-
Posts
544 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by dioxideUniversa
-
probably shouldn't have used the word "pressure" since mostly i meant fishing for hits with pokes like 4c/gurren etc. it's a common tactic currently in high end play and i can only imagine it will get used a lot more than applying actual pressure since doing so vs. tager can be scary at times. there's certainly safe ways to approach tager in this way and if eel like the increased damage potential / meter gain in some occasions will make the rift as far as safety between playing safe and doing mixup even greater not sure what was confusing about my OD statement :I hitconfirming a poke in CP into a huge unburstable OD combo is pretty much what i was talking about. there was a video somewhere of an OD combo off j.C among other practical options changes like comboable 6B wth RC or CH is nice too, tho i don't remember what kind of damage RC 6B turns into off hand. to be fair i'm not terribly familiar with tager's changes but a lot of hakumens are obviously very strong this version
-
i feel like the reward hakumen gets off of hits / the amount of meter he generates in CP really skews the balance of that matchup since it makes it where hakumen can do safer "pressure" (ie just wait for pokes) than CSE and still probably gets higher damage than in CSE while doing it but /speculation in cse dumping all your meter doesn't necessarily get you a lot more damage whereas in CP a lot of the time if you want combo damage you just add zantetsu (and/or crush trigger) not to mention he can't do anything about saving all your meter and blowing it on an OD combo on his one of his only mistakes not being able to reliably parry tager's slow normals is a drawback tho. 2d doesn't catch on things like 5d not the right thread for this
-
i'd been messing with enma > j.2a, AD j.B > j.A stuff lately but i'm not sure if it's terribly optimal. it's probably less damage more carry (though it could come out higher) if it's an enma CH tho i'll definitely go for the late j.2c 5c shenanigans tho
-
this i'll make it a point to get on knowing a time for combos: renka(1) > kishuu, 66, 2c > gurren > kishuu, 5c > kishuu, 2c > j.B > j.2a, AD j.B > j.A, 5c > kishuu, 2c > j.B > j.2a, AD j.2a, j.C something i find myself wanting to do often that chin did occasionally but i never have that much meter or good enough hit confirms lol other than that i just go for itsme's combo, though i should mess with the one that uses gurren and IAD instead of kishuu after the 5c.
-
i'm pretty sure you could get similar damage with a normal enma. the whole reason the enma parry thing is so gratuitous is it lets him get normal combo damage off parries. the parries have a bit higher potential because of the fatal, but i'd guess they have roughly the same proration (frankly tho I can't recall a single enma P1 in any of the videos i've watched, so with a grain of salt...)
-
from what i gathered it seemed to have all of the same properties as a normal enma other than it fatals. i've not seen anyone go out of their way to confirm this fact however
-
netplay?
-
mostly my reaction to that was "most lows recover faster than j.D" than the fact that it could be easily be meaty.
-
doesn't the whole haku j.D vs. valk w.5B have to take into account that in this theoretical scenario valk cannot block if the haku pushes a button instead of j.D i would think that "just baiting it" would be a little more tricky because he'd have to run out of the way in that small window as opposed to block if he wasn't sure if the haku was going to push a button like j.B or j.2C instead of j.D
-
as someone who has tried to access matchup information occasionally, my realistic response to that matchup thread proposal is "when have we ever made that much content for a single matchup" that and i am bad enough with matchups on average that I chose not to comment?! honestly though i would just go with "yes." also i wasn't at all shocked that 6D didn't work (sure i was surprised he landed it but still)
-
cor your avatar is too godlike okay back to not posting
-
http://www.dustloop.com/wiki/index.php?title=System_Data_(BBCSE) Digging around on the wiki for system data, but it doesn't say anything about the special cancel windows for Hakumen's hop anymore...
-
you can do pretty long loops with FC 2d without using a lot of meter iirc you can do j.2c, 2c > j.2a > j.2c, 5a > j.2a > j.2c, 5a j.2a etc and get nearly 4k but i can't remember the exact numbers or what video it was i saw it in
-
http://www.youtube.com/watch?feature=player_detailpage&v=lYiaGGHKOdg#t=7m48s pretty sure they are talking about this, which to my knowledge does not work well in certain matchups for characters with decent AAs iirc he was doing it repeatedly vs. this one hazama and he was just getting 2C'd out of it every time. it didn't look like he timed it properly in that particular clip tho, since i know it's supposed to be rising j.2c
-
-
I am US central. Also, sorry I sort of fell off with the video thread, didn't know what to do with half the videos being banned already and I haven't looked into ripping / reuploading since then :I
-
Taking to the air is always dangerous while magnetized. IAD is no more safe than jumping from magnetized ACs. Generally the safest course is to stay on the ground and zone. Give yourself lots of space; backstepping is useful, but do so carefully as it is possible to get pulled during its long recovery in by 2D if he reads you. Magnetism is only so useful for Tager because it projects that he is more than likely going to try to pull you in at some point, and all of his 'approaches' that are useful during magnetism are quite slow (5D, 2D, 6A) and can be parried with 2D or 6D on reaction if you're looking for it (which you should be if you're magnetized.) The matchup is also generally one way or the other in CSE; it can be quite challenging for both parties involved. Using magatama wisely is true, but generally you use it to hit confirm into any damage that will get you a life lead. Fishing for 4C -> Gurren combos isn't terribly uncommon or a bad idea, since if you're playing the matchup well, you only need one or two combos to win. It's a slow and patient game and while high damage combos are great if you can get them, in most cases pressuring Tager with your best starters is risky, since Tager getting momentum in this matchup can be difficult to escape.
-
http://www.youtube.com/watch?v=zW8TNfo9Y2g#t=10m05s did something change with hakumen's A & B air gatlings? this air blockstring seems faster than CSE to me but i'm not certain
-
like 6c > shippu
-
oh no i thought i deleted that post great shame I thought the Agito thing was maybe being affected by the wind, but it looks like he gets it out after wind ends. hard to tell tho
-
http://www.youtube.com/watch?v=9hwYkSEhPtE#t=7m54s hmm, not familiar with this... 6C 2 fatals? I'm pretty sure I haven't seen 6C fatal...
-
it allows you to play more aggressively from the start of the match. i feel like a lot of high level players are not going to find that worth it, however. cor, what are your and spark's thoughts on CP hakumen? i see a lot of people whining about him (and not necessarily unjustifiably, even.) simply curious what your take is as someone who plays with spark frequently.
-
his overall damage is still better than it was in CSE. his low end damage got lowered a little but his average and high end damage went up pretty seriously. the damage he can get off of some of his main pokes is very strong. even then you have to consider "low end" damage used to include parries, which he potentially can get a pretty serious reward off now with enma FC.
-
i always interpretted it as like stick figure arms that are drawn up all grumpy better in my opinion. grumpy magatama
-
https://www.youtube.com/watch?v=OMqHe637ydU#t=1m36s 6b red beating mid-combo ???