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dioxideUniversa

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Everything posted by dioxideUniversa

  1. Sounds like they're planning major combo changes. Sad, but interested! 6D scares me but loktests.
  2. I have many Hakumen combo videos on my youtube channel that did not make it into the OP. http://www.youtube.com/watch?v=IdZ7r1f2Wvw This is a 5c variant of the combo, however it is how you should be timing the 2c combo. With the 2c combo you have a lot more room for error, but this is more in the direction of the ideal BnB. http://www.youtube.com/watch?v=kh8E1I3xZ5A Alternatively. Also worth noting, the hop before the first 2c isn't necessarily optional. It is the right timing for the 2c coming out right as they are laying on the ground. If you skip the hop and go straight to 2c, they will start a lot higher because they weren't on the ground.
  3. I had this reaction, but then I saw this image: http://moetron.com/uploads/20120805_bbcp014_resize.jpg Not sure what two hits must have come before it... http://i.imgur.com/BSviA.png More info. New special seems to be j.214A, translated as "Agito." Costs 1 star.
  4. If they are teching the j.A, then you are not letting the j.A come out close enough to the ground. if they're too high for 2c then you are not delaying j.B, the j.2a, or the airdash enough. It's also possible to do the j.B > j.A too quickly as there is plenty of time in j.B's untech window to delay the j.A without making it whiff. When doing the BnB, the first 2c > j.B needs to be delayed, the j.B > j.2a needs to be delayed, and in rarer cases (usually more the case for the j.A > j.B variant of this combo,) the air dash needs to also come out later. All of these impact how high Hakumen is when you get to the j.B > j.A > 2C part and also how high the opponent is when they are hit with the j.B > j.A. You should be able to time these parts late enough that sometimes you will not get the j.A out because you delayed them too much and you land before the active frames.
  5. hello hakumen forums are you alive http://www.youtube.com/watch?v=8_O9VIUmmiQ#t=1m57s unfortunately nothing interesting in this clip besides 6b doing a strange bounce and possibly yukikaze seeming to leave you closer to the opponent maybe.
  6. oh my god i had not seen any actual images or anything yet squirming
  7. boo hoo my post is the worst just because i bothered to actually explain why the OP got several immediate replies that were basically irrelevant non-information great example of reflexive listening: i neither used the word "obvious" nor was i attempting to infer that it is obvious. also citing an an especially bad example of non-informative commentary does not make it an accurate average representation of what high-end commentary is like as a whole, much less, again, smaller streams with more niche audiences that do not have a lot of imperative need for refined and comprehensively informative commentary. while I am not going to assert that there aren't commentators out there who simply do not care about this topic in particular vs. having a good time and making it hype and that they should not be on the mic if we want to create informative commentary, that does not mean that every single commentator is not trying to be informative. you also seem to trivialize the difficulty of striking a complex balance between providing information and having a stream be hyped, which as others have suggested and I at least partially agree, is important and what makes fighting game streams enjoyable; i know several people who have enjoyed fighting game clips for this reason who do not actually care about fighting games in the slightest. as far as asserting that people are indeed unaware of their flaws, i personally have no experience with how stuff in austin/houston goes down, i know we are basically just starting off with streams on the north side of the state and the people who are running it are conscious of the quality of their work. you seem far too willing to confuse "does not care" with "does not understand." i would wholly agree that there is a very high margin of people who simply do not care, but not so with those who do not understand or cannot see it, which as you phrase things, yes, makes it sound like you think are, in your words, "fucking retarded"--which is offensive and you know it. if you're not trying to say that you're better than everyone else then you should quit acting like it, because as I said, telling off basically the entire forums and shit talking everyone (it being FGC shit talk is not an excuse for logical discourse and human respect) looks arrogant as hell. i'll stand by my point that you are not promoting constructive discussion because the simple fact is coming to these topics typically tends to be about arguing about your needlessly caustic behavior and skewed opinions (or more realistically, not posting at all because it isn't worth it) and not discussing the actual topic. that said, this is unpleasant
  8. the only reason people are replying to your post constructively at all is because you just happen to be whining about a topic that is legitimate and relevant, but that doesn't mean that it's not a huge pain in the ass to consider giving it a full read given your history with these things. since we're a fan of fake statistics, the noise to signal ratio for your comments are something like 80 to 20 i'm pretty sure shitting on fledgling streams with little experience isn't helping or encouraging anyone. people are aware of their flaws. pretty much all I am getting out of your posts is trying to determine exactly how stupid you think everyone who isn't you is, which isn't an effective way to promote constructive discussion and there is no way to bullshit around that. also yes, it is important for people to do quality commentary, but the context of the size of the stream, its primary audience, the fact that the game isn't even out yet, etc. are all factors that matter and you are basically too insufferable to make it worth my time and effort to explain it more at length, especially given that they strike me as pretty basic concepts in spite of your blatant disregard for them.
  9. Yes @ AD & j.2a. Sorry to confuse!
  10. Set the training dummy to jump, practice j.2a -> AD j.2a without any other part of the combo until you have it down consistently. There's unfortunately not a lot to advise for this other than learn the timing and not to mash if you are mashing the 66 (that is, inputting 6666666 during j.2a's recovery vs. inputting 66 at the very end of it.) Try to do the 66 with as little time between 6s as possible so your timing will be more consistent and accurate. Watch the sprite for when Hakumen begins to draw his sword back and input "6567a" all as one input (66 -> j.2a.) You need to input the last 6 at the end of j.2a's recovery; the first 6 can come out before. http://www.youtube.com/watch?v=tVowUXFY9pg#t=03s Watch videos for timing/rhythm if necessary.
