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Everything posted by Isuna
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Noel's 6C needs to be renerfed. Apparently Mori thought it was an good idea to remove the repeat proration of the second attack, so you can do like 5 or 6 of them in the corner.
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My old neighbourhood! Funny how it seems many people are joining up, while I am rage quitting. XD
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Some guy mentioned that it looked like a barrier and activated upon being hit on the Hakumen JBBS. I haven't checked the Noel JBBS so, it might be some more information there.
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The only thing I know about counters being able to canceled out of, is that someone said "Jin jump canceled J2C when he hit my 5D and I missed". So I guess a 5A > 5B gatling would still be caught as Hakumen SHOULD be invincible during Zanshin. Unless we try to Emma of course..
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5B > 5C > 6D > JC loops for eternity, newbies got tears in their eyes. Jokes aside, 5C is really easy to touch with because of its range, and because it is jump cancelable, you can either continue to advance while having overhead option or jump backwards to start over, when it is barrier guarded the knockback is strong. With his sister Carl can do most things, so just with this new option his total neutral(?) game strength goes up by 5.
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"Amane's Astral on Bang. I only saw it for a blink of an eye so the colouring and details are probably wrong." Seems to pretty much confirmed.
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I laughed harder than I should have.
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Rumours go that opponent can cancel they way out of it.
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Comment reads: "Relius AH is different on Tsubaki. Dat ass, good job perv-mask, good job"
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6T = Forward Throw 6T > 2D damage doesn't change during OD (1915) 5B > 5V > Rhapsody damage doesn't change during OD (2331) It seems like Nirvanas attacks doesn't get a damage boost during OD. DD's don't get stronger either. When I try to do cross-up J2C > 5B it won't connect. AH comes out with 64641236D. Maybe the command is changed to 641236D? He shouts "Deus Ex Machina" so it should be same move. The Doll moves infront of Carl and then does a small self-destruct. If it hits opponent is staggered. Opponent lives. The match continues. Probably a bug. So in the end, I couldn't see his AH. You can time Cantabile > 6D by releasing the button as Cantabile (2) hits. Brio > 5B does about 1770. 2D > 5B does about 1000.
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I guess it is like this: 1. Block something with Zanshin and get 1 magatama. do nothing > 2A hold A > 2B 2A. Tries to do a blockable throw, that leads to no combo. 2B. Does Emma, which leads to combo. I think Zanshin Emma is only confirmed for 5D. Quite hard to test 2D and 6D is unsuable so. And no, I see no point in it.
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You hold A to activate Zanshin Emma. As it skips Kishuu it costs 1 magatama. So get 1800 damage + 1 magatama, or invest that magatama to do a (very) little more damage. Almost all C attack got damaged buffed, not that it helps in anyway.
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Yuzuriha also have huge range. Merkava also has huge range. Waldstein also got huge range. All characters have great range. : p My personal opinion is that arcades should offer HitBox controls as well. : P Valkenhayn is also nerfed. ._. ^This Take away our corner carry from Zanshin and leave it be. Please, Mori-san! T_T
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That's northern Europe. More translated Hakumen posts at the changes thread~
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I guess I was too low-leveled at the time of CS2 to understand how weak he was. For me the initial I liked about him was Zanshin, as the only fighting game I had ever played before BB was DoA. It also helped that he made much damage for simple hits for a noob like me. I really like his design, and I could probably write a essay why Hakumen is the coolest character ever. But not now. : p Yuzuriha got too many things going for her. As I have a hard on for iaijutsu it is hard to resist. And look at the length, shes frickin' using Hakumens sword! XD Not to mention boobies. : 3 The second character I thought looked interesting was Orie. The thing is that I don't like stick. I don't like moving my wrist while playing games. Like a Japanese reviewer said about the HitBox "people overseas where arcades are not so usual and most gamers are used to buttons, the HitBox probably fits them better", and I couldn't have said it better. The only reason ever for me to learn to play stick would be becuase of the convience. And with that little motivation and having to spend money to train to just play the game, you can see where I am. New translations~
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Crush Trigger barrier damage increases if you delay it. Ragna can do 4,4k meterless in corner. Another batch of posts from the JBBS regarding Hakumen. Until post 518. Claims Midscreen with four magatama you can do a little less than 4k. "Shippuu is our only option". Midscreen with three magatamas from forward throw gives you about 3,1k. Can't cancel to CT from specials, but can from normals. Yukikaze > Kishuu > dash J2A won't hit. OD gives +20% damage. Yukikaze damage nerfed. During OD Mugen using Shippuu still makes your metre 0, but it will still recharge. Zanshin Emma replaces standard follow-up, meaning that Hakumen can be countered. Zanshin Emma seems only to chain to JC. On CH it chains to J2C. 5C > OD > Renka possible. No cooldown during OD. (unknown for supers) Rumours or stuff I won't believe until I see it "It feels like Shippuu raw damage is less, right??" "Throws seems to have better proration" "You can only combo of Zanshin during OD, except 6D". Translation Confirmation Request 2B hitstun/hitstop longer. 