Jump to content
Dustloop Forums

SansProtocol

Members
  • Posts

    796
  • Joined

  • Last visited

Everything posted by SansProtocol

  1. You can use j.2A in this matchup with a little effort, however you'll want to hit her closer to the tip of the blade (the lower part) to avoid trading with her j.D (aim for the claw XD). Otherwise, there's no real need to approach her unless she has the life lead. Stay back and build meter up. If you must approach, the safest way to approach is by empty jumping. 2D, 6C, 236C, and Air Throw make jumping in on her effectively a living nightmare. Sophisticat was correct when suggesting j.B but only as a jump in or if you are above Tao when you should connect. Although, j.C most definitely helps you in this match-up if you use it properly in your attempts to zone Tao out. I made this diagram to show the moves I keep in mind and why: I keep to single jumps to stay closer to the ground and allow using j.C to be relatively safe and effective (Only 3F of landing recovery). I jump higher if need be but I keep myself protected from most approaches. You have to use its' range effectively and respect her attacks if she's too close. j.B is nice because you can counter/trade with any cancel shenanigans to j.4D/land > run > 6A/2D. If she does get too close, you can choose to Hotaru and score a CH if they did not stop quick enough to cause it to whiff. Otherwise, you'll want to (barrier) block because her j.C/D and air throw will most likely beat out whatever you would have tried to throw out. I would resist using 2D on jabs and just block as they can easily just throw you out of it. I would use 6D instead of 5D on Tao's 6B as you may get CH if you react too late. Finally, she has three jumps and 2 air dashes, which do correlate with each other. C Drive Cancels and Drives that moves Tao higher cost a jump/dash. These reset when she touches the ground. NOTE: She can use j.4D to reset her jumps/dashes as it counts as touching the ground.
  2. Alright, I'll start working on it some time today. Just going through a few ideas for how to format it properly for what we need.
  3. Try to stay high in the air when you're in Wolf Form until you're in the right position to approach Hakumen. Haku doesn't have a normal that will go high enough to hit you out of Wolf if you use that form right, but be wary of Hotaru. Otherwise, you'll want to try to bait a move and cause it to whiff, giving you enough time to punish or get in. EDIT: Leo is definitely right about Wolf 5B. If anything, he'll land near you which is what you want anyway.
  4. If you want, I can do the coding for the data if you want to just throw it in your original post. I'll just need all of the combos that you'd want in and any others afterward can be thrown in later. I just want the Hakumen boards to be as streamlined as possible with the help of the fellow Hakumen players. You've done a good amount of work in the past so I'm happy you're back.
  5. What are you going on about? He only said that people will play the game because of the nostalgia factor of being the game that got them into the series. How does he talking about the way one character played mean that he loved CT's system overall? That was just completely out of nowhere.
  6. Just got back from running around town on a bus and finished homework and I have a chance to go into depth about what I think: The matchup is 5.5/4.5. If Lambda still had CS1 Gravity Seed, this would be 6/4 easy. Without 50 Heat, she has no reliable move to get out of the corner against Hakumen. Secondly, if he is pushed into the corner, it only takes one 2D/5D to put Lambda into it and shift the momentum completely. Lambda can keep Hakumen out but has no real way to make him antsy about taking his time (guard primer breaking and such). Also, voids can be used not only to "sit and wait", but to absorb hits that protect his approaches. In this match-up, your tools are there to whittle down the patience of the Hakumen player and capitalize on stupid mistakes. As I said before, this is a patience match for both players. The longer it goes on, the more it gets better for Lambda usually. Lambda is not looking for damage in this matchup, she's looking to stay alive and tire out the other player. She has superior mobility and range, but Hakumen outclasses her on wake-up and up-close. You just have to make the most of your advantages and keep away from him until you notice he's starting to crack. A good Hakumen player will watch Lambda. Her moves are highly telegraphed and a Haku with enough experience will know what move she's throwing out just by her start-up gestures. Lambda's 6D is a great tool to use against air approaches, but a whiff is horrible for her. Hakumen has enough time to use Kishuu to cause it to miss and then CH her with 3C if he sees it coming. Keep it random and mix 4D/TK Cresent Saber if they're crouching a lot. I could go into this more, but I would probably repeat a lot of stuff. It's a slow match, but a lot better for Hakumen than it's being made out to be. Take it from a guy who still hates this match-up with a passion XD. EDIT: You should all have a look on Spark's writeup for this matchup here. It's a must-read.
