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Everything posted by SansProtocol
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Just tested stuff. My advice for the DP: Just 3C after the first three attacks (when she throws her stick up) if you're close like you should be. You'll score a CH and the stick will harmlessly land during CH hitstop.
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I'm on a bus so I can't try it out but would the void hit them before the j.2C or after it, not protecting you from the second hit or allowing them to tech if you delay your combo? Just visualizing it in my head.
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Just block the first three hits and throw her after. The throw animation will make you invulnerable for the stick's last hit. Time it a bit later if the throw ends before the fourth attack. Also, watch for times when she doesn't have her staff as you don't need to worry about DP (I know this seems obvious but just making a note about it).
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Moves to use and why: 2A: Get used to this move as it’s one of Hakumen’s most useful pokes in this matchup. 2A helps space out/CH wolf form approaches on the ground, beat improperly spaced B/C moves, and pressure Valkenhayn in the corner as he has no DP. Hotaru: This is the equalizer against wolf-form crazy Valk players. Not only is it great against Wolf Cannon/Wolf Dash attacks, but it helps get Hakumen out of the corner. It is one of the only options that you can count on to beat the options Valk has on your wake-up. 6D: This counter as a good bit of uses but only against specific things like cross-ups, [w]2C ambiguous air dash (+j.A/j.B) attacks, or j.C when your opponent has meter to RC. j.C: Covers a lot of space in the air and will usually beat out Wolf Cannon movement unlike other moves that Haku has in his arsenal. Since you will connect with a CH most times you hit, it will help put him in a corner to allow you to pressure him easier. 5A: Generally safe anti-air when combined with proper spacing against Wolf Form. Secondly, if you see a 6C overhead, do not use D but instead use 5A. He can Wolf-Cancel 6C on the two frames before it goes active so it’s good counter-bait. Usually, you’ll score an AA CH which will allow you to carry him to the other corner a great bit. Strategies: Like BoJ said, stay mobile. You should play this matchup like MvC and not make it easier for Valk to set-up good mix-up opportunities on you. Backdash Hotaru is a good tactic instead of TK Hotaru against Wolf Form air approaches as you’ll dash out of the range of his high/landing low mix-up if you mistimed the DP but still be able to hit him with Hotaru. Do not try to do any sort of obvious jump-ins as Valkenhayn has amazing AAs in both forms. Most times, like after an air-tech high in the air (after a Valk combo, for example), it’s better to barrier block and land then go on the offensive as the other player has plenty of time to get into a good position to [w]5B and trump anything you throw out. Be mindful of his wolf meter. The lower it is, the smaller his list of options is. Time your attacks accordingly and be patient. Knock him in the corner and keep him there. Like it has been said before, his defensive options without meter are horrible. Take advantage of your corner dominance and his weak defense game and use air throws to catch him and make him sorry he tried to jump out. MORE COMING SOON!
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I play it according to the matchup. Usually, if they are gaining anything from me turtling (Stein set-up, Install meter, Spark Bolt meter, etc.), then I will apply pressure accordingly. If not, then I usually am fine with sitting back, allowing my meter to build. If anything, I will adjust my position if I am getting too close to the corner by using Kishuu to go underneath air approaches and D to flip them into the corner. In some matchups, I never go on the offensive even with a bunch of meter as I find it easier to use it to exploit weaknesses in a character's offense.
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It's not that bad, write-up coming soon. Counters are less useful in the matchup, stick to 5A/2A, Hotaru, j.C.
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Trust me, you'll want to try to get into the scene as early as you can. I value friendly offline practice more as you can deduce what are your actual issues and what was caused by the lag you face in online play. It's also much easier to ask a person to your right for helpful advice. Honestly, I've learned just today that you shouldn't worry so much about the color you pick and just the skills you bring to the table. Lastly, it just all comes with practice. We all still have much to learn, even the people with a good deal of knowledge and experience under their belts.
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Also, Yukikaze working on projectiles isn't as good as people think. You'll only catch someone with the gimmick a few times but you'll generally want to use Yukikaze on physical moves to get the hitstop. At least he has plenty of other options to use his meter on.
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1) There's not anyone in the Match Finder thread that will pick you up? I know Cali is infamous for driving all of the state to get its' people who are interested in the scene. 2) I use the second to last of the regular colors (the one before Shadow Hakumen) but I would rather "earn" my color before I start claiming it. 3)You have many options like IB Barrier Blocking to push them away, Yukikaze (if you have the meter to use CA), and some other stuff. I'd use the CA when you're in a situation that will lead into a trap and you need to break out of blockstun (Like Litchi's Daisharin > Throw Trap). Zanshin should only be used in reaction to overheads and other moments where there's a lot of space in some gaps in your opponent's blockstrings. You can also buffer them against Distortions and also as on the offensive to cancel your normals into Drive to yomi-catch mashers 5A/2Aing through your stuff. Usually, you'll will want to use it on reaction to take out a lot of the risk in using D at times.
