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Everything posted by IndigoNovember
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Double posting because I hit the character limit. Or not, thank you sG. I've chosen to stick with 5c because this is an "Optimal combo list" and since it is optimal, I assumed we should go with the highest damage possible. It is true though that 5a -> 5b, 2a -> 5a -> 5b, or 2a -> 2b would be a lot more practical. That should probably be noted somewhere (>_>) . Moving into my college apartment screwed everything up (T_T) . Anyways, changes I've made include adding damage values and magatama regained values as well as highlighted them. I've also added a few combos and taken out a few combos. I chose to include what the abbreviations stood for in Spoiler tags for the people who don't remember right off the bat. I included a few character specific combos I found, though the lists of who they work on are not complete for the most part. I've also combined the Heavy Carry combos with the normal list (I believe that they fit optimal combos more than being some other combo). I've added in commands for moves if people don't know the names. I added in a "General Into Corner Strings" section. Also, I'd like some people with better execution than me to test something that I just remembered. Challenge 8 shows that you can Tsubaki -> HOP Level 1 6c -> HOP 2c -> Corner Loop (2) . I was wondering if the extra hops were universal or not? I believe they aren't, but with my execution I can't really tell. Once again, sorry for this being so late, but I hope you can use this somehow.
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Welcome to the CS2 Hakumen Combo Thread! To take into account the numerous new flexibilities of his combos, his common strings will be abbreviated by name though they will still be written out in parentheses. If you know the abbreviation you can skip it, if not, it's right there. Terms AD = Air Dash IAD = Instant Air Dash (29566) CH = Counter Hit FC = Fatal Counter J. = Jumping or midair Move (example: J.5c = midair 5c) SJ. = Super Jump Move (29) (example: SJ.2a = Super Jump midair 2a) JC = Jump Cancel TK = TigerKnee (example: TK Hotaru(J.214b) = 2147b) [starter] = Can denote any move of Hakumen's or a partial combo leading into this section. [Combo] = Any of Hakumen's combos. List of Common Strings In this section, we will find a list of common combo parts, abbreviated for ease of use to reduce clutter. Let's start off with the most common one. Dustloop: [starter] -> Enma(623aa) -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c This is Hakumen's main bnb. Learn it well because it is the backbone to all his other setups. If you are new to Hakumen, you may read how to do it here. Ground Strings: 5a -> 5b -> [Combo] 2a -> 2b -> [Combo] -This only works on crouching opponents. 2a -> 5a -> 5b -> [Combo] General Into Corner Strings: If a midscreen combo carries into the corner you can attach one of the following strings to the end of the combo: [Combo] -> 6c [Combo] -> 5c -> 3c [Combo] -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c [Combo ending in J.5c] -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c -In this string you replace the J.5c combo ender with the J.2c at the beginning of this string. Juggle: [starter] -> 5a -> 6a -> 5a -> J.2a -> AD J.2a -> J.5c Corner Loop: [starter] -> 2c -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c -Omit 3c for oki -One repetition of Corner Loop is "2c -> SJ.2a -> J.2c" -More than one repetition can be written as "Corner Loop (2)", for example -Any time a combo uses more than one rep or proration does not permit it, omit "DELAY J.2a" -Each J.2c should be delayed to ensure the rest of the combo works. -In the