too good seeing how H.H played Her throw can be special cancelled , so you can charge SoD for a fancy wallbounce combo I will upload the video after the stream is over edit: 2nd match in which H.H lost Oddly enough just like in the first match vs a stylish Tager, i haven't seen H.H. use Mu's 5c in neutral much (he didn't even try to challenge Tager's sledge with 5c) ... which makes me fear something bad. Also the lack of j.2c makes me suspect that our j.2c has become worse as well. (probably it has become similar to unlimited Mu's j.2c) Ikutachi combo looks like something like 5c 6c ikutachi 6a 6b (2b?, forgot) 2c > new combo route in the demonstration video although i have seen H.H trying to end with dp instead of j.2c Not sure if you can still stein cancel ikutachi on hit because H.H. didn't do it either 2c has been indeed buffed on arial opponent, because it's like the character demonstration from earlier : the opponent is sent up flying much higher on regular hit
  3. Finally a Mu match with H.H. let's see how much she has changed/nerfed Meh, not impressed with the current Mu aside from a fancier throw combo edit: it looks even worse than what i originally thought. So my current avatar sums up what i am feeling about Mu rip Mu -_- later edit: Rachel's wind regen looks terribly slow
  4. OD raid is looking to be quite dangerious, seeing how it was used by Pachi's Amane edit: Haku's 4c looks really stupidly fast
  5. http://live.nicovideo.jp/watch/lv195404878 With H.H in the tourney, we will likely see Mu being played later on edit: lol @ stylish mode Tager
  6. The stream is open and it will begin a few minutes, so we will see in a short moment what to expect more of these changes edit: i didn't know that the seiyuu of GG's Slayer , Iemasa Kayumi , has passed away O_O There was a short moment of silence for that
  7. I think that we should not panic that much, since the mentioned info only changes because there were more unlisted changes that you can see in the video
  8. I am seeing these changes as a fresh idea, because it seems that Mu has opened up new combo possibilies and stein seem to cancel into c normals (for odd reasons) for new kind of pressure
  9. The new changes seem to suggest that they want to change Mu be changed more into a rushdown character and the steins probably serve more purpose as a combo tool now, We probably have to think more about the stein placement to keep the opponent away, because 2d and 6d will still hit the opponent when they are further away while 5d and 4d is meant for the closer ranges. Nothing was mentioned about the charged lasers. So i guess these will still fly full screen. Also i don't see anything about the loss of 5c>6c yet, so if we still have that then our new combo will likely end with that combo at the end of the video 6b is probably like nu/lambda's previous 4b now because it's first hit is faster and the 2nd hit seem to hit high. However it doesn't force the crouching state anymore, but you can cancel into into different normals (they used 3c in the video) and specials We do have lost mixup potential, so unless the change in j.2c is really good then Mu has one of the worst mixups in the game now (after Amane and probably next to Terumi) 2c seems buffed because the (probably only for arial)opponent seems to be hit higher even without CH, although because of that we lost j.2c
  10. Come to think of it, doesn't the new enma nerf it into being unsafe on block? Right now I see it sometimes being used as a ghetto anti air, but if you can't jump cancel it anymore than i assume that Haku will be more likely to get punished for it edit: they will likely change it's blockstun or recovery because i doubt that it will stay -19 on block ,
  11. Ragna doesn't seem that amazing asides from his midscreen belial edge And Hazama and litchi have some possible nerfs on top of their buffs
  12. If Mu's dp and Yukikaze hit, then the followup of Yukikaze will trigger but Mu's is actually not frozen by Yukikaze's catch animation (blame her very strange properties on her dp). Normally she will still get hit because the unblockable followup will hit her during her recovery but if you RC her dp, it will give you enough time to super jump over the attack I think you are mistaken about the clash between her dp and a regular hakumen counter. Both seem to cancel each other out although Mu's recovery is higher than Hakumen's (unless it was Hakumen's j.d) Also back to the previous subject, Yukikaze's catch properties are superior to his regular drives as well (since it catches both high and lows)
  13. Problem is that Yukikaze's catch animation can't be dodged by jump cancelling an attack or by using a rapid cancel(well in most normal occasions, with a few exceptions like i know that Mu's dp with RC and a super jump can avoid yukikaze), unlike the catch animation of 5d. So i stil don't see the point , aside from a few more frames leniency to counter projectiles but that also gives the zoner more time to dodge your yukikaze followup
  14. This post was made a while ago but i haven't lost with Mu's dp vs "oki" sentinel dump so far
  15. https://www.youtube.com/watch?v=8l0VzOjaPec&t=5m24s not specificly 5b but they were demonstrating it by using 5b and 4b in the video
  16. Some of these new changes look fairly interesting
  17. About being scary, doesn't Tsubaki have the advantage of having a somewhat safe dp with charge? Meaning that the opponent needs to play more carefully when she has charge and that seems somewhat like a deterrent to me, well that is based from what i can see based on how kuresu plays
  18. What 0f? Counterassaults/guardcancels have a startup, usually 13f
  19. Problem: moves like amane's drills are very long active and a regular OD when baiting a burst is already unsafe to mashing or to moves that are longer active than the invul. from OD and it's superflash unless you have a reversal
  20. My problem is that sometimes i prefer getting a burst over an OD when i am in blockstun.. Like when Amane has a lvl 3 drill
  21. I wasnt just talking about mu but in general. Unless you are playing Kagura or Kokonoe who have attacks with large disjointed hit/hurtboxes, Hakumen doesnt have that much issues with his hurtboxes sticking out of his hitboxes of his attacks compared to most of the cast. I was just comparing mu's bc hakumen normals have similar reach but less big hurtboxes but i could have easily used other characters like Ragna as example.
  22. Thing is, i don't think hakumen should complain because most of his normals dont extend his hurtbox by all that much Even characters like Ragna and Jin have many normals that have their hurtbox extended while Hakumen doesn't FFS Jin's 5c has a hurtbox on his cape http://www.dustloop.com/guides/bbcse/hitbox/jin/5C.html Plus as for the airthrow issue, just complain about the universal hitboxes of airthrows >_> http://www.dustloop.com/guides/bbcse/hitbox/ragna/airThrow.html http://www.dustloop.com/guides/bbcse/hitbox/hakumen/airThrow.html
  23. Not sure what you are complaining about but Hakumen's hurtboxes on most of c normals aren't that bad http://www.dustloop.com/guides/bbcse/hitbox/hakumen/6C.html http://www.dustloop.com/guides/bbcse/hitbox/hakumen/4C.html http://www.dustloop.com/guides/bbcse/hitbox/hakumen/j.C.html http://www.dustloop.com/guides/bbcse/hitbox/hakumen/j.2C.html Still so much better than these http://www.dustloop.com/guides/bbcse/hitbox/mu/5C.html http://www.dustloop.com/guides/bbcse/hitbox/mu/j.C.html
  24. Probably because Terumi's 236d has tons of active frames (11f according to the wiki)
  25. Mu gets clipped even worse with her hurtboxes on her c normals >_>
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