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SansProtocol

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Everything posted by SansProtocol

  1. I'd nominate this for the thread title, as it seems true with all of the posts from you guys recently. 1. Put away or sell game. 2. Don't set up or go to Casuals. 3. Everyone loses interest. 4. ???????? 5. PROFIT!
  2. Sounds like a plan. Also, Jesus Christ Riding A Bike On A Pipeline, this thread...I need sleep.
  3. The Newer Florida Thread: "Pedos-R-Us" The Newer Florida Thread: "To Catch A Predator Edition" The Newer Florida Thread: "Why Don't You Have A Seat Over There?" Also, thanks a million for the quick response, shtkn.
  4. I sent a message to shtkn and he will probably get to it when he can, so no worries. Also, whyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy is that title?
  5. It's -27 on block, so just block and punish with 5C. If she did it in the air, that's even better. It's just safe to not do anything risky when you don't need to.
  6. Reversals can be beat by buffered 6D/5D if need be, so there's no real need for Kishuu for those. If people are trying to slip reversals through the holes in your blockstrings, then just cancel the normal into one of your Drive counters.
  7. If you have the receipt for the online order and were fine with just the regular edition, I'd return the Collector's Edition to a store nearby for a refund. I'm a college student, so I like getting any money I can. Then again, you could just sell it to someone for a reduced price.
  8. Thanks for the great help, as always. If I had Dark Souls, I would lose my life to it too. I already played the crap out of it when I was at my friend's place. On the discussion of Platinum: If she's falling to the other side after the throw, that means you practically had your back on the wall. Any further away and she'll fall normally. Just take a step back and 5A.
  9. Backdashing can be beaten by TK Tsubaki and a delayed Gurren to catch the dash in the air. This match-up is a big game of rock-paper-scissors after GF, but I like that as you're forced to think more than usual. @ Everyone else: Yes, this move of Haku's/Tager's can be that other move of the opponent's, but that's not the biggest issue in this situation. Not only is Haku's post-GF game limited by his magatama, you're also magnetized and you have to force the Tager player into a move as the risk/reward is in Haku's favor even after their GF. However, you either have to condition the Red Devil punching bag in or you're going to have to play the same yomi game Tager does. Smart Tager players will be playing the yomi game as well, but will do it better as it's second nature to them like breathing is. Don't become predictable, don't let them in without a fight, and don't go all-in when you have meter. The meter you have is better used when punishing Tager for getting reckless, not so you can go crazy and fall right into Tager's hands.
  10. That will happen if you are practically against the wall in the corner. In those cases, you can step back lightly and do 5A instead of 2C at the beginning of the Corner Loop combo. That, and you can RC the back throw after the second hit and just go into the corner combo to make it easier on you. EDIT: I preview my post and leave it for 20 minutes to get ninja'd. Nice job Dioxide.
  11. Can anyone test this for me for damage and Heat Gain? My controller is nearly broken and I can't do super-jumps on it well enough to save my life. Here it is: (4) Back Throw (into corner) > RC > Corner Loop(?) I only ask as I was going over the frame data and saw the amazing proration on Back Throw and seeing as you can RC after the second hit to put them in a float state as well, I wanted to see the possibilities. I'm thinking you can do the Corner Loop 3 times off of this and for anyone who tests this, if the 2C after the RC is too hard, use 5B instead and then go into sj.2A. Thanks in advance!
  12. Yep. Still has that same old amazing range for a 2A as well. That Head/Body/Projectile buff to Kishuu is the best thing that Hakumen got, outside of the overall meter buff. Yes, it's great for approaches, but it'll be insane when a player will use it to punish/ignore a ground Burst or CA if your opponent doesn't stay random enough. But that's something Hakumen should have the ability to do.
  13. The day after I finally print this combo list out for my BlazBlue Bible, you clean it up and make it the prettiest little thing ever. The apartment complex is going to hate that I only have to provide paper to print XD. Jokes aside, AMAZING job on this. The numbering system at the end of combos to link to the FAQs was a brilliant idea. But...it's still missing something: A proper title header. *cough* Thanks Hellknight for those HQ wallpapers. *cough*
  14. If people are going to dismiss reading the title of the thread, they're going to ignore posts about taking the discussion to another forum. Don't worry about it too much as posts can be moved/deleted if they're in the wrong thread.
  15. As with any character with a continuous dash, watch out for any person that just runs in without attacking. This is usually when you're going to get thrown. Also, just watch out for the giant white magical circles when she throws as those are unique to the throw. Use your regular jump/double jump, Barrier Block 2C/5B anti-air, and watch out for throws. That's about it.
  16. Considering the fact that his meter gain is quite impressive with the reduced cooldown and the slight minimum damage on Shippu increase, it's probably a lot easier to build enough meter to use Shippu as an ender while using more specials to get better damage.
  17. Because the list is 100% accurate and is obviously from a reliable Japanese source with the manpower and time to make it so.
