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SansProtocol

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  1. Alright, then explain why 6D would be great with 1 frame start-up then? Because it was really good before and a 1F version of it in this game that allows for a 3k -> 5k follow-up is perhaps too good.
  2. That would have been too good, with the FC Enma follow-up in this game now.
  3. By the way, Jarin Renshouga (the 100% meter chain super) is terrible against Hakumen. You can buffer Kishuu during the superflash and it'll go right through it at any distance. Then you get a nice counterhit into death, as Haku tends to do. Just a little tidbit, possibly more to come. EDIT: Lv. 2 6C Fatal Counters a blocked Soutenjin (623B) on the ground. Since it's used as a reversal a good bit, I thought that info would be useful to note. At any distance Messenga (41236C) would be useful for Terumi to use to get in, you can usually jump backwards over it in response to the superflash and hit him with a 5C CH combo. Or if you don't feel confident enough for that, IB it and get a CH with 3C.
  4. Input the motion of Yukikaze during the Neutral Tech invincibility and press D just as his toes are about to touch the ground. It gets to be second nature if you use it enough, trust me.
  5. Where is mine ;________________; *Romey btw
  6. <--- Blaming you. And it seems possible that she could be up there. However, the amount of play she gets overall and no access to the game kills any logical conjecture on our parts.
  7. Yeah, I will publish the article before the night is out. I will edit this post and add the detailed information (smaller area qualifier information/video links/everything other than winners) in later. I want to get the article out with the winners list and update both when information becomes available. WARNING: The collapsible cells are largely incomplete but I wanted to put these here to get the article out and bring attention to the thread if anyone was curious to know past the basics. I will update these as I have time and information available. Any help with the correction of names and video links is appreciated. Collapsed: BlazBlue Arc Revo Cup Qualifier Results: Tokyo: AREA # 1: Qual #1 Winner: あばれんじゃー選手 (Mu) Qual #2 Winner: 馬の骨選手 (Valkenhayn) [http://youtu.be/OYDw17sErys] Qual #3 Winner: くどうまなぶ (Tsubaki) Qual #4 Winner: いさ (Taokaka) Area Qualifier Finals Winner: あばれんじゃー選手 (Mu) AREA # 2: Qual #1 Winner: ダイスル [DAISUL] (Noel) Qual #2 Winner: コナン [Konan] (Tsubaki) Qual #3 Winner: ごろ [Goro] (Makoto) Qual #4 Winner: ミツルギ [Mitsurugi] (Hazama) [http://youtu.be/Vpwon1ZdBKA] Area Qualifier Finals Winner: ミツルギ [Mitsurugi] (Hazama) [http://youtu.be/D5qcNS33_-4][http://youtu.be/8tX21MQuayI] AREA # 3: Qual #1 Winner: なおちゃん (Hazama) Qual #2 Winner: ブラッディーマリリン (Ragna) Qual #3 Winner: ごろ [Goro] (Makoto) AREA # 4: Qual #1 Winner: TN [Chin] (Hakumen) Qual #2 Winner: ジャス (Valkenhayn) AREA # 6: Qual #1 Winner: Winner = H.H (Mu) Osaka/Kinki: AREA # 1: Qual #1 Winner: おぬる (Litchi) [http://youtu.be/ovmUO5F7gps] Qual #2 Winner: マトイ [Matoi] (Taokaka) Qual #3 Winner: こがたん。[Kogatan] (Ragna) Qual #4 Winner: 辻川 [Tsujikawa] (Taokaka) [http://youtu.be/blGy9_qUuP0][http://youtu.be/WCyX9HGaCiQ][http://youtu.be/xJ7nPwuBN8Y] Area Qualifier Finals Winner: 辻川 [Tsujikawa] (Taokaka) [http://youtu.be/9sSyfgDMHHU][http://youtu.be/Uh_15V9nlwI][http://youtu.be/AW_prC4rsI8] AREA # 2: Qual #1 Winner: どぐら [Dogura] (Azrael) Wakayama/Kinki: AREA # 1: Area Qualifier Finals Winner: ガリレオ [Galileo] (Litchi) Nara/Kinki: AREA # 1: Area Qualifier Finals Winner: まとい [Matoi] (Taokaka) Aichi/Central: AREA # 1: Qual #1 Winner: コイケ (Litchi) Qual #2 Winner: MAVEN (Platinum) Qual #3 Winner: まめ [Mame] (Taokaka) Qual #4 Winner: ? (Carl) Area Qualifier Finals Winner: まめ [Mame] (Taokaka) AREA # 2: Qual #1 Winner: アル (Hazama) Qual #2 Winner: うぐいす (Valkenhayn) Qual #3 Winner: うぃすらー (Taokaka) Qual #4 Winner: ゼロ (Rachel) Qual #5 Winner: 楽園で踊る背信者 (Valkenhayn) Area Qualifier Finals Winner: アル (Hazama) Gifu/Central: AREA # 1: Qual #1 Winner: 玉井さん (Taokaka) Qual #2 Winner: しもつき (Izayoi) Qual #3 Winner: コイケ (Litchi) Area Qualifier Finals Winner: コイケ (Litchi) Fukuoka/Kyushu-Okinawa: AREA # 1: Qual #1 Winner: MOS (Mu) Qual #2 Winner: お丌砲轡魯・瓮ó (Hakumen) Qual #3 Winner: こんばんはGacktです (Hakumen) Qual #4 Winner: 王芭ナナ (Tager) [http://www.ustream.tv/recorded/29689913] Area Qualifier Finals Winner: こんばんはGacktです (Hakumen) Kagoshima/Kyushu-Okinawa: AREA # 1: Qual #1 Winner: スケベしようや? (Hakumen) Qual #2 Winner: ピンクの悪魔 (Tager) Area Qualifier Finals Winner: ピンクの悪魔 (Tager) Saitama/Kanto: AREA # 1: Qual #1 Winner: ジャス (Valkenhayn) Qual #2 Winner: 紅也 (Noel) Qual #3 Winner: 南浦和ビッグワン店員 A92 (Hakumen) AREA # 2: Qual #1 Winner: ぶれあ (Noel) Kanagawa/Kanto: AREA # 1: Qual #1 Winner: ろにった [Ronitta] (Jin) [http://youtu.be/nfiQVG0STfs] Qual #2 Winner: セジー [seji] (Taokaka) Qual #3 Winner: 聖誉 (Jin) Qual #4 Winner: にっし? (Carl) AREA # 2: Qual #1 Winner: 渡辺麻友ちゃんを推したい (Nu) Qual #2 Winner: すりっぱ (Bang) Chiba/Kanto: AREA # 1: Qual #1 Winner: ゆった [Yutta] (Ragna) Qual #2 Winner: いさ [isa] (Taokaka) Qual #3 Winner: みーや [Miya] (Jin) Gunma/Kanto: AREA # 1: Qual #1 Winner: らず (Carl) Fukushima/Hokkaido and Tohoku: AREA # 1: Qual #1 Winner: 秋庭 (Carl) Qual #2 Winner: ぱちぇ (Hakumen) Hokkaido/Hokkaido and Tohoku: AREA # 1: Qual #1 Winner: 玄武 (Platinum) Hiroshima/Shikoku: AREA # 1: Qual #1 Winner: ムラカミ (Carl) Collapsed: Persona 4 Ultimate Arc Revo Cup Qualifier Results: Tokyo: AREA # 1: Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) Area Qualifier Finals Winner: シュウト [syuuto] (Mitsuru) AREA # 2: Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) Area Qualifier Finals Winner: コイチ [Koichi] (Aigis) AREA # 3: Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) Area Qualifier Finals Winner: ねりな [Nerina] (S. Labrys) Osaka/Kinki: AREA # 1: Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) Area Qualifier Finals Winner: ヤマシタ [Yamashita] (Kanji) AREA # 2: Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) Area Qualifier Finals Winner: ぐるぽ [Gurupo] (Aigis) Nara/Kinki: AREA # 1: Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) Area Qualifier Finals Winner: もけ [Moke] (Akihiko) Fukuoka/Kyushu-Okinawa: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ぢ (Chie) Kumamoto/Kyushu-Okinawa: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: しっきー [shikki] (Narukami) Saga/Kyushu-Okinawa: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: たかりん [Takarin] (Aigis) Chiba/Kanto: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: テツ! [Tetsu] (Chie) Nagano/Central: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ミタフ [Mitafu] (Aigis) Gifu/Central: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: 肉まん [Nikuman] (Chie) Aichi/Central: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: さがら [sagara] (S. Labrys) Hokkaido/Hokkaido and Tohoku: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: 電波 [Denpa] (Naoto) Aomori/Hokkaido and Tohoku: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ゆーさま [Yu-sama] (Narukami) Hiroshima/Shikoku: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ラル [Raru] (Chie) Kagawa/Shikoku: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ダウト [Dauto] (Narukami) Collapsed: Guilty Gear XX: Accent Core +R Arc Revo Cup Qualifier Results: Tokyo: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: FAB (Potemkin) AREA # 2: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: 大坂B [Osaka B] (Faust) AREA # 3: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ロイ [Roi] (Sol) Mie/Kinki: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: 優良ドライバーF (Slayer) Nara/Kinki: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ロズ [Rozu] (Ky) Osaka/Kinki: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ekiちゃん [Eki-chan] (Zappa) AREA # 