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dioxideUniversa

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Everything posted by dioxideUniversa

  1. shoutouts to not having enough mana for supers
  2. what. what am i supposed to think about these things how do they not predict this sort of thing happening it also looks like they've changed the frame data on mugen and made its recovery less ass maybe? just a guess by watching it.
  3. feint 4c what the fuck okay so like. can you charge up the 4c and then feint it? cause that'd be sort of godlike.
  4. will post using your format now no names: Hakumen vs. Litchi: http://www.youtube.com/watch?v=uWAs8ZyRk7I#t=11m30s (11/21/12) Hakumen vs. Hazama: http://www.youtube.com/watch?v=knwMjOHR-5A (11/21/12) Hakumen vs. Platinum: http://www.youtube.com/watch?v=knwMjOHR-5A#t=3m55s (11/21/12) Hakumen vs. Bang: http://www.youtube.com/watch?v=0UiCGiQL6N0#t=4m (11/21/12) Hakumen vs. Platinum: http://www.youtube.com/watch?v=mGU6twfeRL4 (11/21/12) Hakumen vs. Hazama: http://www.youtube.com/watch?v=mGU6twfeRL4#t=9m27s (11/21/12)
  5. can i christen this thread with its first video(s) http://www.youtube.com/watch?v=jrOEhfUk4DA 11/21 central hachiouji, Chibaken (HK) vs. arakune; platinum at 4:36 http://www.youtube.com/watch?v=snExQuqJvQk#t=13m35s vs. Hamu (RC), 22:15 vs. Momoiro (RC)
  6. oh god yeah i just saw the free meter from projectile parries. i'm drooling he also gets a star from cutting projectiles too. a lot of times when i'm watching he just has tons of meter all the time here's a spoiler from the matches i got: http://puu.sh/1sGJu EDIT: http://www.youtube.com/watch?v=jrOEhfUk4DA go nuts
  7. be still my beating heart i saw 5d get blocked. that's almost 6d I can't jp so i'm not sure what i was watching. ): http://www.twitch.tv/central804/ whatever this one is! I saw stalling in the air with Agito, which was used to bait an AA one time. Not much else interesting--I saw him parry a projectile a couple of times but I was too distracted to check if it gave meter or not.
  8. i recorded said footage and will have it uploaded in a couple hours. were there more matches than the arakune and plat ones? tuned in late.
  9. http://www.youtube.com/watch?v=e4Z7amKpg3o obligatory last hakumen cse video (it's tachikawa even) vs. valk makoto and ragna
  10. yes in before most her ranged stuff is cuttable
  11. no, i am not saying Isuna's a bitch. as stated, some of his comments rub me the wrong way and i opted to offer insight rather than burn him for it. except for the last one anyway
  12. Let me preface this by saying that I do respect and deeply appreciate the work you've done with providing the forum with CP information, especially for providing the loktest videos on youtube. You deserve your award and the recognition it brings. That said, I'd like to point out a few things about combos since it is the main topic (in no particular order and of varying importance:) - For one, Hakumen's combos at the core have been basically unchanged since CT. He is one of only a few characters who have gotten such treatment as it is typically pretty standard fare for a character's combos to change inbetween versions. Hakumen's, however, were only built upon, save for Hotaru and Tsubaki combos which were changed significantly in CS2. Tager finally got a change to his combo system in CSE, and in CP, he is getting new changes that make his old combos obsolete. In fact, some of his gatlings associated with his hit confirming are being changed. There's nothing saying that once a version is over (IE, CP, with the Hakumen combos you do not like your impression of,) that they will not be changed ever again, as others said. - The new CP combos resemble Hakumen's old juggles that he used in CT, CS1, and CS2. The problem is that CSE with j.B > j.2a + j.B's new untech made them very obsolete. - Hakumen's corner carry in CSE is over the top compared to the rest of the cast. It is not difficult for him to drag an opponent from one corner to the other in a single combo if he has enough meter to blow on it. People may have varying opinions on this, but the amount of corner carry he had in CSE compared to other versions was too strong. This is compacted by the fact that due to his meter cooldown changes, his meter efficiency in the corner almost removed the drawback of requiring meter to do combos (on top of doing very high damage there.) Hakumen did not always have godlike corner carry and it won't kill any Hakumen players to throw back to that gameplay. - Hakumen also has forever to hitconfirm a lot of his attacks, especially j.B. Changes in CP's frame data reflects this. For the same reasons you find CP Hakumen unappealing, others (me for instance) can find CP Hakumen appealing because his new combos look more like CT juggle combos and we're actually getting something new and interesting to do in the corner. Will it be as good? Probably not--at least not midscreen, but I'd not be surprised if his corner damage went down too. For most of us, there are far more to a character than just combos. Parries matter a lot, yes, and the 6D change I think receives unanimous agreement as dumb, but that's just how it goes some times. CS2 Hakumen was also dumb, but that's when I started processing JP videos and leveling up my game. I'm still mediocre, but I've come somewhere further than I was in CS1 by far when Hakumen was a strong character. The feel of the character's normals, how they play footsies, the way they move around, what pokes they have, how matchups work out; there are a lot of factors and not just what their combos are like. j.2a AD j.2a is just not that important. Some misc points: Actually, you've just generally whined at a plethora of opportunities (or I really wouldn't be here.) Also, seeing as how his damage isn't through the floor like in CS2 and he is (supposedly) getting some nifty non-combo related buffs, I'd expect him to fall comfortably around mid which is by no means bad. He's been in worse places (D or C in CT.) Hakumen has always had low combo rate becuase his normals hit so hard. His damage is also not looking like it's going to turn out to be abysmal; "run dash" seems sort of boggling and nearly irrelevant, as there's nothing wrong with his hops. "Something magical" is not required for a character that is looking not too shabby. very actually here i dug up an ancient relic to give a more informative answer: