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Everything posted by dioxideUniversa
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[CP] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Hakumen
you can use normal Ds on those as well as they are fully invulnerable, but beyond that there is not really an option. keep in mind hakumen's parries make him one of the few characters equipped to deal with that since it's a safe option for amane and even if they could DP out of it he could just punish them for it -
another thing about CP tsubaki is people are so ODscared they're liable to burst it immediately when they see a hotaru followup, which pretty much voids being able to do a normal combo out of it
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i don't exactly understand the comparison here with tsubaki other than sliding seemed aesthetically silly? from CS1 -> CS2, it gained ground slide and was not as comboable without the conversely very easy to combo off of knockdown. there isn't really a change here in CP, since tsubaki gets quickteched. you can combo off it with hotaru for another two stars, but in CS2 and E you could combo off slide tsubaki with no extra meter off of a hop (and possibly also TK if your execution was good enough but I do not recall at this point,) not to mention the fact that you could combo off it in the corner, which again you can't do in CP without two extra stars. obviously one caveat though is CS2 had horrible meter gen so you probably had less opportunities to use it, opposed to CP where you probably have enough meter for hotaru followup anyway. this may or may not moot that point 6D did damage in CS2 and I am pretty sure CS2 is the first version where it did this
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[CP] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Hakumen
6B is fine for an occasional mixup but not good advice for a newer player since it's -4 with no option to repeat pressure if they block it. since you are a newer poster, generally posts that do not bring content to the table aren't usually well-received on character subforums. normally you should just forego introduction posts and simply join in whatever discussion as is relevant. feel free to ask any questions, but simply posting that you are going to be reading the thread is not necessary. -
i'm referencing stuff that's happened outside the forums mostly, but it isn't exactly invisible here either my point was people are allowed to have an opinion about things and some people have been exceedingly intrusive about that
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i don't have much of an opinion because i have not been playing a lot. my stance would just be skewed by the fact that i haven't spent a lot of time with him i do have an opinion about this whiny attitude some other players seem to have that they are allowed to dislike CP hakumen but players who have been maining hakumen are not allowed to dislike him, as if the only thing that fucking factors into your enjoyment of a character is how OPed he is
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i'd not exactly call it clutch when it's so easy and i don't think his decriers would call it clutch, either
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HOW CAN PEOPLE WHO PLAYED HAKUMEN IN EVERY VERSION NOT LIKE CP HAKUMEN.
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gasp don't let the rest of dustloop find out
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[CP] Kagura Mutsuki - Combo thread (Updated 4/14/2014)
dioxideUniversa replied to MikelAL93's topic in Archive
i don't -
[CP] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Hakumen
throw option select would be inputting 1ABC. as far as i'm aware this actually got less dangerous to use in CP due to the throw range nerf. -
[CP] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Hakumen
it's definitely worth considering when choosing whether or not to enma the slight risk involved in using it, since it is possible to be CH out of the enma part. in most situations it is pretty safe-ish (and also the reward usually outweighs that risk,) but if you're not sure it can be better to just stick with a plain D without the A since the former is invulnerable while the latter is not. beyond that you pretty much have to commit one way or the other as spark said -
don't know how effective it is in CP, but the go-to backdash punisher in CS2 and CSE was gurren
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disclaimer: a trip from el paso to dallas is 9 hours by car
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[CP] Hakumen VS REALius: Duel of the Masks
dioxideUniversa replied to mAc Chaos's topic in Hakumen Matchups
ignis' 2d still has a gap in it in which you can use hakumen's 2d, so if relius is using it to repeat pressure it is free assuming it's in range, anyway. -
swapping between 6b and 3c every time on oki and it working every time
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the first thing he asked me upon getting it was if there are DLC colors
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gurren used to be the go-to tool for that sort of thing, but the reward off enma is a lot higher. it's probably hard to punish rolls with tho due to its long startup. 2b has been the main tool for punish rolls for ukemi and you can get an enma combo off it i believe. if not that then renka @onemic: 3c aside, probably gurren, maybe enma if i think they're going to do something i can low profile. i'm not the most meter conservative hakumen here, though
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what scenario are we talking specifically that involves 5a losing to a throw? there's really not much to this except startup frames i can only assume it's in an oki situation, in which case to be thrown out of it, you'd be hitting 5a extremely late. even in a +/- 0 situation 5a would beat a throw by 2 frames
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for just normals, that range is somewhat limited. 3c is obviously an option, but doesn't have followups without CH and certain characters could potentially punish it at max range if they IB. 5c does work but it is slow. 4c can work, but it is dangerous in certain matchups / especially at less than max range. in general, this is a nice range for specials like gurren or even renka IIRC will extend slightly past 2b's hitbox (though i'm away from the game atm and cannot check) if you're willing to spend the meter. 5B has pretty decent range but as you said is not great at hitting crouchers at max range. learning to move on the ground is really important since frequent jump/ADers are extremely predictable. it is especially so for hakumen since most opponents realize that his air movement is stronger than his groudn movement. get used to incorporating hops in footsies, or even just walk crouchblock. his backstep is also really strong for footsie games now. jp players are often jumping / ADing in response to cues / reads from their opponent. it is very different gameplay than just jumping and ADing exclusively / at random. hotaru will work great at that range assuming they are not somehow behind you too far. 2C can also work, but it's slow enough that a read is often necessary for effective usage. kishuu can be an effective escape mechanism in this situation. 6A is not reliable, as I'm sure you're aware.
