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dioxideUniversa

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Everything posted by dioxideUniversa

  1. PSN ID: dioxideUniversal Time Zone: CST State/Province: TX Main: Hakumen Sub: Tager Availability: Mostly evenings I am a little scarce, however.
  2. It works, but it doesn't deal that much damage because of severe proration on parries. It's 2885 damage total in CSE. Using no meter with a normal combo gets you 2514. Said combo is 6D -> Forward Jump -> j.2c -> 2c -> sj.B -> j.2a -> AD j.2a -> j.C
  3. http://www.youtube.com/watch?v=71cV8zQeWBA It feels pretty necessary to do 669 for the j.B and not just a normal jump. You may have been aware! It does feel pretty tight, however. I was having issues with doing the j.B too late, and thus getting my j.2a out too low too the ground, which made the j.A not doable after the AD j.B. I did check and it works on Arakune, Rachel, Plat, and Carl, so I don't think it's character specific (though I am wondering if a character with a large hitbox like Tager might hit the ground sooner? Didn't get a minute to check something like that. confirmed this is nonsense) It's also pretty prorated by the end, so I'm not sure it can be followed up in the corner. Re: j.B -> j.A problems: I'd suggest looking at the j.B j.A link in that video for some help with the timing. It helps to get the AD j.B there with them as low as possible so you have time to fall and hit the j.A right before landing. Doing so requires you to not be too low to the ground when you AD, which IIRC is the opposite of how the j.A j.B combo works (which is better when you're lower to the ground.)
  4. For j.B j.A at least, delaying the first j.B and then delaying the AD j.B are pretty much the only parts to worry about for the 2c combos. You can also do the j.A pretty late on most of the cast so long as it actually comes out before you land (important for doing the 5c combos.) A good AD j.B will connect pretty low to j.B's hitbox and with the opponent pretty close to the ground. From what little experimenting I did with j.A j.B, it felt like delaying the first j.B was even more important than the j.B j.A version. Can't get hands-on with the CH 3c combo right now, but I'm interested in it.
  5. Betting on Mugen in live play is never a great idea because your intentions become extremely projected. Using Kishuu to approach and spending the meter on pressure is a much better option. It's never a good thing to be sitting on 8 stars because your static meter gain is going to waste. Which combos are you having issues with j.C, corner or midscreen? Usually that is caused by them falling too low which typically happens because the AD j.2a did not come out early enough, but a couple of other factors in corner combos can also influence it. Will have to look into Zantetsu burst bait options, but in general it's not the most burst-safe attack. I am thinking if you do Zantetsu(1) and then Kishuu into 2d, you can possibly catch their burst, but would have to see how the numbers line up with that (plus you'd have to be fairly certain that they're going to burst it, as Zantetsu(1) Kishuu will not combo into anything when no burst happens.)
  6. Guren is best thought of as being +1 on block, especially for pressure. Because it has 3 active frames, if you hit them on the first active frame (which you are going to if you're using it in a block string in most cases,) they will begin their recovery on that frame while you have to wait for the rest of the active frames + the 15 recovery frames. It's best to check the frame data (for future reference here for CS:E if and when you pick it up) and look at the frame advantage value, which always assumes the attack has connected on the first active frame. You would be correct in assuming that if you hit them on the last active frame of Guren, it would be +3. This is only so useful in live play, however. Especially if you're planning on picking up Extend, I'd advise against getting in the habit of using 6A for frame traps a lot, as it's even on block now (-3 if they IB, which is bad news in most cases.) In CS2, it will catch mashers if you throw out a jab after it, however. Keep in mind 5a is also +3. If you can get it, use it. It will whiff on most crouchers, tho. Kotokot's link might be useful for you to skim through (though I brought the discussion here since I felt the question was basic, whereas I'd reserve the thread for higher level discussion.) A frame trap is basically baiting someone into pushing a button when it's a bad idea for them to do so. CS2 6a example: It's +3, and someone who does not realize it's +3 might hit 5a and not realize that your 5a will always get there faster.
  7. http://www.dustloop.com/forums/showthread.php?9342-CS-Hakumen-Q-amp-A-New-players-check-here-first&p=1276292&viewfull=1#post1276292 This belongs in this thread and I have answered it there.
  8. A really basic blockstring is 2a 2b 2a 2b 3c. If you utilize the late gatlings, it will lock them down while you build meter and reset to neutral. Learning how to do blockstrings is essentially about starting basic and building up from there. Don't do unsafe things like 3c at close range (in the string I mentioned the 3c will be near max range, which is relatively safeish,) 2c or 4c without special cancelling, 6c outside combos, etc. Generally if you don't have a lot of meter, you don't want to spend a whole lot on pressure because you won't get anything for it if you don't have the meter to combo. If you have lots of meter, don't be afraid to use specials like Guren (214a) to extend pressure. As far as mixups, Hakumen isn't too great at these compared to a more conventional character, but utilizing Kishuu (623a) will get you decent strike/throw mixups (5c -> Kishuu -> throw, or something like 5b -> Kishuu > 2b.) Some players will catch on if you use this too much and start jabbing you out of Kishuu, which is fairly easy to do if you get predictable and are using it in the same place all the time. Experiment with using 66 214b if opponents get antsy. Don't be afraid to jump in if they're respecting you too much, but be cautious of AAs if they aren't. Smart use of 6b can catch people off guard, but it is - frames if they block it. Somebody else might have less general advice...