2: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ヲシゲ [Woshige] (Millia) Fukuoka/Kyushu-Okinawa: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: NOB (Sol) Kagoshima/Kyushu-Okinawa: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ハヤシ [Hayashi] (Ky) Gunma/Kanto: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: キーシャ [Kisha] (Faust) Saitama/Kanto: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: ナゲ [Nage] (Faust) Aichi/Central: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: サミット [samitto] (Chipp) Hiroshima/Shikoku: AREA # 1: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: まっきぃ (Dizzy) AREA # 2: [*]Qual #1 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #2 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #3 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Qual #4 Winner: =PLAYER NAME= (CHAR PLAYED) [*]Area Qualifier Finals Winner: てれさ [Teresa] (Jam)
  8. *GillSF3Laugh.gif* But really, that sucks. He works part-time as a windshield ice scrapper.
  9. You're the one living in Ohio, not me. Learned my lesson a while ago on that lol. Sage advice.
  10. Hey, a man can dream. He gets it.
  11. Go play some games or enjoy a nice walk outside without your phones, guys. He's really good in both, awesome.
  12. He's got Agito, simpler combos for the most part, better proration on all of his moves, better meter gain, Overdrive, 6B CH combo starter (which prorates well), quicker dash and a few other things that escape me at the moment. What changes to the character really affected him to make you think he's not better than his EX version?
  13. I personally like the CS2 version the best. Compared to the rest of the cast, he might have been weak but he just felt more balanced. His D counters all had their uses and his defensive archetype was acknowledged. Now, ASW is making the game much more offensive than before and thus, the character's changed for the worst in my opinion. He's technically the best I have ever seen in CP as they gave us Agito, practical unburstable high-damage combos, and high-damage potential off of D but he's a different character now. Maybe once I pick up the game when it hits consoles, I'll see some reasoning but the last two versions have been ridiculous.
  14. I never said that staying on the ground meant staying put. I meant that the only moves that are dependable in the air (as you seem to have found out) were j.B and Hotaru. Your tool set is better on the ground and dash Hotaru is pretty strong. I do advise only jumps in the air when you think it safe to or to get out of the corner like you said. I would also advise using Kishuu in this regard if she's in the air to escape. As I already said, not pressing buttons or moving is exactly what the Tao player wants. Messing with distances and baits is why I think forward dash Hotaru is go for punishes drives meant to bait moves and the back dash to blow up jump-ins. TK Hotaru is good for most of the other times where Taokaka has you under pressure; however, wait for them to try crossing you up up before inputting it as it'll give you j.B or Renka instead. Her frame traps are a big issue. Her mix-up is fine but nothing really hard to block. Blocking low for the most part and watching for 6B, Cat Spirit 3, and tick throw sums up the base of her ground game. It's all of her jump cancels and drive movement that makes judging when to go on the offensive very difficult. Anyway, I agree with the rest of what you said, Sophisticat. After all, I've played close to 300 games all night with that insomniac XDest and I understand your pain. Plus with the secret hidden boss Tao players here, I get no sleep at night. Jokes aside, agree Hakumen vs Tao is even but not in his favor. I need to have a way to play them again lol.
  15. Whenever I get the chance, I'll try. I don't have my 360 anymore but if I get access to either console, I'll record it.