odd cases where you think your J.2c in a Corner Loop (1 or 2) will not combo, you should use this combo instead: [starter] -> 2c -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c If doing Corner Loop (2), then Starter = Starter + 1 repetition of Corner Loop. Optimal CS2 Combo List Example of a Combo: (8) Air Throw(2) -> Tsubaki(J.214c) -> AD J.2c -> 5c -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> 2c -> Hotaru(J.214b) -> J.2c -> 5c -> Corner Loop (1) (7857) (1.6 regained) -(8) shows how much magatama is required to do the combo. -Air Throw(2) means that after the 2nd hit cancel into the next move. Renka(1)(236b) should be treated in the same manner, cancel after the first hit of Renka. -Corner Loop (1) when highlighted shows you the inputs for the abbreviation it is next to. -(7857) shows how much damage is done. -(1.6 regained) shows how much magatama is regained through the combo. Midscreen Midscreen, Hakumen does not deal much damage without spending precious magatama. The main focus of mid-screen combos should be corner carry as his big damage can be found in the corner. Regular Starters (0) 6a -> 3c (1164) (0.3 regained) (0) CH 6a -> J.2c -> 3c (1574) (0.6 regained) (0) CH 3c -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c (2256) (1 regained) (1) CH 3c -> 2b -> Gurren(214a) -> HOP Juggle (2556) (1.5 regained) (1) CH 3c -> 2b -> Gurren(214a) -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c (2747) (1.5 regained) -The J.5a -> J.5b Heavy Carry Combo is harder to do than the one listed above, but it does more damage and carries further. Use the combo above until you get this one down. -You can replace J.5b with J.5a for an easier combo. (2) [starter] -> Dustloop (1831-3136) (1.4 regained) (3) [starter] -> Renka(1)(236b) -> Gurren(214a) -> HOP Juggle (2094-3422) (0.5 regained) (3) [starter] -> Renka(1)(236b) -> Gurren(214a) -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c (2174-3733) (0.5 regained) -The notes on the previous J.5a -> J.5b Heavy Carry Combo still apply. (3) CH 3c -> 2b -> Gurren(214a) -> IAD J.5b -> Hotaru(J.214b) -> AD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c (3453) (0.5 regained) (4) [starter] -> Renka(1)(236b) -> Gurren(214a) -> HOP 2c -> Gurren(214a) -> J.2c -> 5a -> J.2a -> AD J.2a -> J.5c (2746-4262) (0.5 regained) -You can add in a "HOP 4c -> Gurren" before the J.2c, but it isn't recommended due to cost being too high for so little gain. (4) [starter] -> Renka(1)(236b) -> Gurren(214a) -> IAD J.5a -> J.5b -> 5c -> 5c -> Gurren(214a) -> HOP -> Juggle (2658-4398) (1 regained) -The notes on the previous J.5a -> J.5b Heavy Carry Combo still apply. -You can remove the 2nd 5c for an easier combo. (5) [starter] -> Renka(1)(236b) -> Kishuu(623a) -> HOP 2c -> SJ TK Hotaru(J.214b) -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c (3481-5209) (0.2 regained) -The SJ TK Hotaru is done with an input similar to 29 5 2147b during the 2c. (5) [starter] -> Renka(1)(236b) -> Gurren(214a) -> IAD J.5b -> Hotaru(J.214b) -> AD J.2c -> 2c -> SJ.2a -> AD J.2a -> J.5c (3224-4879) (0.2 regained) -This combo carries further than the combo above, but does less damage. Midscreen Into Corner You can use any of the Midscreen + General Into Corner String if you feel that the special Midscreen Into Corner combos won't work. (5) [starter] -> Renka(1)(236b) -> Gurren(214a) -> IAD J.5b -> Hotaru(J.214b) -> HOP Level 3 6c -> HOP Corner Loop (1) (4344-6587) (2.2 regained) -If you start with 5c you can do Corner Loop (2). Hotaru (2) Hotaru(J.214b) -> IAD J.2a -> J.5c (2320) (0.1 regained) (3) Hotaru(J.214b) -> IAD J.5c -> Gurren(214a) -> Juggle (3183) (0.75 regained) (3) HOP Hotaru(J.214b) -> IAD J.5c -> Gurren(214a) -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c (3252) (0.7 