Jump to content
Dustloop Forums

dioxideUniversa

Members
  • Posts

    544
  • Joined

  • Last visited

Everything posted by dioxideUniversa

  1. don't worry you are not the "that zanshin guy" i lurk around wondering if they're going to fix what i didn't like about him in CP (ie no zanshin facilitating defensive gameplay) ps: the new spoiler tag sucks ( i don't post okay )
  2. hello dfw this forum is ugly now goodbye dfw
  3. i know right? as if he doesn't already do that with ground throw overall they seem like weird & fairly lazy changes to me, given that there are things wrong with the character at this point besides all the stuff they 'nerfed' magatama change does not seem good for what they were trying to approach depending on how severe it is. more than some of his OD and corner combos, messes with his midscreen BnBs too feels like they do not know what they want with this character
  4. if I am reading this correctly, "169" is merely an imperfection with regards to my execution. evidenced by the fact that this occurs regularly, however, the game still interprets it correctly for instance, say I am doing 2C > j.B. i and a lot of other players (specifically common in hakumen due to his old combos) will input 2C as 1C. his old corner loops which were infamous for being extremely easy to bait bursts with would play out like "1C > j.1A, j.1C > 1C." if the opponent bursted while you weren't pushing a button, because all of your buttons involve 1, the burst would get blocked without much input. if my execution were perfect, the inputs would display as 19, not 169. i have other certain messy input habits like rolling my quarter circles in the case of hop tsubaki, which ideally is 66 214C. when I input it, a lot of times it may look like 66 21478C or 214C78, or even 663214C78 etc. in a lot of cases it is ideal to eliminate unnecessary inputs due to it failing (trying to input shippu or zantetsu and getting 4C is a major problem.) however, for certain things like my jump cancels or my example of hop tsubaki, it's not terribly pertinent that it be perfect. 623aa also usually turns out to be far messier than it is supposed to look. as a clarification, i use an arcade stick, not pad sorry if this was a wordier response than expected!
  5. does 2b > 5a still work for picking up rolls? that was normally my automatic reaction for hit-confirming if I wasn't thinking about it and it is 'safer' than gurren for multiple reasons ctrl: unless the frame data for backrolls has changed or I am sorely mistaken, I have my doubts re: backrolls being so strong. i'd have to do some hands on with it which i may or may not ever get around to (and again, I am running mostly on CS2/CSE knowledge and the difference in followups / reward for said roll punishes in CP may make the topic obsolete) if nothing else i've certainly never heard of rolling through 6As unless it was a delayed roll or something
  6. there's no reason 2B shouldn't catch back rolls unless you're trying to do it at max range to bait a DP, but then that is matchup specific / it reduces your options to begin pressure at that distance i believe the context of hakumen's game plan / combo routes in CP does not make it quite as relevant compared to previous versions, but 2B was the go-to oki option in CS2 and E because it works on everything that isn't neutral tech it's also possible to catch backrolls with things like 5c if you learn the timing for it, which i'm pretty sure would follow up into Zantetsu if you have the meter. kind of takes a good read, though
  7. 2C is -17 as the wiki states. the frame data for CP is correct. an opponent who knows what they are doing will punish any 2cs that aren't special cancelled
  8. arcsys pls there's two promo colors, right? do you have the other one too?
  9. whaaaaat. this one? it's like charcoal and burgundy. that is not a default palette unless i am really missing something (and #6 is solid black, not to mention the sword is black instead of silver)
  10. thank though there's more, isn't there...? the palette raziul is using in that astral GIF isn't listed there ..
  11. anyone with the DLC palettes mind taking some screen caps / shitty photos? i can't seem to find a pic of them anywhere
  12. ah yeah, it was the hazama thing i was thinking of. confuseddd
  13. hakumen's astral works on projectiles, though. it's throws it doesn't beat
  14. doesn't 3c have too much recovery for that? it's not that hard to react to 3c and get a burst out before haku can block that and 5c startup. really though it's probably just harder in general as hakumen's new combos aren't nearly as burst safe as before
  15. it works with any starter. the only thing determining if you can do the full bnb or not is if its a starter like 5a & 2a (and i assume j.A,) throw, or non enma parries when they are comboable. proration rules are extremely basic in CP, check the frame data for it EDIT: now that i am not on a phone: http://puu.sh/5Lw6d.png is what i was referring to re: proration and frame data
  16. 5D is definitely fast enough to catch a followup j.B, especially if you IB. if they did hop Agito, you can jab them out if the followup j.B
  17. eh, there's quite a bit of time between you starting the tsubaki and them being able to tech. there isn't much time after it connects, sure, but that's not when people start responding to what they're seeing and again, 3C relies on them mashing. if you want to do that style of mixup you should probably go with renka, just like forward hop
  18. it seems interesting, though I don't know how useful it'd be in practice. the CH part is a pretty steep requirement. I suppose you could theoretically always hop backwards any time you wanted to do hop tsubaki and then just confirm the CHs, but it'd be obviously more spacing dependent than hopping forwards. it seems interesting though and i'd like to mess with it some whenever i get around to it
  19. no, he pretty much sounds just like a 90s power rangers villain. sometimes his voice actor is alright, but a lot of the time he's sorely over-acted
  20. part of me hates to point this out but at the same time cannot resist wishing for a photoshopped hakumen with comedically large & garish shoes i have always found that line less-than-sensical and pretty obnoxious, but ymmv