  11. Is anyone able to host this upcoming Saturday?
  12. can i reinforce that notion by your extraneous use of "are" twice in one relatively basic sentence
  13. I've seen many say that j.A > j.B is easier and removes a lot of character specific timing/spacing differences, but I've always learned the combos as j.B > j.A, so naturally... For the j.B > j.A combo, delaying the first j.B is important and landing the AD j.B as late as possible are the key parts I find, especially if you're trying to do the 5c > 2c variant. Don't delay so long that you land before your j.A comes out!
  14. I wouldn't know as I don't own a Vita. Regardless, practice (and patience) makes perfect with that combo. If you think you'd rather try an alternative of that Tsubaki combo, try: Tsubaki, 6c, Hop 2c > sj.B > j.2a, j.2c > 6a, 5c, 2c > j.B > j.2a, j,2a, AD j.2a, j.C, 5c, 3c. I'd consider this one more complicated (And it still has a super jump, but only one vs. three,) but maybe the difference in what you have to do with it will be easier than the things that were giving you trouble with the old Tsubaki combo. Note you have to delay the j.2c quite a bit or the 6a may whiff. Will check this later this afternoon when I have console access. I recall landing this j.B was exceedingly difficult / impractical and came up in the early pages of the combo thread. The short answer is omit the j.B.
  15. Never touched a Vita's dpad or anything, but if it's as bad as the PSP, it'd likely be pretty difficult. It's already not that easy on a PS3 pad. (See also: what Blade said. Generally probably going to need the console version to actually have people to play against to make getting good even meaningful.)
  16. If you're having trouble super jumping, the biggest help is to let go of the pad or stick (do you use pad or do you have an arcade stick?) after you have hit the button for 2c. Start 2c, reset to neutral, 2c hits, input super jump during hit stop, Hakumen super jumps as soon as hit stop ends. If you're struggling with the super jumps, you are possibly super jumping x frames after hit stop ends, in which case you would not have a very big opportunity to delay the first j.2a. For delaying the j.2a, the only reason you delay the first one is because there is a lot of untech and a large window to do so. Do not delay any other j.2as, as it is easy to drop them. Delaying the j.2cs should not be too difficult, but obviously doing it so late that they hit the ground and tech is not going to help. Unfortunately, there's not a whole lot of tips for this, and it's simply practice makes perfect. Also: don't mash.
  17. It depends on how much meter you're sitting on. You don't need many stars to do commanding damage in the corner, especially since Hakumen gets so much meter back on most all corner combos in CSE. I've often seen high level jp players like Chin do star-heavy corner combos just to put them all the way in the corner. Renka (1) > Kishuu, Hop, 2c > Gurren > Kishuu, 5c > Kishuu, 2c > j.B > j.2a etc is one I've seen him do not infrequently. Particularly if it will get you a knockdown ender vs. a j.C ender it is probably definitely worth considering, but you need to be able to keep them in the corner and apply effective pressure for it to be worth it.
  18. Is it 12 or 13? 12 is a throw combo in which there is no 3rd of anything. For 13, super jump for each rep, delay the first j.2a a little longer than the rest, delay all j.2cs as long as possible.
  19. i dont think this is what was said but i think i like it a lot more
  20. Quoting this because it absolutely does seem like a psychology issue. Asserting that you do not understand how people who lose can still enjoy the game because losing is "utter failure" is, frankly, a little disturbing. You will never ever win all of your matches. The best players of games of all types in the world do not win every time. We are only human. There is no shame in losing; I lose all the time on netplay doing dumb things when I feel like I should know way better (probably like, for instance, not to netplay to begin with.) However, I do not feel like I am a loser or that I have brought myself great shame for simply losing a match. Somebody has to lose for this game to be played, and the "it's not fun unless I win" mentality is something the video game world in general needs way less of. Not really trying to grill you or anything, but really, if you're posting on this on dustloop, you probably do legitimately need help--which is also nothing to be ashamed of.
  21. shoutouts to being a stranger
  22. Hit 6A as soon as possible, hit 6C as soon as possible, don't charge 6C for best results. There's no special timing for it.
  23. You can delay the j.A after the j.B in that video a little longer pending on how you've spaced it. There's enough untech to wait a bit longer than I had in that video, but obviously you don't want it to whiff and you don't want them to be so high that the 5c whiffs, too. If you were getting the 5c and not the OTG 2c, you might want to make sure you're actually getting the 2C out on the first frame available because the 5c to hit relatively low in the corner for them to tech the 2c. It's not as strict as midscreen. If you were getting the 5c low enough for the 2c to tech, you would definitely know from looking at it. You can land some pretty sloppy 5cs and still get the 2c. If you're landing the 5c and it looks remotely like it does in the video, then you shouldn't be dropping the 2c part. Ultimately what you want to do with this combo is get the AD j.B (just the j.B, don't delay the AD) out as late as possible. If they weren't close to the ground when they did it because you timed something else wrong or hit the j.B too early, switch gears and do a 2C combo instead of a 5C combo. I'd have to look into a j.A/j.B version for advice... Also, some new combos: (3) (Corner)Renka (1) > Kishuu, 6c, 2c > sj.B > j.2a, j.2c, 6a, 5c, 2c > j.B > j.2a, j.C, j.2a, AD j.2a, j.C, 5c, 3c (5310 , 2.7 stars) (0) (Corner) Throw, 6a, 6c, 2c > j.B > j.2a, j.C, j.2a, AD j.2a, j.C, 5c, 3c (3278 damage, 2.6 stars) Been seeing these in JP vids recently. They're a bit execution heavy for the last part with the two j.Cs on certain characters but I'm pretty sure they shouldn't be character specific, but it will need testing. Don't have damage values / meter gain atm, but it was higher than most other alternatives, especially in the meter department (the Renka one recovers close to 3 stars...) In most situations it requires a low-proration starter like Renka or 5c, but for short combos like throw it also works.
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