  16. For me, I originally thought being in the air moving around would be the best option but I feel being on the ground with Hakumen's moveset is best. If I do move in the air, I use air dashes only to cover ground after sending Tao to the corner after a knockdown. Otherwise, they leave you vulnerable. This match-up seems close to even for me. With the lack of Taokaka players, players with lots of Tao experience is stretched pretty thin. I think the skewed view that the match-up is so bad is that people are not comfortable against her. This plays so well into what the Taokaka player wants you to feel as her pressure is only as scary as the opposing player thinks it is. I'm not saying that she isn't great at it, but that she does not have the best in the game. You will have to feel comfortable not so much with blocking as much as with what tools you'll need to use through gaps in pressure. Hakumen's drive should only be used on things you can be sure of. For example, it was already stated that 6B is a great move to counter for how slow it is. Most other charge moves are not safe to 6D like 6C and Cat Spirit 3 (236C), but 5D can work instead. If you can do TK Hotaru in reaction instead, do that. Otherwise, D should not be pressed as good Taokaka players are accustomed to baiting risky moves like these and you'll eat CH damage for breakfast, lunch, and dinner. Get used to having your fingers on your A and B buttons for most of this match. Haku's C button almost always has a "Look, But Don't Touch" policy against Taokaka. Only press it when the Taokaka player is unable or unwilling to press a button against you. Either way, you will want to use moves that are quick and/or recover fast. You have 5A as an anti-air against cross-ups or low air approaches, 2A/2B against approaches on the ground, 5B against air-dashes from farther away, j.B if you happen to be in the air, and j.2A if you are high enough to hit Tao after a failed 6A and make them hesitant. j.C should only be used when low to the ground and far from her. You can use it if you think you'll hit her straight in the air but again, this is only as effective as the opponent is afraid or unskilled. Using your lower-damaging attacks may not have the hurt you want but will allow you to carry her to the corner (this is important!). The lower damage is also mitigated by her low health. Hotaru. This move is the primary reason why I think this match-up is close to or is even. There are a good amount of chances to hit with Hotaru and any FC combo after the hit will put serious hurt on Taokaka because of her health. The fact that you gain meter faster now in this game only increases the usefulness and chances you'll have to use this. Also, you most likely will have the opponent in or near the corner, which is where that Tao player doesn't want to be. Her defensive options are very limited and usually well-timed uses of Hexa Edge are necessary if the Hakumen player locks her down properly. So basically she wins in the movement, mix-up, and mind-games department. However, she only has 9500 health, she's very weak in the corner without meter, and though a great character, also depends on making your opponent fearful of doing anything to disrupt what she's doing (which the character is designed for). We need to make sure that if we land a hit, we make it hurt. If we carry them to the corner as well, a much-appreciated bonus. Luckily, we have many tools that work well to achieve this goal. The Hakumen player just needs to stay calm and aware of what's going on. This means knowing what/when to use moves, catching onto player tendencies, and punishing properly.
  17. Yeah, I am still up in the air about it. I have always thought of it as 6 but could be swayed. There's a lot to consider more but I'll get into that later. LOL, I remember in a stream once that a Tager player said the mirror was 7-3 depending on who was magnetized XD. And that's what I think about bursts in this match-up. The mechanic just seems to benefit Haku more than Tager.
  18. Smart shift to the right thread. And it'll be PSN if we do anything. I'll find time when you're not on Skylanders lol. That is unless you barely netplay on PSN even when you were still pretty active? I'll let you know when I have a good connection to give it a go. Cool?
  19. Winning a round but not the game itself doesn't matter for two reasons: 1. It doesn't matter in the broad scope of things. If a character is not consistent enough to win a 6th game, then he's losing that one of the set. If there's cause to believe that he would, then it's 6-4. If not, 5-5. If you look at results, it shows games won/lost. No one cares about winning a single round in a game as that will not factor into achieving a win. 2. It's illogical to factor in rounds because you do not start with the same resources in-between rounds. Bursts are not equally given or used in the game except at the start. They have an impact on the match-up and can allow a player to win where normally, they would have lost. On a side note, I believe that the burst mechanic should have some impact on numbers since they are equally given at the beginning of a game but not equally beneficial to each character in a match-up. I honestly hate halves now. I feel it's just another vehicle to complain about their character when they should just get better and/or learn the match-up.
