-
Posts
544 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by dioxideUniversa
-
it's far more likely to be a timing issue than a spacing one. not getting your jumps out fast enough can also increase difficulty, especially the j.2a cancel. this goes hand-in-hand with spacing, really, since you can do your jump cancel late, j.2c when you're supposed to, but then drop it because you don't land soon enough. i'll see about making a slo-mo video tomorrow
-
renka ends a lot faster than it used to as they shortened the gap between the first and second hits. that said, you need to IAD earlier than before if your 5a is whiffing, the bottom line is you aren't delaying your j.2cs enough.
-
if it works like normal enma you can probably just jump cancel kishuu out of it
-
agito has all four properties (head, body, foot, and projectile) so it can't be AA'd at all in a head invuln sense
-
@Spark: I can't find the post you made about it, but do you have more info on step agito being +3? it doesn't seem the be plus at all based on my testing...
-
no shark = no sale.
-
haku's meter gain temporarily "stops" once when you spend 2 or more stars (note that enma does not count as two stars, it is 1 star twice.) after this set period, meter gain will resume again 6A is his only anti-air with head invuln, but it is only situationally useful due to how far it moves him forward. close-range jump ins or jump ins that occur nearly vertically are not really good candidates for 6A. 5A can also be used as an anti-air, and is sometimes more reliable than 6A, but it doesn't have head-invuln. 2C has no head invuln and the only thing going for it is its giant hit box. however, it is generally slow enough that you need to be yomi'ing them out pretty hard to AA with it. 5D can be used as an anti air (with a very high reward if you get the enma fatal, though this is difficult with jump-ins due to enma's startup. often times they will land and no longer be in CH state.) similarly, j.D can also be used. however, with these two, keep in mind it is possible to block the parry if they recover fast enough (common for jump-ins if they are timed correctly) and thus are not as advantageous in CP as they were in previous versions. hotaru can be useful as it is fully invulnerable none of these options are "character specific," but as noted, some of them are situational.
-
the "double jump" part simply meant that you jump cancel the j.2a. i was thinking about this because our combo notation does not make any mention of the fact that there is a large delay between that jump and the j.2c, but delays are not something we've often included in the combo notation because many of hakumen's combos have several delays in them either way, I will have some videos prepared tomorrow night which will rectify any confusion on the matter
-
probably worth noting that you can do the enma followups form parries simply by holding A.
-
i used hop agito once to close distance very quickly from near full screen after a kishuu, but I think it is a pretty risky / situational move given that you are too low to the ground to do a follow up which makes it pretty unsafe as far as I am aware, but I didn't explore it a whole lot just yet. if you're going to spend 3 stars, you might as well just do 5c Zantetsu instead. max range it doesn't work as well for combos, but it's still way more damage than that combo even if it's cut off This combo is much, much easier if you use hotaru in the middle, but the point is to avoid using it. What makes the combo Spark is working on so nice is the fact that it only costs 3 stars to perform and it gets oki-able knockdown. Your combo gets knockdown but costs 5 stars, and the BnB costs 3(-4 if you use agito) but doesn't get knockdown. the one spark is working on costs 3 stars and does corner knockdown. they tech the gurren after 2b, presumably because they either float too high and it whiffs or it doesn't have enough untech. I thought it was the latter, but people saying 2b > gurren works on some characters suggests it is the former. nevermind, not sure why i thought 3c 2b gurren didn't work anymore new proration rules make 2a combos severely shorter than other starters. a lot of times in videos, i will see JP players simply go 2a > 2a > 2a >3c. this isn't because they can't combo off it, but because it's often not really worth it to do so.
-
i like it, so here's to hoping they don't do that (for a while, at least.) what's .. hard about it? just that you can't do 2b gurren? theres tons of meterless options that go into bnb for great damage, 3c 5c zantetsu is super easy, and you can even go 3c otg enma if you tagged them at max range because the untech is so obscene @Spark: have you had any more success with that low meter corner combo? how many characters can you do just the first rep on? i really like that combo but it seems a little inflexible off most starters
-
the increased meter gain is pretty much offset by the much more expensive combo paths, so it's not a surprise "hop hotaru whiffs?" in what situation?