  9. Not exactly sure how it's related to using 2c super jump in combos, but it's not so much that you can't hit confirm it but more that you can't auto-pilot it. You have to be thinking about what you're doing/have reasonable expectation that it's going to work to hit confirm something like that. However, you can't jump cancel Hakumen's 2c on block, so inputting the superjump isn't going to matter on block anyway; but you have to be ready to switch gears and spend meter if they block it since it's very unsafe. (Again, think!) Keysticks scare me, but their strengths have such allure...
  10. BBR stream was too exciting. Congratulations to WallJumpMan on sealing the grand finals! All of your matches were very impressive and really fun to watch.
  11. The 6a -> 6c can be added in combos where you couldn't start with renka(1) 6c due to spacing or whatever reason (using 2c making it easier to bait burst is also a possibility) to get more optimal damage. None of these options are as high damage as the "ideal CS2 bnb" I don't think, but they provide flexibility. The combo with 6a -> 5c -> 2c ( http://www.youtube.com/watch?v=AWJbrP5SkWo#t=13m08s ) does ~ 10 damage or so less than the standard bnb (though I can't remember if that's with or without the 6a added at the end between the j.C and 5c...) Variants with 6c coming halfway through the combo are obviously significantly less damage, but it's better damage than not having the 6c at all. My guess would probably be that using the superjump j.B before the first j.2a like Blacky used it also makes the combo much more stable and difficult to drop. This is what I was trying to push for before. It's one thing to have information for people to access, but I believe it is common for veteran posters (and often by extension the people organizing said information) to forget that the information presented may not communicate well to beginners, especially those who are coming in new to the game or even the genre. Hakumen may not be a very beginner-friendly character, but I feel like that is all the more reason to try to communicate to beginners rather than not bother. It'd be better to get more people's foot in the door so they can continue to grow and integrate into the community than to get discouraged and give up for whatever reason.
  12. 1C5 159 Just make it a habit to let go of the stick (or... pad? so stick-normative) when you've already pressed the button and it will speed learning. Super jump important!
  13. 5a -> 6a -> 5a does not work in Extend. New meterless 5d combo would be 5d -> 2c -> sj.B -> j.2a -> AD -> j.B -> j.2a -> j.C I'm still not under the impression that spending meter on parries is worth it unless you're going to cap, so I haven't explored any possible new metered options yet. I began experimenting with this (j.A j.B gatling) in play and with proper spacing, it is easy to land j.A > j.B and combo out of it.
  14. Sorry, didn't mean to exclude! I got my copy. Need to get on ranked and let the tears begin.
  15. http://www.dustloop.com/forums/showthread.php?10698-CS2-EX-Hakumen-Info-and-Discussion/page50 Pages 50-53 ish had some combos listed if anyone wants to get started with it. A lot of cleanup needs to be done now that the game is out, actually. I gave my JP PS3 copy to a friend and I still haven't got my NA copy shipped...
  16. This is doable in pretty much any situation where the standard 3 star midscreen stuff is possible (though I would want to double check on 2a.) It's a little more strict. I also always learned the combos as AD j.B -> j.A, so I can't comment on AD j.A -> j.B. It not too difficult with j.B -> j.A though. itsme: I love your avatar. (Main reason for posting.)
  17. Super jump is required in most cases, especially for the combos with three loops (the 3 star ones.) IIRC you may be able to do the throw combo without super jumps, but it being a possibility is not a good reason for not developing a tool you're going to need. Normal jumps don't move you far enough forward to offset the pushback from hitting them into the corner with j.2a without an air dash in the BnBs. They also get knocked up too high by the 3rd rep.
  18. Who are you doing training mode on? Some characters have more strict hitboxes when falling for the j.C link / are easier to whiff on if they fall too much. You can whiff the j.C at the end of corner combos if you did not time links in the combo correctly. Usually this happens when they fall too much, which could be at the j.2a -> AD -> j.2a if you haven't gotten the hang of it yet. If you don't delay the j.2a -> j.2cs, often they will float too high and you will either whiff the last super jump j.2a or the j.C will go under them instead of above them. Just mess with different parts of the combo and see what the results you get are. And, as Stone Drum says, recording yourself in training mode and comparing your combo to one in a video of a higher level player can help if you watch closely. EDIT: Finding videos was a pain in the ass, so I just made one instead: http://www.youtube.com/watch?v=DQt2kP1yVkY After the throw combo are three different ways to do the basic corner BNB. The ones with 6c are better obviously, and the last version should be easier than the 2nd one (which is the more proper way and does the most damage.)