regained) -This combo can only be done with a HOP cancelled into Hotaru, doing a TK Hotaru will not work. -You can replace J.5b with J.5a for an easier combo. (3) Hotaru(J.214b) -> HOP Gurren(214a) -> HOP 5a -> J.2a -> AD J.2a -> J.5c (2753) (0.25 regained) -Arakune and Tager specific. (4) Hotaru(J.214b) -> HOP Enma(623aa) -> J.2a -> AD J.2a -> J.5c (2752) (0.2 regained) (2) FC Hotaru(J.214b) -> IAD J.2c -> 2c -> J.2a -> AD J.2a -> J.5c (3360) (0.2 regained) -You can replace the 2c with a 5a for an easier combo. Midscreen Into Corner You can use any of the Midscreen + General Into Corner String if you feel that the special Midscreen Into Corner Hotaru(J.214b) combos won't work. (3) HOP/TK Hotaru(J.214b) -> IAD J.5c -> Gurren(214a)-> Corner Loop (1) (4224) (1.6 regained) (3) HOP/TK Hotaru(J.214b) -> IAD J.5c -> Gurren(214a) -> 6c -> Corner Loop (1) (4687) (2 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (1). (2) FC HOP/TK Hotaru(J.214b) -> IAD J.2c -> Corner Loop (2) (4624) (1.6 regained) (5) FC HOP/TK Hotaru(J.214b) -> IAD J.2c -> 2c -> J.2c -> Tsubaki(J.214c) -> AD J.2c -> Corner Loop (2) (6324) (1.6 regained) (5) FC HOP/TK Hotaru(J.214b) -> IAD J.2c- > 5c -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> Corner Loop (2) (6327) (1.8 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (2). Tsubaki (3) HOP Tsubaki(214c) -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.5c (3575) (0.3 regained) -This combo can only be done with a HOP cancelled into Tsubaki, doing a TK Tsubaki will not work. -The Tsubaki should be delayed so that it is done as late as possible during the HOP. (4) [Fuzzy] J.5b -> Tsubaki(214c) -> AD J.2c -> Gurren(214a) -> HOP Juggle (3503) (0.9 regained) (4) [Fuzzy] J.5b -> Tsubaki(214c) -> AD J.2c -> Gurren(214a) -> IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c (3726) (0.75 regained) -You can replace J.5b with J.5a for an easier combo. (4) CH HOP Tsubaki(214c) -> IAD J.2c -> Gurren(214a) -> HOP Juggle (3820) (1 regained) Midscreen Into Corner You can use any of the Midscreen + General Into Corner String if you feel that the special Midscreen Into Corner Tsubaki combos won't work. (4) [Fuzzy] J.5b -> Tsubaki(214c) -> IAD J.2c -> Gurren(214a) -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (4557) (2 regained) -You can replace the first 2c with 5b for an easier combo. (3) HOP Tsubaki(214c) -> IAD J.2c -> 5a -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (4343) (0.3 regained) (4) CH HOP Tsubaki(J.214c) -> IAD J.2c -> Gurren(214a) -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (4743) (1.9 regained) -You can replace the first 2c with 5b for an easier combo. Throw Combos (0) Air Throw -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c (2737) (1.25 regained) -J.2c is height-dependent. If too low, use J.5b instead. This applies for all combos off Air Throw. -You can replace 2c with 5a for an easier combo. (0) Air Throw -> 2b -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c (2234) (1.2 regained) -This combo is for when you Air Throw too low to the ground and J.5b can't come out in time. (2) Air Throw -> J.2c -> 5c -> Dustloop (3190) (1.75 regained) Midscreen Into Corner (2) Air Throw(2) -> Hotaru(J.214b) -> Corner Loop (2) (4078) (1.5 regained) -You may have to HOP once or twice before doing the Corner Loop (2). -The timing of the initial 2c in the Corner Loop is when the opponent falls past the combo counter. (4) Air Throw(2) -> Tsubaki(J.214c) -> AD J.2c -> Gurren(214a) -> 2c -> J.2a -> AD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (4957) (1.7 regained) -You need to delay the Tsubaki cancel until right before the third hit of the Air throw occurs. -You can replace the first 2c with 5b for an easier combo. Zanshin/Counters 5d (0) 5d -> 6a -> 