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Schneider-X

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Everything posted by Schneider-X

  1. I'm surprised that the combo lasted so long with tsubaki SMP already in place.
  2. It's like we're playing a fighting game or something.
  3. Just do CH 3C > renka then for a pickup
  4. I found out you can actually combo into mugen from 6A like in that earlier video BBCP2.0 mugen combo vid. Its really hard though since its not a super cancel, as always mugen is not practical except if you're Poropiccho. https://www.youtube.com/watch?v=X6TtIsMMzYA&feature=youtu.be
  5. Keep in mind that Poropiccho loves using Mugen ever since Overdrive was introduced. Its just been strengthened with the Mugen changes in CP2.0. Also I'm fairly certain he dropped the first combo on purpose since if he had done a TK Tsubaki it would've SMP'd instantly ending the combo whereas he tried for some kind of air reset using Tsubaki...?
  6. No it doesn't.
  7. OD Shippu wave wallbouncing on grounded and not just midair is a useful buff for Hakumen. Means he can turn a hit into big damage while in OD and not be stuck doing shippu shippu. Though now that I think about it, this could have applications for ODc since you might be able to ODc a projectile and punish with shippu since its so fast. Still need to see the data for ODc to see how practical it is but interesting nonetheless.
  8. Isn't that like every day 1 hakumen's mixup? Do a combo that also happens to mixup as well? Sent from my iPhone using Tapatalk
  9. Just wanted to put this here since the video is really long. Poropiccho (Hakumen) vs Abeshi (Amane),Yumekami (Platinum) http://youtu.be/qSDVhvI1X50?t=1h45m19s
  10. You should try to pressure them once you get a knockdown off of 3C. If you were worried about a DP it didn't happen often enough for you to give up momentum like you did there. Also if you're having trouble with Bullet pressure try to look through the common bullet pressure strings and find out where you can counter to take back momentum. With regards to anti airing bullet's j.C, it isn't super fast and if their low enough to block your antiair in time (I'm assuming 6A), then you probably could have used 5A in that situation to anti-air them due to speed and 5A's good hitbox. However, It does have the tendency to keep her hurtbox higher than the hitbox of the move so if you use 5A while she's high in the air then you might whiff. In that scenario use 6A as its head invul will beat the move cleanly or if it crosses up create distance from her. This is online, though so it may be difficult to react to but its some options you have.
  11. Best part about CS1 j.D was chicken blocking j.D and then doing 4K, it was pretty swell.
  12. If you don't like the direction Hakumen is going then switch characters or stop playing the game until the next revision. All big damage for Hakumen in BBCP 1.1 comes from the opponent making a mistake either by mashing or having a DP baited, Hakumen isn't capable of doing absurd damage in normal circumstances.
  13. We had dumber with 1.0 Hakumen where he gets an airgrab and gets similar damage while being completely unburstable. I mean realistically the other Hakumen could've bursted the instant the 5C hit but the burst would've been blocked due to the extra hitstun from the CH.
  14. To add a little more detail, when you counter a projectile hakumen doesn't gain a star or automatically do a grab. This just makes him invulnerable for a bit but he can still special/super cancel from the counter.
  15. Does anyone have tips on performing the burst safe CH combo? I've tried recording the combo and I can burst and hit margaret while she's doing 5A but it'll be outside of the j.C range. Does anyone have any tips or a visual reference for the proper spacing, preferably for midscreen?
  16. So here's some combo theory for hakumen mugen OD combos off of 6A. https://www.youtube.com/watch?v=ZpHQMLqb8i0&feature=youtu.be BBCP2 combo damage should be 8K and 8.4K for the first and second combos respectively. Doesn't look like you get a huge boost from using OD unless there are other routes possible in CP2.
  17. Yea this is 1.1. If you have any comments about bad habits I have or how I could improve my neutral game please do tell.
  18. I guess I'm middle aged then since I've been reading the haku forums since CS1-CS2 but only started posting with CP really. Anyways thanks for whatever you can say about my gameplay blade!
  19. Mugen had alot of recovery pre-CP but with CP it was greatly reduced. It might've been further reduced in CP2 since it combos off of 6A. I will miss shippu waves a little if their gone but greatly welcome back unscaled shippu damage.
  20. Well those are the type of things we'll need to find out to determine how viable gcOD will be and how useful special cancelled counters will be in general.
  21. That's actually a pretty neat idea. Could be used in specific oki situations to get a strong punish.
  22. Here is a youtube version of the above combo video. http://www.youtube.com/watch?v=kr4g3M7JhxU
  23. I never liked the jump loop in CP. It was visually awkward looking and weird to learn. The j.2A stuff is interesting though, once you condition the opponent to not anti-air you automatically on airdash with j.D you'll be able to apply those types of mixups which'll be fun.
  24. I will miss the enma jump cancel OD combos.
  25. It looks like we might be opting to do more IAD combos midscreen for the corner carry and hopefully capitalizing on big damage in the corner now.
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