  7. It's the crew that almost every other scene in America should look up to as an example. We have a wonderful and competitive scene here in Tampa (and soon Florida) though. And CS2 changed the game a bit for old Haku, but it's always good to look back on past discussion to understand what changed and how that affected Haku/everyone else in the end. Or they just like the OP of CS1 j.D too much. XD
  8. I agree to just keep it simple with just "Midscreen" and "Corner" combos. If a combo results in being able to do the corner loop, it should go into the Corner section. If you feel you want to add notes in parentheses at the end (like character specific combos), feel free to. In fact, I helped format the combos for the Tager forums, so if you feel that some of that might help, use it. It's not going to be exactly like that because this is a different character, but I like keeping things easy-to-read and simple. If someone needs help getting [DAMAGE/HEAT] values, let me know and I'll knock them out. Either way, happy that there's good progress being made on this. Thanks guys!
  9. You haven't been put in the corner by a good Hakumen then. You have one real way out with meter as you lost your DP. If you're letting Hakumen get close, you're going to regret it. Thankfully, you have the tools to keep him out and capitalize well off of any random hit. The matchup is only slightly in her favor because he can do nothing at medium/long-range against Lambda (projectiles, Sledge). You have to focus on wearing down the patience of the Hakumen player. If he does something stupid like superjump/double jump while you're close to the corner, dash out. You're the annoying little fly that Hakumen needs to swat, so play like that. These threads are here to encourage putting all match-up knowledge into print and have the rest of said character community critique it as it comes out. The more conversation being had on a certain match-up, the more knowledgeable the player base will hopefully become. Arakune and Mu are most likely easier as Lambda doesn't essentially negate a vital thing Hakumen needs to succeed (unlike the curse set-ups/stein set-ups they need). Those characters' players are harder to come by, so it's understandable to default to Hakumen.
  10. No one expects you to be a higher-level player when you first start out. Relax, go over things at a reasonable pace until they feel natural, and continue to the next thing. All characters can be played with a lot of skill, they just have different ways to channel that skill. Playing smart is universal.
  11. It was mentioned by zreb, I believe, in the Frame Data feedback thread, so no worries. EDIT: Random Corinthatic was random. Surf the Hakumen board often?
  12. Along with working on hit-confirming, yes.
  13. Don't worry too much. Just make spacing your number one priority. If you use a move (especially 4C), you shouldn't whiff or get CH/stuffed. Then, work on overall defense (blocking/throw breaking) and fine-tuning the use of Hakumen's Drive. Good luck!
  14. Good job BTW keeping up with it. Thanks!
  15. Platinum, Carl, Noel, and Jin are the ones I test stuff on.
  16. That's the thing with any character: doing the most optimal thing possible. Hakumen players have to be able to keep a good balance between offense and defense unlike some other characters. Depending on your meter, your position, the capabilities of your opponent, the tendencies they have, the tendencies you have shown them, and life totals, you have to be able to clearly think about everything you do. All of your moves must have some sort of purpose behind them, regardless of whether it is a 6D to punish that gap in a blockstring or simply taunting someone with 5A from afar to incite them to attack you when you'll have the upper hand.
  17. Definitely do because she has one of the worst (best for her) hitboxes in the cast. If a combo can work on her, it will probably work on the rest of the cast.
  18. Platinum should be giving you an issue in regards to completely missing. Charged 6C and her hitbox do not like each other very much.
  19. To be honest, it just a matter of which moves can come out faster with enough range to take advantage of Litchi's large horizontal hitbox at the time. That's about it. Using attacks that are practical and are good starters are what we should be capitalizing here. The fact that 3C has a 9 frame startup with amazing range and followup on CH is why it was suggested and used.
  20. You'd be correct.
  21. Yeah, that's the alt plan if you're too far away, heck you can get Zantetsu CH without IB if you do it quick enough.
  22. My favorite matchup is against a player who can play their character(s) well regardless of character strength. Always fun to be able to play the player, and not the character.
  23. Yeah, I was talking about Tsubame Gaeshi (623D[m]). The attack has 4 hits: three are with the uppercut, the last is when the stick drops back down and plants itself. You can just block the uppercut and CH 3C if you're close enough. Hop 5C/Throw takes too long to do before she recovers (don't know why I said you can just throw ). Sorry for the confusion.
  24. You can counter-hit her with 5C only if you're the closest you can be. However, 3C is a bit more forgiving as it comes out quicker (and has a bit more range) to hit her when her hitbox is more horizontal.
  25. He probably did, seeing as he plays one of the best Litchis in America on a more regular-than-not basis. My local Litchi isn't shabby at all, but his experience is far greater. XD Need to watch even more vids, I guess.
×
×
  • Create New...