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dioxideUniversa

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Everything posted by dioxideUniversa

  1. i hear this argument a lot but i do not feel it's relevant in high level play. inputs don't stop high level players from DPing when they need to DP. you can't even use crossups to legitimize this stance anymore because 6D isn't frame 1 my (and probably others' as well) problem with this is that it is the opposite of his original apparent design direction. before CP, he has always been a very turtley character. he doesn't have the tools to play rush down. he still doesn't, he just has dumb OD shenanigans to make up for all weaknesses ever. also you can't play turtle as effectively anymore because of parry changes. some of his damage has always been moderately high, but that does not mean he was intended to be a purely offensive character. many more things than simple damage determines whether or not you're an offensively-oriented character what is this supposed to mean? what is it supposed to do? it's not even a legit reversal because if they don't push buttons you get blown up with no opportunity to RC antyhing. you also have to use the correct parry or you get blown up, another drawback DPs don't have they're strong (currently anyway) but they have many more drawbacks than traditional DPs if you look at characters who do not have meterless answers to meaties, you're going to find there is a pretty common theme among them (valkenhayn, tao, arakune to name a few.) they are all -very offensive- characters and not having good defense is their drawback. hakumen does not have the same tools these characters do to lock opponents down. see above without being too direct, there are only a couple of high-level players on this forum. save for a few with a more distinctive style, JP players rarely do this. the ones that did do it even less in CP because parries were nerfed (in fact I don't think I've seen any of the ones I'm thinking of play CP at all.) in general people complain a lot about hakumen having high damage, and that said i do not feel like he is set up where he is a "real" power house. being able to do 100% off a back throw RC is not really being a power house, that's being broken. CSE hakumen had higher damage, and probably would've been more balanced if his corner carry wasn't so over the top, and had more restricted combo paths (instead of anything into renka(1) (furthermore almost all these combos started with j.B to make matters worse.) CP is just dumb. higher than average damage while still being relatively balanced would be powerhouse. CP is instead extremely high damage and not horribly balanced. worse yet, the low-end damage in CP off certain pokes is pretty CS2-esque, which creates problems becuase then you have an argument for the obscene top-end damage. it's just a messy situation all around that is hopefully being looked at especially with regards to being offense or defense-oriented, i'd definitely like to hear someone like spark's comments on it
  2. the FC damage off basic parries i find somewhat problematic damage from parries is one thing, but FC enma is more than just good for what it costs i also dislike the 6D change
  3. that and we have essentially one poster who presents entry-level questsions
  4. IAD back j.2d all day
  5. i should probably have left a disclaimer that i am only a blaz player I'll be traveling up from The South to meet with friends, but I don't know what day I will be at the con. Need to double check...
  6. Only CO thread I could find. Any CO players interested in meeting up at NDK this year?
  7. last video i watched i saw nothing but CT a lot of 2D > shippu combos with not a lot inbetween
  8. that is because hakumen is hakumen and platinum is platinum. they have nothing to do with each other. hakumen's j.2c probably still has landing recovery having to stand still for 4f definitely has an impact on your options in a neutral scenario (especially for a character like hakumen who has to commit to hops--modestly longer in frames compared to dashing--to move on the ground,) such as when you're zoning with j.C. though it's a small window, it is possible for it to leave you open or create a situation where your only options are defensive ones, which obviously skews the whole "neutral" thing. the landing for that j.C in that video seems pretty strange to me; i personally do not feel it's too hard to spot, but I've spent a lot of time scrutinizing hakumen's landing frames for some combo purposes
  9. i thought only back was confirmed
  10. did they change j.C's hitbox? http://www.dustloop.com/guides/bbcse/hitbox/hakumen/j.C.html
  11. bad controllers really make and break that sort of thing. that said, the rift between pad and stick is pretty massive for most people that aren't die-hard pad users