  20. You really need to play a Tager at a lower skill level than Brice. It'll help get your confidence back more than not. Seems more like an argument to why it's 6-4 and not 5.5-4.5 lol. Honestly, I hate .5's in match-up talks. It just seems like if it's that slight of an advantage, it's not worth considering and should be left 5-5. In the same thought, if it's considerable enough to where it will make a difference, 6-4 is more appropriate. And also, the numbers reference out of 10 games, how many should each character win. Since you can't win half a game, it seems illogical to use halves. This x 1,000,000. It's against archetype, he has every tool he needs to perform well, and there would be too much to look out for against him. I really want to play you again if you have the time. Last time, it felt like I was just testing things and showing that I could block and do match-up specific things. I have a tendency to act like I'm in the lab throwing random things out if I don't get to play a certain character often lol. I can play on PSN if that's fine.
  21. Being aware of player tendencies does not factor into technical match-up numbers, since no one plays the same way.
  22. Thanks for double-checking it! I use it a lot in matches against Tager since it's one of the few reliable things in this match-up. Everything else is dependent on meter, range, magnetism, or Spark Bolt. I want to add that Axis is right about 3C as it is especially good against Tagers who love to Voltaic Charge Haku's 4C. Another thing to remember is if a normal of Hakumen's hits the guard frames on that move, canceling into Renka works closer up at times. Smart Tager players will only use this when you are too far away to do much about it. Let's see...I prefer using 6D over 6A in this match-up. 6A on CH AA can be linked into Enma for a combo but it is awkward to use effectively against Tager. Tager's j.2C has a tendency to clash with it or beat it completely if 6A is done too early (which is easy to do against j.2C). Tager's j.D is also a problem for 6A as when done at the proper distance, will beat it clean. 6D works better in both situations. A piece of advice for Tager players since they've been pretty helpful here. Practice doing falling j.D low enough to the ground that it starts to come out but fails to before landing. Since you have little to no landing recovery, you can go straight into 360B/720C. This serves well against players who depend on counters a bit too much on your jump-ins. You'll get juicy damage and make the Hakumen player very wary of throwing 6D out there. Mixing this up with any j.D done at a higher height and proper distance will really screw with the opponent. Don't have anything to help the post-GF scenario. It is a 6-4 match-up for a reason lol.
  23. Yeah, my mistake on that. Knew there were guard frames but always figured I was clashing lol. Thanks for the update. And I don't believe 720 counters the set-up. You either hit them out of it with j.B after it comes out on wakeup or recover off a whiff and still have enough time to do another j.B for a CH. Correct me if I am wrong, however.
  24. Yeah, I meant j.B clashing with MTW lol. Trying to keep magatama usage to a minimum unless it will lead to good damage and positioning.
  25. Alright, I will put more info up into this post when I get home but I'll type a bit on my phone while I have the chance. Range your moves out farther than you normally would. Your hurtbox is extended with a lot of your long-range poles/normals. If you space them a bit further than normal, you'll avoid trades and hit with just the hitbox of the move. Whiffing a move is usually better than being too close and getting CH yourself. In the case of Spark Bolt, answers are range-dependent, like most of this match-up is. If you're close enough to catch with 6D's followup attack, use it. Follow up by IADing over him and do falling j.B > 5C > Gurren > hop 5A/B > JC > j.B > j.2A > AD > j.B > j.2A > j.C. This will get you out of whatever corner they were pushing you into, put them in said corner and waste most of the magnetism time all for the one magatama you got from 6D. If you're too far for 6D, use Kishuu. Have a friend throw Spark Bolt out randomly along with 5A at a good distance to improve your reaction time while not just using Kishuu on reaction to any movement by a Tager player. If you have 2 magatama and have scored a knockdown, jump and use j.B in response to their neutral tech. A meaty j.B beats out most options they have and recovers fast enough to backdash out of their range if they do backdash into AC. If you clash with MTW, buffer Hotaru during the superflash and you'll FC them. Most other options will get countered by j.B and can be confirmed into Tsubaki. They can't crouch block the j.B since it's a IOH on Tager. 360A will make j.B whiff but can be followed up by another j.B for CH. I'll post more later but you guys have put up some great info to use. Don't be intimidated too much by Tager players, have confidence in your tools and make them the anxious ones that have to do risky stuff to get in. As mAc (I believe) said, conditioning is important. But that also means that you'll have to capitalize off of it and not do the same stuff. Tager players will eat that up.
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