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Everything posted by Fluck
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You need to tell us more. It seems like you just have no idea how to actually fight yet, so you don't know what you should be doing and end up freezing up. Why are you getting hit? For starters, keep in mind your own character's basic gameplan. Hakumen is a defensive character who will rarely approach the enemy at the start of the round. Assuming you are staying on the defensive, then you are getting hit cause your defense is not up to par. You aren't blocking and teching throws. Unfortunately, defense tends to come with experience, so there's not that much you can do besides playing more and noting what your opponent can do on offense. Another aspect of defense is to prevent yourself from having to block in the first place. For example, if your opponent likes to run at you, you can use your excellent 4C and 5C pokes to stop this. If he instead air dashes at you, you can do something like IAD backwards j.C, which should beat whatever he's doing if you're quick enough. If you're instead going on the offensive, it is probably a better idea not to at the start of the match, as Hakumen is heavily reliant on usage of his magatama and you will want to turtle to get them. However, in the end when you do have meter, you'll still want to approach the opponent. If you're getting hit while going on the offensive, then you're probably being too predictable. Hakumen is slow on the ground and doesn't have a run, but he does have a very good air dash. Thus, you'll probably want to approach by doing something like IAD j.2C. Repeatedly doing this makes you predictable, though, and your opponent can do an anti-air if he has a good one to hit you since he knows what you're going to do. Consider using your command dash special (623A) to get closer. If that doesn't close the distance completely, you can still do things like IAD or a double jump at a much closer distance to make it harder to anti-air you. Or you can use the special more than once.
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You don't need to know how to do the combos of characters to know when to burst, you just need to know how the combo works in theory. Much less effort.
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Ok, poor choice of words
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It's the easiest combo. It's better to land the whole combo then go for a really hard one and drop it and lose. I'm not really that surprised cause this is supposedly a common philosophy amongst Japanese players. Still, it's good that we know everything works now. You have to do Jakou loop on Tager. After 623D, 66 5C 623D xN. You do 66 6A on Carl instead of 6C cause of his hitbox, otherwise 6C is always more optimal.
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You can do 623D j6DD relaunch if you do air throw into 5C, if you do 214D~C 6C the proration is too high to relaunch, so going into 5C is better.
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7/8/9 actually all work, but most of the time 9 (jump forward) is the best. What I mean is, is your combo blue beating, are you super jumping instead of normal jump, does your chain just plain not come out etc. what happens to make the combo drop?
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If you did 4DA I am very sure the same move proration will prevent any relaunch. It's actually 214D~C and not 412 but since you don't seem to have a problem with that part I'll just assume it's a notation error. If you have a problem with j.6DD you're either: 1) Super jumping forwards or 2) Jumping too slow and the combo drops. Why does the combo not work?
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Yes, that's why I said "amongst the top Japanese players they aren't considered that good, but nonetheless they're still top Japanese players and will wipe the floor with anyone besides other top Japanese players", we pretty much said the same thing really Honestly, Kaqn's Hazama isn't really that great and Buppa does things that you can't get away with if you were the one doing it, which is what I really wanted to warn him about. You can't just copy them blindly.
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Well, amongst the top Japanese players they aren't considered that good, but nonetheless they're still top Japanese players and will wipe the floor with anyone besides other top Japanese players Nonetheless, there's definitely a ton of things you can learn from them, which I assume is the purpose of your question. Just keep in mind that Kaqn's main is not Hazama, it's still Ragna. I'd also mention Aoi in addition to _Sey's comprehensive list, as he is the only Hazama who qualified for Tougeki/SBO this year. I can't find any footage of him on Youtube right now, but that may change in the future. It might not be a bad idea to keep him in mind.
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
Fluck replied to Spirit Juice's topic in Archive
I agree with this. Also, Spirit Juice, as you have probably noticed by now, ASW seems to release new editions on the same schedule every year, so for CS2+ and any newer versions, you're going to run into the same scheduling problem. If you wanna keep doing these videos for the new editions, you'll need to either release it just when the game comes out, during Evo period, or during the after-Evo period like now. Releasing a version for CS2 will allow you to gauge interest for a release during this time period. -
Well, I only tried it on 5B 3C 236D 66 5C(2) 6C 66 5C(2) 2C 6D~A 4D~D j.B j.Cx2 JC j.Cx5 j.214B :P. I guess that you can't do it in your combo cause of the extra proration from 5C(2) 2C j.2147B. But what I wanted to say was that if your combo isn't that heavily prorated, you are in the right position to land a 6D~A, should have made it clearer. It worked even on Carl.
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You can do 6DA 4DD, it works. I never thought to add in TK Hirentotsu though, thanks.
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I like doing big damage off counter-hit. The Hazama changes don't really bother me, it's what was expected. RISING FANG wallbounce will make combos look silly
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It's ok to let him know the different ways it can be done, some ways work better for certain people than others. If you do 66 only after the recovery on 6C ends you probably won't be fast enough to connect 5C. However, if you do 66 and input the second 6 before recovery ends your dash won't come out. You need to get a feel of the timing.
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I'll just link to my own post for my thoughts on blockstrings and pressure.
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Bursting in the beginning is fine if you really don't want to lose vs momentum. VS Carl is a good example.
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This belongs in the Carl forums but: Carl is a character with amazing offense but in return for that he has bad defense, so you need to suck it up when you're getting pressured in the corner. He lacks a true Shoryuken without meter so there is not much you can do. Vivace is invulnerable to head and body attacks but is vulnerable to foot property attacks, meaning crouching attacks and sweeps usually, so it's hard to use it without a very strong read. With meter you can do Rhapsody of Memories super and Nirvana's attack will almost always come out, hitting the opponent or forcing him to block. With Carl you need to know the opponent's attacks well and know when in the string you can jab out, backdash, or jump out, it's not an easy thing to do at all. You'll need practice and experience.
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Yes, it is Thirteen Orphans.
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If you see Makoto do 5C switch your block to high and watch for 2C, it is slower and the animation is more obvious than 6B. Unfortunately, Makoto can beat this tactic by doing 6B earlier in the blockstring when she has access to 2B, forcing you to block low. But at least then you know Makoto is very likely to do 6B in the beginning of her blockstring.
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I don't think Tsubame is safe if you block it. You just need to do dash 3C and you will get your CH.
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That doesn't work. 6A is a level 3 attack, so it inflicts 16f blockstun. An immediate gatling to 2B is completely airtight even on IB since 2B is only 11F startup and there is nothing you can do. There is a 1F/4F gap on 6A -> 5D however. When frame data math involves gatlings, don't look at the frame advantage. The reason for this is that advantage is calculated by using the recovery of the move, but when you gatling moves their recoverery is cancelled into the startup of another move.
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Doesn't 6D work? EDIT: Dusty covered it very well.