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Everything posted by SansProtocol
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[CP] Hakumen VS Ragna: Black And White
SansProtocol replied to mAc Chaos's topic in Hakumen Matchups
I don't have input on this match-up lol. I know the top-tier ones (outside of Hazama) but not too many outside of that haha. -
6D's catch recovery on whiff changed was decreased from 6 to 4 frames in 1.1. How does that make it easier to abuse?
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[CP] Hakumen VS Hazama: Snakes on a Chain
SansProtocol replied to mAc Chaos's topic in Hakumen Matchups
What do you mean "imba"? As in "imbalanced"? And why's that? Any insight on why you think that may be helpful to figuring this match-up out. -
Alright, I watched your vid yesterday and forgot to comment on here. First of all, you did pretty well containing him in the corner and staying aware of your meter (it seemed like). I would use 6B > RC more if you score those non-CHs as I believe that could have won you a few rounds or would have came close. Also, there was one or two instances where you were low on life with your back against the corner and back threw him. RC > OD'ing there would have destroyed Carl's health bar. Although you did air-dashed safely out of the corner a good amount, you air-dashed or jumped into the sandwich which is Carl and Nirvana. You probably know better than most that's not a pretty situation to be in. You seemed to CA well when in a massive pressure-string and blocked a lot of mix-ups/cross-ups well so really good on that. Good use of tick-throw/TRM traps with 2A > Throw. D > Shippu more if you're sitting on a bunch of meter. There were are few times where you could have ended the match with that. I saw you did it once or twice (not sure) so it might have been nerves. Alright, so I'm just going to sum up my feelings by saying you need to get consistent with your play. You've shown in the matches that you know how to punish, combo, and space properly; it's just that there are points where you just randomly stop and start doing so. Also, if you throw out a move, make sure you know the combo off of it and/or know why you're at least using the move for. A local Tekken player, Kodee, gave me that advice, and it helped me see things differently. Otherwise, pretty good play. Good luck and I hope this helps.
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I like you. You're a cool person.
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Hey, I was just thankful of what you've done regardless. And I understand, if you don't fully enjoy a character, then whatevs...wait. I thought my powers of summoning only extended to mAc, not all Hakumen players. This new avatar has given me the power! ...but anyway thanks for responding.
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Thanks, I'll try more later. Because people don't like to just block and punish unsafe wake-up options. Except Oki 2D.
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When was this said? Because I noticed it almost immediately after I uploaded it. Schneider's avatar has the same arm out/pose as well. Guess we all like that Hakumen win pose subconsciously.
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Added the required magatama needed to use Haku's specials and corrected cooldown values after using said moves. I'll be hitting up some of the other stuff soon.
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Taking out the "Placeholder" text and providing some more basic stuff on some of the moves would probably help. Not too worried about combos; people need to be encouraged to come on here and see what's up.
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Is Indigo still even active on here anymore?
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Well, it would be nice to have a united approach on this so we don't have people working on the same sections. That's if we get enough knowledgable people on this in the first place.
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What's the issue that you have with it?
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I TOLD YOU IN THE FRIEND REQUEST MESSAGE, URGABLHGHRGH!
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I've been doing that loop for so long that I've blanked out on noticing that. Have you ever tried Kishuu on the second 5A of the loop? Protects you from falling jump attacks, sometimes crosses them up, and makes really tight throw set-ups if they neutral tech.
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Where's the 5A?
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I suggest using Hotaru and j.C as some of the main tools against Taokaka. Hotaru is a rather terrible thing on wakeup, but still great otherwise. J.C is nice because of its' terrific range. Her mix-up is a bit better against Hakumen because of his large hurtbox, making fuzzy guard set-ups with her dangerous. However, outside of that, it's not too great. 5A/5D her 6B (her main standing overhead) when you see it and down-back for the most part when blocking ground strings. Don't let her try to reset pressure with jump cancels into falling j.B/j.C; use 6A or Hotaru if you see a player go for that constantly. Air-to-air is tricky against her. Even though j.C is good, using it too close will get you CH'd into a corner carry combo (and trust me, you'll end up there). Keep close attention to spacing all of your moves in the air. They all have their uses, but a mistimed attack with get beat soundly by j.C/Drive/Air Throw. If you score a hit and get her in the corner, she's got no solid tool to get out without meter. Keeping her there is in your best interest. I'll update more on this later.
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GGs to everyone I played. Sorry if there was lag or if I played like crap. Also, shoutouts to Jacope (sp?) for beating my shit in. Thanks everyone!
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6D exists for the same reason boy bands, Uggs, and Imperial units do: because stupidity exists.
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Got back from the CEO regional in Orlando. Got 2nd, but Litchi can eat a big one. Expect some info and discussion to come up in the near future in that match-up thread, if you all don't mind.
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We might not have changed too much, true (that's yet to be really determined though). But other members of the cast have as well so it might be enough to change how we are supposed to play against them now.
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What changed to make throw resets more potent than in Vanilla CP? Or is this some temporary solution for the first few weeks?
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So has there been any sighting of new changes that weren't listed in the changelist? I know a few characters got a few so I was wondering if anyone else saw something in video footage.
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We can still do gross amounts of damage? Alright, cool. That's all I needed to know.
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I was going to ask you why you think 6D would be nice to have back at frame 1 and then use those reasons to make my point that it would be too good even without the follow-up. I know you're an Ace Attorney fan, too. :3 I thought that move was too good in Extend, to be honest. That too, that would be a good thing to change. Activation at neutral with less than 4 stars to see what an opponent is doing > 6D would be hilarious against jump-ins.