NeoArtisan
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Everything posted by NeoArtisan
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the timing isnt that hard, keep practicing and you'll get the hang of it. Just keep in mind that j.2A is a move that lasts a pretty long time and that you're not dash canceling out of it, you're waiting for the whole thing to be over then dashing after you recover. You should also check the first post it has some tips for haku's BnBs like how to buffer the air dash: Basically just keep holding forward after inputting the dash and it will come out as long as you havent done it way too early, it only buffers the input for 5 frames though so you still need to have an idea about the timing.
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why is it that after landing 5D most ppl do 2C > gurren instead of doing 5C > gurren? isnt 5C much easier to land and does more damage? also is the 2x j.a > 2C followup after a gurren wallbounce character specific? i had a lot of trouble landing it against carl, think it only worked once. And is it better to do 2x j.a or j.a > j.b?
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i havent played CT before so i might be completely off with this, but judging from what ppl are saying the whole CT thing seems to be similar to MvC3 (MvC3 is a lot more ridiculous ofcourse). What i mean is that the game had a lot of crazy stuff in it and was rly fast paced which is always fun, but that usually comes at the expense of having bad balance or moves that can be abused too easily. I can see why some ppl might say that CT was more enjoyable in some aspects, but i think that after awhile most ppl get tired of all the ridiculous stuff in the game and would rather have more balance.
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lol that was pretty awesome. can someone explain to me why he never ended his corner combos with 3C after getting the knockdown from 5c? does that give you more options/time to deal with wake ups?
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hmm weird, i figured the 57F recovery + start up frames on a SJ would give you enough time to land yukikaze. Maybe it will be possible in CSE with the faster start up on yukikaze. EDIT: ahh ok, although i dont understand why they put recovery + start up instead of just recovery.
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sigh, i dont think il ever play BB offline, im in egypt and we dont exactly have a FG community let alone BB players. Luckily i can get decent connections with players in europe (2-3), but would be lucky to even find 1 game during the morning because there are mostly JPN and NA players online. Its too bad this game doesnt let you set the default color for your character or give you a quick way to select them, i usually go for yellow haku, and having to press start and pick the color before every match gets a bit annoying.
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wouldnt lambda not recover fast enough to SJ away after her DDs (without rapid cancels)? And i dont know about you guys but i can get a bit desperate when playing against a good lambda, they can zone you out and nullifying projectiles with sword attacks isnt always easy unless they never change their pattern/timing, if you mess up you can get countered and combo'd. So spending 4 stars to get in and do some damage doesnt seem like a waste to me. Ofcourse its only possible if they cant rapid cancel but that doesnt make it impractical imo because meter building in this game isnt as easy as other games, and we're talking about having a full heat gauge (1 for the DD and 1 for the RC). I do agree that its not practical against normal projectiles but when it comes to DD projectiles without RCs i think that yukikaze would work fine against a good majority of them, and if thats the case then i dont think that its a bad idea to spend 4 stars to do 3.8K guaranteed damage (with follow up options if you have more meter).
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thats true but i mean the option is still there, and its still practical against projectile DDs. I didnt know that the AH counter works on throws and unblockables though.
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guess il just stick to yukikaze then. And i know that astrals arent very useful in general, i just think that its a bit stupid to give a character an astral thats basically a watered down version of one of their DDs and costs twice as much meter. Yukikaze is just better in every aspect, more active frames, works on projectiles, only costs 4 stars, easier motion. Only thing thats better on the astral is the damage which is kind of negated by the AH conditions.
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ok got a couple more questions: 1- Do hakumen's counters auto correct? as in if someone crosses you up will hakumen turn around and hit them or will he throw the attack in the original direction? 2- If lambda randomly throws out that projectile super is it possible to hit it with one of hakumen's C attacks or is it too fast for that? that is if you press the attack button AFTER you see the super freeze ofcourse, im assuming that its possible to counter it with yukikaze but would be nice to have a meterless option. 3- is it just me or does hakumen have the most useless astral heat in the game? even putting aside the required 8 stars, its a charge motion counter and can only be used when their health is 35% or lower, when their health is that low wouldnt a yukikaze + follow up be enough to kill anyone (except maybe tager). And if im not mistaken yukikaze even has more active frames, i wouldnt rly expect to use an AH much with hakumen anyway but it just seems kinda silly to give an AH like that to hakumen.
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It doesnt rly sound like it, it says "body invulnerable after a certain number of frames" so i dont think it has any invincibility on start up.
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ya thats why i chose him and i dont plan on dropping hakumen anytime soon, im just annoyed by all these unnecessary limitations they've put on him.
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im feeling a little helpless with hakumen atm, how exactly are you supposed to use him? i mean from what i understand he's supposed to be used defensively especially when you're low on meter and i do try to do that using AAs and 4C but that doesnt always work because of his slow attacks and its surprising how often my 4C gets interrupted. Once a good rushdown characters gets in i usually cant do anything, i sometimes try to use a counter but these seem rly risky since they're active for a very short time but still not fast enough to be hard to punish. His counters seem a bit high risk - low reward, if it fails you get counter hit and can end up taking a lot of damage and if it works you get a limited combo. Also isnt hakuman supposed to be a high damage character? because outside the corner his damage is average at best, i know he can do good damage in the corner but cant a lot of characters already do that? maybe not to the same level as hakuman but a lot of them have better midscreen combos as well. It's like outside of spending 3+ stars the optimal damage seems to be 2-2.5k. The reason this rly bothers me is that AFAIK hakumen suffers from all the disadvantages that heavy hitters usually have like bad mobility, very slow, bad hit confirms which are all supposed to be balanced out by being able to do good damage when you manage to get a hit in.
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sigh guess i need to start practicing IADs, can hardly do them at all without button dashes like mvc3. Anyway thx guys il start trying this stuff out.
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Hey just picked up the game a couple of days ago so im a bit new to this, just have a few questions. Does hakumen have any good mixups? i couldnt come up with anything other than mixing in the usual 6B or doing double overheads using tsubaki, and even those i cant follow up outside the corner. What are some good follow ups to hotaru midscreen? Any good combos that dont use any magatama or only use 1? How does yukizake work exactly? does it counter everything or are there certain attacks that can knock you out of it.