-
BlazBlue Question Thread - Ask your questions here!
dioxideUniversa replied to KayEff's topic in BlazBlue Gameplay
you would have to buy a JPY PSN card to get the DLC. there's a guide on the forums here somewhere by kurushii that tells all about how to get on JP PSN and purchase JPY cards -
i felt like i could almost get it on ragna and jin, but i haven't had any luck yet unrelated note: hakumen's english VA in CP is staggering. so much super sentai levels critical etc. http://www.youtube.com/watch?v=pAgtOyJdxQA&feature=youtu.be
-
are you able to get the second j2a jC 5c on any characters? i have an easier time with other starters such as hotaru (no fc) sj.2a makes it harder in a majority of cases, mac
-
i know which one but don't remember how it goes :I aaaaaaa bnb loop is tricky, but it's feeling more natural already
-
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
i am getting it but i probably wouldn't be much of a challenge at that level of play -
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
eb makes me aggresive -
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
i haven't messed with it in a long time in training mode, but I explicitly remember it's very difficult to impossible to get it off correctly in training mode without actively inputting a command for the opponent like in the first video, which was my main point in any case. though I'm not sure if it had any bearing on what the poster above me was trying to talk about. -
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
you can do the "perfect" hotaru where you land quickly off of a neutral tech if you do it in the proper 4 frames. i'm unsure if it actually requires a counter hit or not in live play, but for some reason it behaves stangely in training mode as i suggested. i want to say I have gotten some of the TK Hotarus in live play where you land quickly without a counterhit, but I don't exactly have any evidence. it should always do that on counter hits, however (assuming you actually got it off in 4 frames.) as far as I'm aware, TKing it or doing it towards the end of a forward hop is required for getting the quick landing, which in turn makes the followup combo far easier. -
i only used 2b for oki a lot because that is what most jp players did for oki in cs2. it's a habit at this point
-
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
that could possibly because of this: http://www.youtube.com/watch?v=S2GO3LHIT9A vs. http://www.youtube.com/watch?v=FSpfYm-AJks the first hotaru, which is "perfect," hakumen lands much faster than in the 2nd video, where the hotaru comes out late. also, in training mode, for some reason you can't get the "perfect" hotaru without actually counterhitting something (ie, setting it to force counterhit will always result in the imperfect one.) it is not possible to do a hotaru before landing after a tech. however, when done properly, it can come out fast enough that it can be hard to catch or easy to mistake. image displaying the difference in this concept (where the left is "perfect" and the right "imperfect"): -
i exist the main reason i stopped doing video thread things was because there were a lot of suspensions very early in CP's history which erased practically all of the hakumen videos i'd be happy to record videos and i was planning to do so as soon as CP hit console, but unfortunately i am having trouble coming up with the finances to import CP :T
-
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
i have definitely used that before. people are not fond of it -
this is fair and i admit i did not really word or present those comments in a useful manner, though it's worth noting that i was responding to allegations that they can carry you, which is not really true and mostly why i focused on the negative in that context I'd also feel like mixups where the opponent is forced to block are more potent than whatever comes after a whiffed parry, which I think would be one of the primary reasons that people dislike his ability to parry meaties i do not feel this is a super fair (or useful) attitude to adopt as defining hakumen as a "scrub character" based on the fact that he can get very large combos off one hit in one version of the entire game's history does not really define his gameplay design i do not really understand people's need to extrapolate "very overpowered damage in this iteration" into other broad, irrational assertions then again i do not exactly trust arcsys with balance as much after "CSE hakumen is too strong, they will probably nerf him next time" seriously, some of their workings confuse the shit out of me.