http://www.dustloop.com/forums/showthread.php?8432-BB-CS-Match-Up-Chart&p=574309&viewfull=1#post574309 her only even matchups were tsubaki and rachel mirrors. she had no good matchups It's not really anything new for Ragna to do huge damage with no meter at this point; he's also a character that relies on rapid cancels to not have bald pressure, which is relevant to this point. Damage alone does not define a character's overall strongness (CS2 Hakumen had extremely high damage in the corner.) Typically people look at the tier list to determine a character's strength, and that depends a lot on matchups and how other characters interact with Ragna / Hakumen. If Ragna has high damage but tons of shit matchups, then he's not going to be very high on the list. Corner carry and the whole midscreen vs. corner "meta" (if i won't be clubbed for using the word) changes with every version. In CS1, standard good damage was 3k midscreen and 4k corner. In CS2, it was something more lik 2.5k to 4k, increasing the value of corner carry vs. damage. It could be that they are designing Hakumen to where he does not prioritize putting them in the corner as much as in these previous versions where his damage goes through the roof. It remains to be seen still (loktests) if his corner carry in this version will be the worst or not, or if the point will even matter that much. The 6D change does nerf his defense, but all it really does is make it where it's safe to do meaty overheads on Hakumen, so it's not as though he's being mixed up like crazy now. Fuzzies could be problematic; you can still 2D oki setups on Hakumen as he has been able to in most versions. It won't be as strong. That doesn't mean it's useless. It was a strong deterrent before when used intelligently. It will still be a deterrent in CP, just not quite as good. This does not somehow make Hakumen less unique. More things than just parries make Hakumen unique (special cancel into other specials.) The changes aren't somehow making Hakumen a homogenous character just because he does juggles or something (which he only really stopped doing in CSE.) 5D is still strong (and was changed to make it more versatile, though reluctant to call a charge a buff,) j.D got buffed, 2D is still strong. Unless characters can punish parries on block, then the changes don't warrant "squashed under their feet." j.2a AD j.2a, while iconic, is old. After four versions, I'm not afraid to move past it. If you forego combos and just learn a strong footsie/neutral game with Hakumen, it can be rewarding to slam your opponent with 1000 damage normals, not something a lot of the other cast can do. Regardless, the only way to not be a weak player is to have some patience and not just give up. Without being cheeky about it, if you weren't so averse to learning stick, it wouldn't be as hard by a long shot. Pad is inferior. My entire point in all this is that this has all been very chicken little and you are being overly pessimistic about the changes because you think you won't be able to enjoy him anymore due to combos or changes making it too weak for you to win. Is Ragna sounding appealing to you? It's also extremely common for people to freak out during loktests, and most times it has been silly (Litchi players during CT > CS1, Arakune players every single version, Makoto players for CS1 > CS2. that is to say every time they have been very strong) You're entitled to your opinion, but frankly, the way you've been expressing it is a little irritating. I'd warn not to get too starry eyed over Izayoi with the hope that she might play like Hakumen, as we know very little about her for certain and it's up in the air what she will play like. I've been interested in many characters in theory and disliked them in practice. No needless disappointment. as a final note: boobs would probably seem less exciting to you if you actually had a pair
  13. I'm on for like an hour if you want to toss me an invite.
  14. what even constitutes "still any interest?" people aren't going to be terribly encouraged to come out to a venue where their game has been taken off the table which makes "still any interest" seem pretty arbitrary. do we need to complain somewhere about it or what granted i've basically never been but still
  15. no offense, but you've been one of the quickest to pronounce hakumen DOA months before experienced players have even had a chance to get hands-on with the new version, which is still not even finished. it's not some kind of masochistic brand-loyalty to still want to play your main when the changes don't change him too fundamentally, as memorable as j.2a > AD j.2a is. a lot of the changes aren't fantastic, but it does not realistically seem like he is going to be cs1 rachel-levels of broken with the changes. it also still depends on how the rest of the cast turns out--it's still too early to say for certain. also yes, tager has a significantly lower learning curve than hakumen in terms of execution. everyone is a tager sub.
  16. The hop speed is still a buff even if its major use would've been something like 2a > TRM. The change will still be useful for footsies.
  17. Sorry, I was talking about TRM when I mentioned 2a. I should've said "throw nerf," but it breaks Hakumen's ability to use 2a to do TRM mixups.
  18. I just read the 2A>Throw whiff. Yuck :\ As for the changes, some of them sound okay. I do not like the 2a change however as it really hurts his throw mixup. I think that's the only thing from the loktest I've really revulsed at so far. I worry mostly about his already lackluster mixup, but beyond that not a lot concerns me deeply.
  19. shoutouts to carnivals, gators, & ragnarok online
  20. "Tsubaki>Hotari also goes into about 5000 in corner, 4000 midscreen," not fantastic but it's damage. it also sounds like meter will be in even greater abundance anyway re: j.C vs. j.2c agito: i always felt like there should be a tradeoff in your combos anyway. the game and decisions are more interesting when you have to choose between damage and corner carry. it doesn't sound like it will be terribly imbalanced.
  21. 6D being bad seems silly while simultaneously making j.D good.
  22. should've hotaru'd instead, mac
  23. Who all had rooms for AB next weekend? Is it $75 per night per room?
  24. http://www.siliconera.com/2012/10/28/guilty-gears-sol-and-blazblues-hakumen-get-d-arts-figurines/
  25. you can also see the spiky haired guy churning butter when tager 360s.
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