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the timing is not the same on more highly prorated instances of the combo. hitting the j.2c at the same time as is perfect for other starters in terms of delay will not come out fast enough, hence why i made a note of it. furthermore, it is possible for specific characters to have different requirements (ie they are smaller and thus more lax timings that would work on larger characters would whiff on them,) which would not be evident if you often delay the combo perfectly anyway, again hence why i made a note of it it's also worth noting that if on pickup they are ever floating too high, just a 5a launcher has the least float (compared to 5b, 2c etc.) not sure why it was necesssry to post about it in less detail than was established, especially since we are specifically talking more intro-level information and not users who have already mastered it.
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mugen combos are a bit different this time around due to SMP being on all specials except agito. that said, you have to use agito to do long mugen combos now, and mugen changes how some specials like agito and tsubaki behave. i haven't labbed it out yet but there was a jp combo video showing mugen combos at some point anyway, the video people requested: in general, it was hard for me to determine what it was that made the combo harder on azrael since i have labbed the BnB quite a bit and didn't have many issues. however, I did notice it is slightly more strict when using the 2c launcher at the start. this would be rectified by using a starter like 5B instead, which generally I recommend for live play anyway, as 5B launcher combos are far harder to drop than 2C ones. this scenario along with pretty much any other situation where the timing is different due to bad starters: in general, delay everything in the combo as much as possible (the beginning j.2c, the 2c or whatever launcher you use, and following j.2cs. do not delay jump cancels, j.2As, or 5As.) the only specific information you need with regards to highly prorated alterations is the followup j.2Cs in the combo sometimes need to come out sooner than in lower proration combos. with bad / highly prorated starters, generally I was hard pressed to find any where the loop is plausible, so I'm not sure exactly what was specifically desired for that note. generally a decent starter is required for the full loop. For some less ideal starters, it is possible to take one loop off the combo, but in the case of some of the worst starters (especially the epitomous example of 2a) it isn't really even worth it to attempt this combo path at all, hence why you see a lot of 2a > 2a > 2a > 3c in jp videos. specific notes: :37 don't try to end this combo path with j.2c tsubaki. tsubaki after the j.2a or a j.C if you are close to the corner 2:57 displays how strict 2a is as a starter, if it's even possible at all. it doesn't come recommended for live play for these low-star combos. enma would require 2a CH, but is probably even harder than renka due to the fact that you can't OTG 2C them like renka 3:16 this was really the only example i could come up with of a "bad starter" that is plausible in live play. it isn't possible to do the 3rd loop with this sort of proration.
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the point of agito being strong against AAs with head invuln is that the opponent's move does not have invuln vs. agito, not the other way around. most cases: hakumen j.B's, j.B goes active during opponent's 6a startup, but opponent's 6a has head invuln, so j.B whiffs and hakumen gets counterhit by their 6a agito: hakumen agito's, agito goes active during opponent's 6a startup, agito has foot property as well as head property, opponent gets counterhit out of 6a because it doesn't have foot invuln if they're using 5a to AA, then agito isn't as strong as a tool because 5As are good AAs not because they have invuln properties, but because they are fast and have good hitboxes
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i'm rendering the azrael video now. it would take me some time that i do not have today to do one for many characters. i'll pm you about it sometime gameplay changes? combo changes? for most posters here, both are sort of too early to say. based on prior knowledge, it's obvious that hakumen is a lot stronger, but there's mixed information about whether or not he is easier to use or not. generally, he can get pretty punishing damage for really basic combos like in CT (get a good starter, dump all your stars for a very low execution combo for very large damage.) his combos generally became more strict and he has less universal combo routes from starters like he did in CSE. i haven't played a lot of matches (nor do i really intend to,) so someone else will have to comment on generalized matchups info / defense vs. offense etc. as they've never been my strong suit. regardless, most people are still settling in with their characters' changes at this point, so time is needed for more definitive information.
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order taken: slo-mo video, test on azrael, use some shitty starters