5a -> J.5a -> J.5b -> JC -> J.2a -> J.5c (2062) (2 regained) -Does not work on Arakune. Use combo below for a 0 magatama 5d combo. (0) 5d -> 2c -> SJ.5a -> J.5b -> JC -> J.2a -> J.5c (2163) (1.9 regained) -Arakune specific. Also works on Tager if you do J.5a not SJ.5a . (1) 5d -> 2b -> Gurren(214a) -> HOP 5a -> J.2a -> AD J.2a -> J.5c (2105) (1.1 regained) This combo carries farther but does less damage than the combo below. (1) 5d -> 2b -> Gurren(214a) -> HOP 2c -> J.5a -> J.5b -> JC -> J.2a -> J.5c (2233) (1.3 regained) (2) 5d -> 2b -> Gurren(214a) -> Kishuu(623a) -> 2c -> J.2a -> AD J.2a -> J.5c (2267) (1.2 regained) Midscreen Into Corner (3) 5d -> 2c -> J.5b -> Tsubaki(J.214c) -> AD J.2c -> 2c-> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c (3433) (1.3 regained) 2d (0) 2d -> walk for a bit 6a -> 5a -> J.2a -> AD J.2a -> J.5c (1798) (2.2 regained) This combo carries farther but does less damage than the combo below. (0) 2d -> 2c -> SJ.2a -> AD J.2a -> J.5c (1906) (2 regained) (0) 2d -> DELAY IAD J.5a -> J.5b -> 2c -> J.2a -> AD J.2a -> J.5c (1920) (2.2 regained) -Character specific. -You can replace J.5b with J.5a for an easier combo. (1) 2d -> 5c -> Gurren(214a) -> HOP 5b -> J.5a -> J.5b -> J.2a -> J.5c (2069) (1.3 regained) Midscreen Into Corner (3) 2d -> HOP or TK Tsubaki(J.214c) -> IAD J.2c -> 2c -> J.2a -> J.2c -> 2c -> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c (3364) (1.6 regained) 6d (0) 6d -> WALK J.2c -> 2c -> J.2a -> AD J.2a -> J.5c (2410) (2.4 regained)\ The timing of the jump is when your opponent stops spinning and begins to fall. Midscreen Into Corner (3) 6d -> SJ.2c -> 2c -> J.5b -> Tsubaki(J.214c) -> AD J.2c -> 2c-> J.2a -> J.2a -> AD J.2a -> J.5c -> 5c -> 3c (3537) (1.7 regained) Corner Regular Starters (3) [starter] -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> Corner Loop (2) (3722-6134) (2 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (2). (5) [starter] -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> 2c -> SJ TK Hotaru(J.214b) -> J.2c -> 5c -> Corner Loop (2) (4947-6134) (2 regained) -If you charged a Level 2 6c, you should HOP before the 2c. -The SJ TK Hotaru is done with an input similar to 29 5 2147b during the 2c. (8) 5c -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> 2c -> SJ TK Hotaru(J.214b) -> J.2c -> 5c -> 2c -> J.5b -> Tsubaki(J.214c) -> J.2c -> Corner Loop (1) (6733-8340) (2.2 regained) -If you charged a Level 2 6c, you should HOP before the 2c. -The SJ TK Hotaru is done with an input similar to 29 5 2147b during the 2c. -Can only be done with 5b or 5c starter. Hotaru (2) HOP/TK Hotaru(J.214b) -> 6c -> Corner Loop (2) (4922) (1.7 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (2). (5) HOP/TK Hotaru(J.214b) -> 5c -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> Corner Loop (2) (6209) (1.8 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (2). (5) FC HOP/TK Hotaru(J.214b) -> 6c -> 2c -> J.2c -> Tsubaki(J.214c) -> AD J.2c -> Corner loop (2) (6622) (1.8 regained) -If you charged a Level 2 6c, you should HOP before the 2c. (8) FC HOP/TK Hotaru(J.214b) -> 6c -> 2c -> J.2c -> Tsubaki(J.214c) -> AD J.2c -> 2c -> J.2c -> Tsubaki(J.214c) -> AD J.2c -> Corner loop (2) (7682) (1.8 regained) -If you charged a Level 2 6c, you should HOP before the 2c. Tsubaki (3) Tsubaki(J.214c) -> AD J.2c -> Corner Loop (2) (5054) (1.6 regained) (3) HOP/TK Tsubaki(J.214c) -> 6c -> Corner Loop (2) (5326) (1.9 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (2). (8) HOP/TK Tsubaki(J.214c) -> 6c -> 5c -> Renka(1)(236b) -> Kishuu(623a) -> 2c -> Forward SJ TK Hotaru(J.214b) -> J.2c -> 5c -> Corner Loop (1) (6670) (1.5 regained) -If you charged a Level 2 6c, you should HOP before the 5c. -The SJ TK Hotaru is done with an input similar to 29 5 2147b during the 2c. Throw Combos (0) (Back)Throw -> Corner Loop (1) (3130) (2 regained) (0) Back Throw -> 5b -> SJ.