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Nominate people for awards here:
SansProtocol replied to Henaki's topic in Site Feedback and Suggestions
I second the nomination on for the Skullgirls award for both Mike Z and Ravidrath as they take a lot of time out of their schedules to increase the hype and help clarify a lot of things. Yes, they have a vested interest in that game, but they go above and beyond for the fans on Dustloop. -
Yeah, this matchup is one of the matchups where you have to pay attention to your spacing at all times. I didn't know you could get a corner combo off of CH TK Bat. I did know 3C can beat Haku's 4C for most things but I want to get home and test 4C at max range against Plat's dashing 3C and see what to do about it. I was more worried about how dangerous it is on whiff as he is in CH state for the entire move (which I hope they address in the loketest, why the charge?) Thanks for the info, this really helped.
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Thanks for the assist as I just have it down to a science in muscle memory and I didn't use the visual cues you mentioned to learn how to time it, nor do I use them now.
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I wonder if you will be able to change up certain things like the looks of weapons with the costumes. Nothing changed statwise but just feel like bringing a golf club into the fight or special Chie boots of Galactic Punting are in order. Silly wishing aside, I am super hype about this game and I wonder how the arcana are going be incorporated into the gameplay mechanics. By what I'm assuming, I think the P4 protag will be the jack-of-all-trades character like Ryu. Chie's going to be your close-range beast, Yosuke is going to probably be good at mid and close with his knives, Kanji's going to be the slower midrange hard hitter, and Yokiko is going to be your long-range fighter that will be like a Fire-based Storm or something. My fingers are crossed as I hoped ASW does a good job with this.
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Just do blind j.2Cs without hitting an opponent and see how late you can do it before they stop coming out. You'll want to try them hit him them as low as possible to have enough time to land and 2C. j.2A's untech time was increased in CS2 so you have a while to actually hit with them. It's really just getting it into muscle memory for the most part, I'm afraid.
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No. XD
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You know how you call a color? Show up to a tournament and do well with a color. B<
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It was a good matchup for Hakumen in CS1 (better risk/reward and damage for Hakumen) and an even match-up for him in CS2. Once you have Noel in the corner, it's hard for her to escape without 50 Heat. Also, it's hard for her to keep you in the corner as you have Hotaru and your Drive (though she doesn't need corner advatage as much as you). However, the risk/reward overall is in her favor as she'll get more damage per confirm than you will on average in CS2.
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It's why Ragna's Carnage Scissors will dash through her attacks and Counter it despite being non-projectile invul. It's probably going to be 3/4F~ projectile invulnerable as that's when the dash happens. Honestly, I think the increased distance and head/body invincibility would be the things to focus on than it being the other quality.
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Still shows you how painful 4C charged can be. You can get that off in better situations with different starters.
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Well, usually it would mean that that usually the start-up and active frames are fully invul. I'm also wondering about this. If they removed the repeat proration, that would be incredible. And they need to fix how long you're in CH state for 4C. I cringe at how terrible whiffing with it is.
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Do you even play CS2 or just CT? Secondly, did you just hand them the stick and beat them or did you try to explain mechanics and such while playing sub-optimally/with another character?
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What are you going on about? I TOTALLY didn't mean you at all. 1) I feel incredibly stupid now. Excuse me while I read that. 2) Yes, definitely agree with pushing people towards tournaments. Hopefully getting the scenes known and the people interested will help.
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Don't worry, I read the entire thing. Just wanted a snipping point. I agree on all of them, just thinking of the people we may be appealing to. However, definitely not up for anything that would shift DL far away from its' emphasis on gameplay. Finally, thank you for your support on reducing the numbers of Team NAH. Also, I would try to set-up an interview for the players down here and will do it soon, but do you have a list of questions and/or format for this? Also, SOMEONE who shall no be named needs to get their butt over here to Tampa to play. I just feel that a lot of amazing matches are lost and strategies unknown because of the limited "official" support for online play. This is mostly because the netplay warriors don't go to a damn tournament or don't know where to go. But since we are trying to propel those people to show their worth at tournaments, making the whole aspect of tournament play as hype as possible is much more important. It's a dependable source of good footage and info, so I see where you guys are coming from and agree for the most part.