  19. Instant barrier block has increased pushback (on the ground only, I think?)
  20. The big deal is getting splitters and cables, since cheap capture devices in particular alone won't do the trick for training mode. They tend to be far too laggy. I used to have some cheap capture cables that were good for recording replays, but not for actually doing anything on. They were clear enough for fighting games. But basically all you need is some sort of splitter that will output to your monitor/TV setup and also to whatever your capture device is so you can do them both laglessly, and then whatever cables are required to do that setup. The important thing is to see what sort of input your capture device uses. I'm not sure of any cheap methods that take input via HDMI or anything, but I admittedly didn't research it a whole lot... Is "dinosaur computer" really old or really awesome? I honestly am not sure what the automatic assumption is there.
  21. They're very similar ideas, though the videos would be more concise (I remember BM having quite a bit of talk the few times I watched it, but I haven't checked it after the first few ones; felt much more radio showy than strictly video tutorials) and it wouldn't necessarily be entry-level exclusive information, of course. More in specific of what I was thinking was that combo videos would discuss links/timings/spacings where it is important and the effects different timing or spacing has on combos where it matters. (e.g., the 2c j.B link should be delayed as long as possible in the new bnbs or else x happens or y isn't possible.) The objective would be to address common issues so there is expressed information for people who are starting off that can't figure out how to do x combos since a lot these people end up having to ask anyway. The old Enma combos are a pretty iconic example of this, as questions about it have been posted not infrequently in the past. There's a number of different ways to do this, and one way I liked that used to be done in the Tager forum (I don't remember if they still do it) was they had a list of combos and links to videos that someone had recorded for each individual combo. There wasn't much to it other than them doing it, but there could be more added to communicate to those having common issues with it. This is the sort of thing I'm talking about, and I'd be very interested in particular in developing content like this for stuff like footsies, pressure, and matchups as well. As I said, I can do recording and my execution is passable, so if no one else can I'd be more than willing to.
  22. I wanted to bring this discussion from Stickbug's thread here since it seemed to get mostly drowned out: As I stated in my own post, I feel like this is a good place to start if we're going to take action on bringing new life to the community, as we can begin work on it immediately. Though we can't directly change how the community as a whole handles the situation, we can start with Hakumen and hope to make some impact from there. However, this is something that the Hakumen forum has to agree on if it's going to work. I personally would like to begin and contribute to an effort to start creating quality video content (or even just content in general) for Hakumen; from detailed combo guides, general tutorials for all levels of play from beginning to advanced, character specific matchup information, etc. as skeletal posted in that thread. It's a great idea and we should do it. There's simply a lot of unspoken things in posted information about the character and the game in general that people have to essentially figure out on their own or get from other sources. I feel like we could do a lot more to make our forum here the premiere source of this information. Think of how many C/D mashers are out there! (hint: a lot) This is all my view on the subject, of course, and it's pretty disjointed as I am feeling rather sick at the moment, but I wanted to throw it out there instead of delay. Hopefully someone is feeling more coherent right now than I am. I'd encourage everyone else to share their own opinions and ideas on the matter. I don't feel especially qualified to be the one creating much of this technical information, but I do have HD recording equipment and limited experience with Vegas that I am willing to expand on if someone is needed to actually make any videos. I'm also planning on getting more aggressive with rounding up jp match videos to post up in the video thread as soon as I'm feeling better.
  23. The first Haku v. Carl one ( http://www.youtube.com/watch?v=k-IMt9NjSGw&feature=BFa&list=ULb6RsBqDP54s&lf=mfu_in_order ) is Kicchomu. Last match of the first video is great :S
  24. A-92 was on a stream once, but I've never been able to find footage of it :\ I have a friend working on some of these names, Blade. As for Litchi, her damage output got hit pretty hard but IIRC they've come up with some more damaging combos. It's still nothing like CS2 damage. Between that and other things like Daisharin changes (not even counting all the buffs Hakumen got,) I'd not at all be surprised.
  25. While the discussion on increasing turnouts both locally and at majors is booming with great ideas for local scenes and the community in general to work with, I'd really like to comment on the amount of videos we have up for BB and the comments stickbug made (or apparently it was skeletal minion that posted this) about publicity from already established FG players and tourney goers. I feel like these points are incredibly valid, and while ultimately the big picture is to increase major turnouts, throwing up more videos like beginner mode, advanced techniques for characters, and stuff like matchup information is a mostly cost-free way to increase publicity for the game. SRK's front page does post up BlazBlue videos when there's good content to be presented, but we're simply not making it. The community had plans to make character tutorials for the entire roster in CS2, but for the most part it just never happened. As far as I'm aware, the Ragna forums were the only one that actually got made (apologies to any other forums that actually made one and I just live under a rock.) I would really like to see the community hustle up to keep these sorts of videos churning out. SF is the kind of game where random players on a whim will make a video specifically for how to use x trick just because they want their version on the information up. BB doesn't have that sort of content and I feel like it contributes (if in an abstract way) to the concept of BB being a poverty game or what have you. For now, I feel like it would be great if we worked together to actually show people how good CSE is. Talk with your character forum community, find out who can record and make videos, work on comprehensive information, etc. ... It would help anyone attempting to learn or improve their game, increase publicity for those you aren't playing it, dispel stigma, etc. It's even fun to work with your fellow (x) players and dustloop goers to create this sort of content for everybody.
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