  12. new replays are way more useful than old replays. it's possible that you can look at an old replay and something that maybe you've improved upon but not eliminated is more obvious and it makes you think "hey, i still do that," but that does not outweigh the benefits of assessing current performance vs. old. one improvement vs. many (tl;dr delete your old replays for new ones) threads like this are also useful for getting insight on what you're doing, but nobody is going to want to listen to whining in response to critique. (also it requires some form of video capture, which doesn't have to be anything stellar. point your smart phone at a replay) all characters have flaws and if you fixate on only those flaws, you are only going to have a handful of characters you don't like and none that you do supposedly you are trying hakumen, and i will tell you up front that hakumen has plenty of drawbacks that most other characters don't have in terms of ease of use also while it's good to be motivated, frankly it's hard to not grin at the idea that you want to beat everyone who has given you advice in this thread, given your approach/mentality. assuredly this is the sort of thing you are beating yourself up over, as well, so i would think it would seem to be a rather inefficient goal to focus on. i want to beat everybody too, but that does not mean i am going to be able to work to produce a result to that end in like, ever the point is you need attainable goals and not ones that will take years of blood and sweat before you finally get a return on it re: "anything less than my best," what defines this? do you never allow yourself to screw around? sometimes a hakumen just got to superjump spam j.2a at neutral. chill the fuck outtttt
  13. TK hotaru is a minimum of 4f startup and can be much longer if you are not inputting it with enough precision. netplay can also make it difficult to get out in 4 frames 6D, 2D, Yukikaze, and Akumetsu are all active on frame 1, so if you are getting hit by meaties while trying to do one of these, you are simply not pushing the button early enough (assuming you weren't trying to block a low with 6D or a high with 2D.) note that 6D and 2D have very short active frames (9f and 8f respectively,) so the opponent has two options on oki: do a frame 1 meaty to keep you from doing hotaru, or bait the frame 1 parries by doing a slower attack that will hit after your active frames end. your parries could be not working for any of these reasons: -trying to parry something that it does not catch (highs with 2d, a throw, pure projectiles with Akumetsu) -you are not hitting the parry on the first frame of wakeup -the opponent is baiting it and hitting you after the parry recovers -netplay/latency (or possibly input lag caused by a poor TV or monitor) and as the above poster suggested, accidentally inputting 3D is generally going to be unpredictable so try to input 2(or 1 as there is no 4D (if only)) or 6 clearly kishuu is also a potential (but gimmicky) wake up option for some forms of specific mixups, but it does not gain its invuln properties early enough to be reliable. shippu also has its occasional uses as a reversal midscreen between its invuln, quick startup, and moving hakumen back quite a bit. for starters and safe play, however, stick to parries or hotaru (or blocking)
  14. a legacy of being told to chill out since may '12
  15. the entire objective of hit confirming is to follow up a successful hit into a combo, so by definition... either way, hakumen is not at all a dangerous character in terms of hit confirming, and any option you might normally follow up with for a hit confirm is going to be safe due to special cancels. an example is using 4c to poke at range and then using gurren to hit confirm. 4c > gurren is +1 and a safe way to end an unsuccessful poke. if they are hit by 4c, the gurren will follow up into enma for a combo.
  16. probably has to do with training mode re-setting your meter to what you have it configured to but I'm not sure why he was able to do it mid-combo
  17. practice combos starting with those hit confirms, expect a button to work and be prepared to follow up or consider a safer option if you're unsure if it will work (IE play less mashy and think more,) get in training mode and set the opponent to AI and focus on one certain hit confirm you are wanting to practice and fish for it without any other starters to use the good reflexes come from muscle memory. in a match when you are pushing buttons at neutral, you should basically subconsciously be prepared for what comes next. it comes naturally with practice. 1) know what paths you can take from x buttons/confirms to y combos 2) avoid hitting random buttons in matches and hoping it will work since this can catch you off-guard when you land a hit, making it much more difficult 3) practice just that hit confirm with the AI until you never drop it if you do this enough it should simply come naturally in matches if you are composed and not panicking
  18. http://www.dustloop.com/forums/showthread.php?16731-FAST-SELLING-BUY-2-APPLE-IPHONE-5-AT-700-AND-GET-1-FREE&p=1523449#post1523449 http://www.dustloop.com/forums/showthread.php?16732-FAST-SELLING-BUY-2-APPLE-IPHONE-5-AT-700-AND-GET-1-FREE&p=1523450#post1523450 http://www.dustloop.com/forums/showthread.php?16733-FOR-SALE-BRAND-NEW-Samsung-I9500-Galaxy-S4-350-Apple-iPhone-5-64GB-350&p=1523451#post1523451
  19. presumably they would do it because the extra hits don't add that much extra damage but reduce hakumen's oki options i've seen it more commonly used against very high level hakumen players
  20. pick gold hakumen before mac chaos can
  21. learn stick and play offline everybody. goodnight
  22. so to bring some actual information to this thread: http://www.dustloop.com/forums/showthread.php?7878-CS1-Hakumen-vs-Arakune/page3&p=763523&viewfull=1#post763523 this is one of the only writeups I could find on this matchup, and it's quite old. CSE has some differences from CS1 by now, so take some advice with a grain of salt. a good amount of the general gameplay strategy should prove at least somewhat useful
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