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (3130) (2 regained) -This combo is for when your back is right next to the wall in the corner. -Arakune, Carl, Noel, Jin, and Taokaka specific. Since the other 0 magatama Back Throw combos don't work on them. (0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> J.5c -> 5c -> 3c (2531) (1.5 regained) -This combo is for when your back is right next to the wall in the corner. -Rachel specific. The other 0 magatama Back Throw combos don't work on her. (0) Back Throw -> 5a -> J.2a -> AD J.2a -> J.5c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (2684) (2.1 regained) -This combo is for when your back is right next to the wall in the corner. -Platinum specific. The other 0 magatama Back Throw combos don't work on her. -For the J.2a after the 5a, you need to jump 7 in order for her not to cross up. (3) (Back)Throw -> 5c -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> Corner Loop (1) (4232) (1.9 regained) -If you charged a Level 2 6c, you should HOP before the Corner Loop (1). (0) Air Throw -> J.2c -> Corner Loop (1) (3396) (2.3 regained) (2) Air Throw(1) -> Hotaru(J.214b) -> Level 3 6c -> HOP Corner Loop (2) (4926) (2.2 regained) -If you can omit the 6c and go straight for the Corner Loop (2), it'll do (4078) (1.5 regained) -If you charged a Level 1 6c, you should not HOP before the Corner Loop (2). (3) Air Throw(2) -> Tsubaki(J.214c) -> AD J.2c -> Corner Loop(2) (5401) (1.6 regained) (3) Air Throw(2) -> Tsubaki(J.214c) -> 6c -> Corner Loop (2) (5789) (2 regained) -Must be done low enough that Tsubaki combos into 6c. Otherwise just use the combo above. -You can try charging 6c if you believe you are low enough and your opponent's hitbox works. -If you charged a Level 2 6c, you should HOP before the Corner Loop (2). (5) Air Throw(2) -> Tsubaki(J.214c) -> 6c -> 2c -> Hotaru(J.214b) -> J.2c -> 5c -> 2c -> Corner Loop (2) (7216) (1.9 regained) -If you charged a Level 2 6c, you should HOP before the 2c. (8) Air Throw(2) -> Tsubaki(J.214c) -> AD J.2c -> 5c -> Renka(1)(236b) -> Kishuu(623a) -> 6c -> 2c -> Hotaru(J.214b) -> J.2c -> 5c -> Corner Loop (1) (7857) (1.6 regained) -If you charged a Level 2 6c, you should HOP before the 2c. Counters For all meterless Corner Counters: make sure you do your J.2c and any other moves as low as possible, if it's too high your opponent will tech. All combos are for the situation where your successful counter throws your opponent into the corner. 5d (0) 5d -> Corner Loop (1) (2790) (3 regained) 6d (0) 6d -> HOP -> Corner Loop (1) (2790) (3.3 regained) -Make sure you wait for your opponent to start falling so 2C can launch. 2d (0) 2d -> Corner Loop (1) (2468) (3.1 regained) -Wait for your opponent to fall a bit before starting Corner Loop(1), that way they aren't too high when you're trying to do it. Other/Misc. Combos This section is for all other combos which may have interesting features, but aren't optimal. Reversals Combos which reverse your position when being pressured in the corner. They offer an alternative to the riskier counters, though require a minimum of 2 stars to use. (4) [starter] -> Enma(623aa) -> IAD J.2a -> J.5c -> IAD J.2a -> J.2c -> 2c -> SJ.2a -> DELAY J.2a -> AD J.2a -> J.5c -> 5c -> 3c (2696-3530) (0.6 regained) -Can only be done with 5b or 5c starter. (4) [starter] -> Enma(623aa) -> IAD J.5b -> Hotaru(J.214b) -> HOP Level 3 6c -> HOP Corner Loop (1) (3657-4663) (2.1 regained) -Can only be done with 5b or 5c starter. (5) [starter] -> Enma(623aa) -> IAD J.5b -> Tsubaki(J.214c) -> HOP Corner Loop (1) (3676-4656) (1.2 regained) -Can only be done with 5b or 5c starter. Mugen Combos Midscreen (8) 6D -> Mugen(214214b) -> Shippu(632146c) (5400) (0 regained) -Good if you're going for the kill since it is an unburstable 5400. (8) 6d -> Mugen(214214b) -> HOP/Kishuu(623a) [Renka(1)(236b) -> Zantetsu(1)(41236c) -> Kishuu(623a)]x4 -> Renka(1)(236b) -> Zantetsu(41236c) -> Shippu(632146c) (7533) (0 regained) Corner (8) 6d -> Mugen(214214b) -> HOP/Kishuu(623a) Renka(1)(236b) -> Kishuu(623a) -> 2c -> [HOP Hotaru(J.214b) -> Tsubaki(J.214c)]x4 -> 5c -> Zantetsu(1)(41236c) -> Shippu(632146c) (7935) (0 regained) (8) Throw -> 6c -> Mugen(214214b) -> (Renka(1)(236b) -> Zantetsu(1)(41236c) -> Kishuu(623a))x5 -> Shippu(632146c) (8141) (0 regained) -Make sure you're not in the corner with your opponent or else 6c will whiff.
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Nobody has contacted me to cancel, so I'd assume it's still happening. Location can't be set in stone due to this not being a school event. I'm willing to try and stake out the lounge the day of, but if you guys feel that it'd be easier just to have a location set in stone, we could just do it back at my apartment. I only have a PS3. I do have a Hori Real Arcade Pro V3 SA if anyone wants to use it. Time is the same, 2 PM till 5 PM. If you guys stay for dinner at the dining hall, it'll run a little later. If you come earlier, you'll need to bring your own lunch. I only have 4 guest passes and I'm not favoring any one of you guys, so you each only get 1. Phone numbers will be sent through PM.
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Moving right along. Making a Fumajin vs using Zanshin on a projectile, when should we be using each one? I think Zanshin would only be used when the opponent is rushing in with the projectiles or trying to do a crossup while the projectiles are hitting you. Otherwise making a Fumajin seems more useful. I've pretty much stopped making a Fumajin when people rush in under cover of projectiles due to them running into the Fumajin and being too far away for me to combo (T_T).
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If you are forced to block Tempest Dahlia, you should 6d the giant frog king (Is that George?). You do NOT have to Instant Block the pumpkin to do it and you'll save yourself a primer. If you are right next to Rachel and not in the corner, you can 6d her. At any other range besides full screen range, you can use 5d -> 6d/2d -> 6d/2d to get through all of Tempest Dahlia. Yukikaze punishes at any range except full screen range and right next to her in the corner. If you are a little over max 3c range (if you're any closer, 3c won't come out in time) to full sceen range, you can 3c and make an orb. At full screen range you can do 4c or 6c to make an orb. I wonder what is happening when Rachel does Tempest Dahlia in the corner. You have to be half the screen away for any move of your own to come out.
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It's probably the second (>__>) . Trying to give Xie a run for his money ( ゚▽゚) ?
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True enough. I'll leave it to somebody else to do distances. I'm having enough fun finding magatama regained values and editing everything.
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BuruRaji D - BlazBlue Radio Discussion [The new season!!]
IndigoNovember replied to kosmos badgirl's topic in Zepp Museum
Akubitto is back at it again. He's subbed Zoku Bururaji BlazBlue Radio Episode 4, Game no Shokutaku GGxBB Live DVD Special, and half finished Bururaji W BlazBlue Radio Wide Episode 1 (still needs to annotate the Rankings). -
Hmm, didn't think of doing it that way. Could be easier than attempting to measure the distance. The main point of this combo guide is to keep track of stuff so other people don't have to, isn't it?