  21. there isn't a simple answer to this question as obviously pressure is not one of Hakumen's strong suits, and as of CP they've chopped up his pressure tools' frame data even more than they already were. there are two basic things you need to accomplish while pressuring the opponent: 1: get them to respect your pressure. As stated, Hakumen does not have the tools other characters have for creating solid pressure, at least not without spending meter. simply put, if your opponent is mashing or jumping out of any gap they can find, then you need to establish that you are going to punish them for these tactics. there are a number of responses for various actions the opponent might take: mashing out. if they are mashing between gaps in your pressure with jabs or other moves, you can respond to these tactics with frame traps, hotaru, or parries. The latter is the least safe option out of the three, since if you read them incorrectly and they do not mash out, not only does your pressure end but they can hurt you very badly due to the long CH state. frame traps are the safest option, but Hakumen has probably the least ease of access to it in this version than any other (thought I haven't played CT much) due to several of his pressure tools now being -frames (6A, 2B being the main ones.) that said, if you want to frametrap, you are going to have to look at special cancels. moves like 2B that a good opponent is aware are -frames may be a good place to attempt this, as special cancelling takes the frame advantage out of the picture. Hotaru is also more difficult to use at this point than in previous versions due to its vertical height being increased. a lot of senior players have been reporting it is more difficult to use in this regard, but doing it after a hop (detailed later) may work in some situations that the opponent is mashing out of pressure, but keep in mind that it takes a minimum of 6 frames for Hotaru to go invulnerable out of a hop assuming you input it perfectly. DPing is a pretty basic concept, and if you suspect they're going to DP you need to be able to make an educated guess where and try to block it. Hotaru will beat a lot of DPs, but keep the aforementioned hitbox changes in this version in mind. You can also use parries on DPs if they have enough meter to RC it, which typically will beat that strategy, but there may be some difference in CP compared to old versions due to the fact that the attack portion of parries are now blockable. backdashing. Gurren has always been a great answer to this, but Enma works as well and has a higher reward. I haven't experimented with this lately, but Gurren is the cheaper alternative, and possibly the more reliable one. Enma generally is going to turn more damage. jumping out. You can respond to this by attempting to air throw them or using air unblockables. 5a, 5c, 2c, 6a, and sometimes 5b are all good options for this. If they barrier block, you should be able to do a delayed Gurren as they are falling to continue pressure without them breaking out, especially if you used a high-level normal like 5c or 2c (and conversely not so much with a lower-level normal like 5a.) Counter assaulting and bursting are strong but expensive options for the opponent, and there's not a lot of responses for them. baiting them, similar to DPs, will usually get you a free combo, but understand that they are often used mid-blockstun, making them harder for you to bait without certain cancels (Kishuu and parries, or even jumping if they are using their CA or burst on a JCable move like 5b) or rapid cancelling your own pressure. Know how to identify what options your opponent has to escape pressure are unsafe so you can line up appropriate punishes; it is a shame to punish a DP with something like a jab when you could get a 6c fatal combo out of it. 2. the other aspect is obviously mixing them up. typically you can do this with high/low or strike/throw; the latter isn't as strong in CP as it was in previous versions due to the universal throw range nerf. due to changes in CP, these tactics are not quite as effective as they were in previous versions, but generally hakumen's hops are his strongest mixup tools. you can do a number of things from a hop based on what you think your opponent will do: Hop Tsubaki if you think they will not block high. This can't be followed up without the additional two stars for Hotaru. This is one of the easiest places to snag a huge OD combo, and a lot of opponents will panic burst in response, which can make performing non-OD combos out of this unrealistic if they have a burst. Hop Hotaru if they are disrespecting your pressure. This is the option that was possibly hurt most in CP, as many users have been reporting it whiffs a lot in CP compared to previous versions due to the way Hakumen floats upwards now. Unfortunately, this method of mixup is difficult to enforce if you are unable to punish mashing with Hotaru. It would then require the opponent to really be respecting your pressure in that case. Hop Renka if you think they will react to your hop and block high. If I am correct, the earliest you can get a Renka out is 11 + 9 frames (frame at which hop stops being airborne + renka startup.) This is a few frames slower than Tsubaki so could be a little to a lot riskier depending on if you input it perfectly / whether or not it is actually possible to input Renka on frame 11, and someone more familiar with the nuances of how the frame data works like Spark may need to verify this. Hop throw is another option for this mixup, but again is one of the slower and less safe options. This was also a much stronger mixup prior to CP due to Throw Reject Miss, which works far less well due to the aforementioned throw range nerf. If you can get a 2a > Throw to actually connect, you can use this to switch quickly to a strike/throw type mixup. there's also other various forms of pressure that don't involve hops like jump-ins (generally weak ish due to Hakumen's slow / floaty jump,) ground mixups (renka and zantetsu; to get mileage off these you have to be pretty creative sometimes due to zantetsu's 21 frame startup, which is also very pronounced/projected.) in previous versions you could do IAD Hotaru for a crossup, but Agito actually makes this a lot easier and a lot more ambiguous due to how Haku continues to move during the startup of the move. getting a CH will lead to a combo. stagger pressure (such as delayed 2as) can be effective, but only if they are not disrespecting your pressure too much. there's other possible ways to open an opponent up but is hopefully some basic information / this post is already too long blah blah. as a disclaimer, someone else with more hands-on with CP may want to make some comments/corrections to any information presented here as it is pretty unpolished ... will also convert to a decent combo on RC non-CH, which is more plausible in CP due to his excessive meter gain.
×
×
  • Create New...