3C got knockback on block is short, son on block opponent don't even need to dash to punish. "I blocked Arakune 6A and held up, we both jumped at the same time. So if jump movement frame isn't changed -1F" Damage 5A 350 (-50) 5B 500 (-90) 6A 620 6C 1500 (+200) 4C 700 2A 300 (-50) 2B 450 2C 1150 (+100) JA 320 (-80) JB 590 JC 1300 (+400) J2C 1100 (+100) 5D 1800 (+400) 2D 1800 (+700) 6D 1400 JD 2000 Throws 1400 (-200, -200, -100) Gurren 560 Emma 860 Hotaru 1200 (-300) Zantetsu 2480 (-187) Combos [3 magatama] 6T > CT > 2C > JB > J2A > jump J2C > Agito = 3k [4 magatama] 6D > Renka(1) > Kishuu > 2C > JB > JB > Agito = 2990 [4 magatama] 2B > Renka(1) > Kishuu > 2C > JB > J2A > J2C > Agito = 2k [4 magatama] 6C > Shippuu = 4,5k [5 magatama] 6T > 6C > Shippuu > Kishuu > 2C > JC = 4,5k [*][corner][1 magatama] 5D > Emma > JC > 5C > 2C > J2A > J2C > Agito = 2k [corner][3 magatama] 6T > CT > 6C > 2C > JB > J2A > J2C > Agito = 3,7k [corner][6 magatama] 5B > Renka > Kishuu > 6C > 2C > Hotaru > dash JC > land 5C > 2C > JB > J2A > jump J2C > Agito = 4540 [*][OD][4 magatama] 6C > Shippuu = 5400
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According to speculations yes. I think it usually adds less than 200 damage as ender. I only played with my friends in my hometown once a week for a year and I haven't really been a part of this community. As I joined about CS2, I didn't want to play too much story because I hadn't played CT. And I didn't take my time doing it before I left for Japan. As I am so used to play BB on the 360 controller I really feel alienated when trying to play it at the arcades: things I should be able to do I can't just because the controller is in the way. On the other hand UN is completely new for me, as I've never played MB, so it just feels weird. I'll probably go with the flow and play the most popular character. : P As of right now, I think my plan will be: drop BlazBlue > learn to play with stick while learning UN > pick-up BlazBlue again when Hakumen isn't shit Was he really that bad in CS2? Tier-wise I know he wasn't that great, Extend really only improved our offensive right? In CS2 Zanshin, Hotaru and J2A worked properly, which I would consider much more important than having most Extend gave us. If Mori would just utter "we testing some crazy shit right now" I would say "lol, this is crazy" : D When Mori says nothing I just suspect is "we're going through with this whatever players say" and I'm saying "shit, this is crazy" D:<
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Seems like loketest 2 is really close to second build of loketest 1, from the little I can tell. But keep in mind that first loketest was only in Tokyo, so they might be testing "loketest 1" in rest of Japan this time. I guess and cross my fingers that next loketest is a big change over again.
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Shame though that GP doesn't chain to Gadget. Someone mentioned that magnetized time got shorter, so I am not sure if JD > GP is enough.
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Well, it is only one magatama, which isn't enough for Mori-san. During the first loketest someone mentioned that step Agito can cross-up, but I haven't seen it action and I find it hard to believe. If Agito is supposed to be our combo ender, it should really have 100% minimum damage, considering its awful damage. My feelings exactly. Not that I ever was any good at this game, I still enjoyed playing Hakumen and Tager. They have taken away all I liked about Hakumen and even though Tager looks stable, he doesn't seem as fun to play as in Extend. On the other hand, UN looks to be what CP is trying to be, but without screwing anything up. Well, we get less damage for more magatama, and the only thing they give us to increase magatama gain really is OD, which is severely limited. As our defence also is much weaker, we can expect much less reward from playing defensively, and much until we have like 5 magatama before going for the attack and hope our opponent doesn't burst. We got almost no corner carry, and because we spend more magatama to get any damage, our mix-up is much weaken. When we get to the corner we can't be sure to have any magatama and forward throw doesn't float, so it isn't viable without magatama. Please, tell me I am wrong.
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No, I'm was not feeling to well today and it isn't exactly free going to Akiba from where I live. You'll have to make do with the day 1 videos and the JBBS:
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Everyone seems to be playing around with CTs in combos. Hakumen seems to get some of his best damage/magatama from it. Mori: "What!? Hakumen getting over 3k by spending less than 4 magatama!?" inb4 Hakumens Cursh Trigger gets 50 p2 next loketest.
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Everyone is playing around with CT in combos. Seems to be Hakumens best launcher atm.
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They are Barrier Blockables, not overheads >_> Only seen Hakumens a couple of times but, doesn't really look an overhead to me. : p
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Proration got worse or untechable time is less or start-up is slower or by some unknown reason, on air hit(?) 2C6B, 6BB, B2C, JB Licht won't connect for as long. I need to recheck how long you can connect. C Shouryuuken? Well, can pick up after it anyways. Bega(?) stand. Ragnas corner combo seems to be DID > Punch > land 3C > Not Over > dash cancel B... First of all, forget all Wolf combo relaunches(?), only W JBJBB works. The B keni B keni route floats too high so you need to adjust with 4D. Aerial ender is Keni > 6D/7D > transform JB > JB > JC, if altitude adjustment is needed 7D transform JC seems fine. For using Crush Trigger (henceforth CT) in combos, I guess it is about corner throw > CT? On aerial hit it ground bounces så 2C > 6C connects. It does some damage. You can't relaunch Wolf A>B>C>6D>HA>B>B keni B keni with 6D JB JBB. There were way too many Rachel-specific words in that posts for me.