  18. If you need any help, toss a section over to me and I'll code it. Secondly, you're good enough probably. Hop Tsubaki combos are good, but not as necessary as you may think. Most of the time, I either do use Tsubaki to cancel j.B/air throw. Otherwise, I really hate the use of raw Hop Tsubaki outside of combos unless I think someone will run into it when they're dashing from the other side of the screen.
  19. You have to just keep on her. If she has a bad item, watch for her to dash backwards to create space and give chase. Yes, she may be able to change her item set once but she's in a bad position for doing that by putting herself near the corner. Zoning is difficult as you need to keep such a good eye on your spacing, but turtling is a little less effective strategy here. Instead, I would use Haku's normals and delayed gatlings to keep her under lock in blockstun or at least afraid to push buttons while you are building up meter. If you do nothing but just turtle and zone, you're giving her every opportunity to do what she wants (cycle items, establish an offense, dash to use forward momentum to beat your long-range pokes) so you have to keep a balanced offense/defense and stay in a range where you can poke her safely without much worry (small zone but you can cope). As for her command grab, just go into training mode and watch how the sprite changes and how she looks when she starts an attack. Unless she baited a counter and is punishing that, they're should be little excuse to why she's connecting with her command grab. It has a long start-up time and horrible recovery on whiff so jump and decide then if you're able to punish it. If you expect that a Platinum player is Dramatic Sally (the command throw) happy, bait it near a corner and use their own move to help your objective. You can do the same with Kishuu and air dashes to break out while putting your opponent in it.
  20. That format was what I was shooting for, Indigo. There will be a lot of combos to fill in, most of which probably won't be optimal in damage/heat but they may have sort of other advantages otherwise. Zantetsu may not be the most optimal use for meter but it's a solid overhead. Having a list for optimal damage/heat combos is important, but all of that knowledge won't do anything if an opponent just blocks low. Zantetsu is that option that makes them fear doing only that (6B is nice but not as scary). Having combos using that as a starter would be a good addition to the list, maximizing the damage/heat/etc considering that factor only. Heck, if the opponent respects your pressure enough, you can do 2B and cancel with Zantetsu if it's block for some good Low/High Mix-up. Anyway, it's a great option in Hakumen's arsenal and it's should be considered when making a list of combos.
  21. I never really noticed that. I'm on it. And sj.2A is required for multiple Corner Loop reps as you'll get pushed too far away or will not connect with the j.2A fast enough without it. Otherwise, you don't have to worry too much about super-jumping outside of that combo.
  22. I like having all of the "Damage" and "Magatama Gained" values (as in the most recent version of the guide) but it needs to look cleaner. I do like the fact that combos in between sections are organized by the number of magatama used, however. Here's something of a format I would shoot for with the guide as it is: Midscreen: Without the corner, Hakumen does not deal much damage without spending precious magatama. The main focus of mid-screen combos should be corner carry as his big damage can be found in the corner. (0) 6A > 3C [1164/0.3] (0) CH 6A > j.2C > 3C [1574/0.6] (0) CH 3C > 2B > 5A > j.A > j.B > JC > j.2A > j.C [2256/1] (1) CH 3C > 2B > Gurren > Hop > Juggle [2556/1.5] (1) CH 3C -> 2B -> Gurren -> IAD j.A -> j.B -> 2C -> j.2A -> AD j.2A -> j.C [2747/1.5] (2) [starter] -> Dustloop [1831-3136/1.4] I believe that the categories be "Midscreen/Midscreen to Corner/Corner" with the moves ordered by "Starting Move" and organize those combos with the number of "Magatama Used". It would look like the above example but 5A combos first, followed by 5A CH, 2A, 2A CH, etc. What I would want to strive for is having a singular list of optimal combos organized by the magatama each uses and list the best combo for each starter using that said amount of magatama. If a combo is the most optimal for more than one starter in each level, then you would combine them in the first part of the combo and list the [DAMAGE/HEAT] for each one after. Other combos could be listed later in the post(s). I know this is a lofty goal but I'll put forth the most effort to make it easier. To finish, I don't think that the spoiler tags or extra notes are needed. If anything, players have a glossary in the beginning of the guide for combo enders or other basic terms. In addition, a F.A.Q. can be put at the end to help with what most of the notes now could do. Thinning out what basics Hakumen players should know as well as anything that could be gone over easily later in the guide will help keep the combo list stay clean and precise. Thanks for reading.
  23. It's not a question of risk vs. reward, but as you said before, what is needed for the situation. Bang throws nails and then tries to use those to cover his approach, use Hakumen's drive. Need time to build meter on a projectile-dependent character or want to use the Fumajin to box them in and/or give you a way in, cut the projectile. If there's a way to take advantage of a projectile safely, then do it. But otherwise, don't overextend yourself to do something just because your character can.
  24. When I started out, I did that as well. Just slow down and time it correctly. If you mess up, do it again until you get an idea of what window you have to execute a move. The inputs are very lenient in BB and you usually have a good amount of time to hit-confirm and continue into a combo. A tip I like to use to judge when I can follow up with an attack is watching for the hitstop of a move or the bounce hit effect after 2D. The game gives you a lot of visual cues to help you out.
  25. She does have more than 3 good matchups. And I understand how match-up ratings work.
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