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We would keep track of the amount of distance Hakumen moved and not his opponent, right? Do we have some way of measuring the distance value besides approximating amount of hops and converting that into a distance value? If not, then I don't really see a way to make it better than just saying 3.3 hops. We could still list the approximate distance value, it just wouldn't contest the amount of hops. The total screen distance is about 10 hops. So a combo listing which covers a distance of about 3.5 hops would be something like: (2) 5c -> Dustloop(Enma(623aa) -> J.2c -> 2c -> J.2a -> AD J.2a -> J.5c) (3136) (1.4 regained) (0.35 screen distance) Do you think something like this would be fine? I had originally toyed around with the idea of measuring distance by using the amount of hops Hakumen ended up away from the corner, but I stopped after I could not figure out a good way to measure screen distance (never thought to measure the screen distance in hops at the time).
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I'll need a bit more time to finish everything and make it into a good organized format, but I'll be sure to send it to you when I feel it's worth putting up. I have included magatama regained for the combos in the list. What exactly would you be trying to address with "starter"? Distance to corner is something I tried measuring, but I couldn't get a good feel for how to do it, so I didn't include it. We don't have too many situational combos yet, so it shouldn't be too bad. Positioning is kinda an execution thing (if you mean positioning in order for the combo to work), so maybe an execution guide should be made at some point? Character specifics haven't been explored too much, so this could be completely brand new territory. I don't feel we have too many small variations in our combos, and the ones that are there are usually big enough that writing it down as a separate combo works. I did make note of places where I usually saw small variations, but there weren't many. I'd like some help with a combo that I think might work, but I can't tell due to my horrible execution: non Fatal Hotaru -> IAD J.c -> Gurren(214a) -> IAD J.a -> J.b/J.a -> 2c -> J.2a -> AD J.2a -> J.c I almost got it to work with J.a -> J.a, but it blue beated the second J.a (T_T) .
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I was updating your guide myself, so I could send you my changes when I finish them (should only be in 2-3 days)? I've added in magatama regained values and damage values as well as added in new combos and took out old combos. I changed some things to try and make the guide more newbie friendly as well.
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It is unlikely that I'd be able to get funding due to the fact that the date is the 24th. All requests for funding must be submitted to the Crown Student Senate 2 weeks prior to the date the event takes place. Given that the CSS usually meets on Mondays, I wouldn't even be able to present the event for funding evaluation until the event was over (the first Monday of the quarter is the 26th). If I try and put together a future gathering, I may consider the idea of making it into a tournament. Truth be told, I was more of just planning on having casuals instead of any kind of organized tournament. Why do I have this horrible feeling that we'll all get beaten bad by this "trolling" (<__<;; ) .
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[CSE] Hakumen Q & A: New players check here first
IndigoNovember replied to Spark's topic in Archive
His combos aren't too hard to do, you have to get used to delaying stuff, but that's not too bad for the most part. First things first, you should probably get this combo down: 5c -> Enma(623aa) -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c . It's quite useful and if you can get it down, then you should be able to do all his other combos (only a few of them are harder execution wise). If you're having trouble with it check the first post. If you're still having trouble with it, here's another method that might help you: Hakumen's gameplan is probably the harder part to learn, since I feel he's a bit different from the normal character. To quote someone with better knowledge about it than me: I hope that helped you gain a glimpse of how Hakumen works. Feel free to ask more questions. -
Many thanks. That PNW crew, sticking together even on the forums (>▽<) . Random Edit: So I logged in today to find 48 people viewing the archive... Do people really like the glory days of CT, I mean, CS that much?
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Probably this combo: http://www.youtube.com/watch?v=KnLanrpYLF4#t=1m18s (11018) which will kill everyone except Bang, Jin, Hakumen, and Tager. Best non-Mugen combo I could come up with: (8) Level 3 charge 6c -> Gold Burst x2 -> 5c -> 5c -> Renka(1)(236b) -> Kishuu(623a) -> 2c -> Hotaru(214b) -> JC(Jump Cancel) -> J.2c -> 5c -> 2c -> J.b -> Tsubaki(J.214c) -> AD J.2c -> 2c -> SJ.2a -> J.2c -> 2c -> SJ.2a -> J.2c -> 2c -> SJ.2a -> AD J.2a -> J.c -> 5c -> Gurren(214a) -> 5c -> 3c (10547)
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Right, working on that at the moment. Side Note: So according to dustloop Character System Data, Hakumen has 1200 health. Just thought I'd let you guys know. Man, I never thought we'd have the lowest health in the game, by a large margin. Carl? The guy's a beast compared to us man, he's got like nearly 8 times more health than us. /joking aside, that should probably get changed so nobody gets too confused.
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Would these be the "fundamentals"? Upon these you would build everything else, right? Big thanks to Isuna for finding this. Perhaps by "power" we mean damage? Perhaps we can achieve a higher overall damage? Perhaps the Zanshin themselves have been strengthened to do more damage? What would you guys prefer? I'd like it if the Zanshin themselves did more damage. It'd make 6d -> Mugen -> Shippu do even more unburstable damage (>▽<) . … I have way too much fun trolling my friends with that (=_=;; ) . If not damage, what could "power" mean?
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(@__@) You guys are all talking about such high level play (it might be something "normal", but it feels so far away from where I am at currently). I'll keep what you guys said in mind though as a goal. These training regimens are pretty interesting and I like the ideas behind them. I'll definitely try them out when I get a chance to.
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[CSE] Hakumen Q & A: New players check here first
IndigoNovember replied to Spark's topic in Archive
You're right, 5d -> 6a -> 5a works on Carl but not Arakune. Instead 5d -> 2c -> sj.a -> j.b -> j.2a -> j.c works on Arakune (@__@;; ). Time to go update that Combo Thread. -
[CSE] Hakumen Q & A: New players check here first
IndigoNovember replied to Spark's topic in Archive
I remember there being some talk about Carl and Arakune having some weird air hitboxes, do you know if just testing on Carl covers that for both? Also if I recall correctly Rachel had an odd hitbox which wouldn't allow the heavy carry j.a -> j.b combos to work on her, do you know if that would possibly limit other combos? Good to see that my choice of mostly practicing on Jin wasn't too off. -
[CSE] Hakumen Q & A: New players check here first
IndigoNovember replied to Spark's topic in Archive
Oh wow, I didn't know it was that bad. Any other characters who have particularly bad hitboxes? It'd be nice to have a small list of characters who I could test combos against and know that if they work on those characters they pretty much work on the rest of the cast, instead of having to simply test combos against the whole cast. Such a convenience probably doesn't exist, eh? -
Yay for late replies (can't believe I forgot to check this thread (_ _ ) *facedesk ). I don't think I can reserve the lounge since it's so early in the school year, but I can always just occupy it with my PS3 until you guys get there (¬_¬) . If the one next to the dining hall is taken, I might be able to get the one in the apartments since it's rarely used, though I seem to remember that there was some Police/Emergency Response training taking place last year... If that doesn't work then I guess we'll just meet up at my apartment? The common room isn't that small and we have plenty of chairs. I'll send everyone texts saying where we're meeting when I figure it out (it'll probably be the day of). Time will probably be about 2 PM till 5 PM if that works for everyone. Feel free to show up earlier and stay later if you want. I have a Hori Real Arcade Pro V3 SA for the PS3 if anybody wants to use it. People showing up: Me: Hakumen Hung: Hazama & Platinum (not on Dustloop) Ken: Tager (not on Dustloop) Scott: Jin (?) (not on Dustloop) Kevin: Lamda-11 (not on Dustloop) TAOFTW: Taokaka (?) ViridianSabre: Valkenhayn and/or Platinum (?) Fayk: Hazama (?) Wow, 8 people. That's more than I expected. What do you guys think? Anything I'm missing?
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I'd like to learn some rushdown so that I'd be able to do it every now and then to throw off my opponent (a good way of destroying someone's momentum if done right, instantly changing playstyles that is). Other than that, I doubt I'd be using it much.