-
Posts
544 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by dioxideUniversa
-
i don't -think- this is true but at the same time gurren combos basically disappeared, so hard to say i want to say it's for another reason tho
-
shoutouts to furries 101
-
yes homo
-
blade and i have our room, will hook people up with invites
-
get on PSN blade i want to get beat more
-
hakumen player tierlist i only wish my non-combo game was worthy of praise rofl
-
[CSE] Hakumen Q & A: New players check here first
dioxideUniversa replied to Spark's topic in Archive
the wiki section seems more comprehensive / omits a lot of non-optimal combos. the combo thread has videos but lacks good direction -
just because hakumen has a gameplay plan prior to having 3 stars for good mixups that isn't "get a combo off a 24 frame overhead" does not necessarily mean he has worse pressure i'm obviously no expert but ragna's pressure is not the scariest there is < 50 meter and he doesn't just get meter for trying to zone or do footsies
-
i was also going to suggest hakumen. there was a discussion a while back about his step pressure, which is pretty well-rounded between hop hotaru, tsubaki, or renka. it requires 3 stars, but then ragna's pressure is pretty basic without meter as well
-
as in "i am replying to this 4 page old post because i was out of town" 360 pad is your realm, mac--i would not match you there
-
after being out of town for a week: i have access (but not to a 360 stick so)
-
it'd be a good feint if you could special cancel it while it's charging
-
http://www.youtube.com/watch?v=b7_KklqwcRo#t=8m16s chin appeared
-
[CP] News & Gameplay Discussion (Old)
dioxideUniversa replied to kosmos badgirl's topic in BlazBlue Gameplay
which for a lot of people is "hakumen nerfed by console release" -
does anyone know anything about like trying to get a DART pass re printed my boyfriend's wallet got lost/stolen recently and that included his $200 bus pass which supposedly they won't reprint for him (which seems unlikely to me; your shit got stolen? thanks for the $200 sucker) ro uses the dfw fighting game thread for fighting game things
-
i was not paying too much scrutiny to netplay because netplay primarily my basis for saying that was the amount of Hakumen players in CSE in jp vids did not increase much (many of the CS2 ones disappeared from videos until CP,) hakumen players do not show up at a lot of majors, and many scenes i am familiar with do not have one (i am the only hakumen main in our scene) either way even though there's no data or anything, it wouldn't surprise me to learn that not a huge % of BB's playerbase is hakumen players compared to other character representation (especially rushdown/good mixup characters) jp forums may have some actual information on representation but i do not know how to find these things a lot of hakumen players will justify his CP status, so it wasn't terribly amusing (and i think it is important to acknowledge when something is imbalanced rather than play favorites, which i have seen a lot of in response to the large amount of CP hakumen complaints, a lot of which are legitimate even if a little whiny. mainly this was my point in posting all this as it's aggravating) also do not "man" me a combo does not just stop being difficult just because you can perform it in a controlled environment. if it was as easy as you make it out to be, all the advanced combos would have been staples of JP hakumen gameplay back in CS2, which they definitely were not. they appeared occasionally by some of the better hakumen players, and even then dropping them was a thing that happened not infrequently and the 3c combos were extremely rewarding for that reason, but they weren't the only ones that were high damaging and meter efficient (though nothing beats 3k+ for 1 star really, other than meterless options of course.) a lot of hakumen's midscreen bnbs such as double gurren combos were definitely not the most star efficient whereas most of the advanced midscreen carry combos were pretty good about returning close to 1k damage per star regardless, obviously my statement about CS2 is an opinion since obviously someone who did not enjoy struggling through CS2 matchups would most likely disagree with "cs2 was the most fun" statement except they're kind of the point i was making to begin with? you said he can get 3k off the right starter (nothing about how much meter) but he can get 3k off pretty much any starter with 3 stars, not sure what was confusing about that response i rather don't see what 2 star combos have to do with it, it's not like 3 star combos midscreen are a rare ocurrance. the 3 star combos are the staples and (renka2) is a 2 star option--and i actually do not know if renka (2) has more corner carry or damage than enma > j.2a > AD j.B > j.A etc., which is one i have been using lately furthermore it's beside my original point that the midscreen relaunch combos of CSE and CP that prorate very well have potential that isn't significantly less than his corner combos. of course he can't do tsubaki 6C or renka 6C, but it's still pretty excellent for midscreen standards you mentioned CP and overall i had a hard time following what exactly you meant with that response as a whole regardless see above for a more clear explanation of what i meant it read as "with the right starter he can break 7k" then listed tsubaki which looked like said right starter, so that's how i interpretted it (ie as a general statement about his corner damage) more than likely you can get 7k in under 8 stars with tsubaki, it's not like it prorates like zantetsu does in CSE
-
this isn't exactly the most trafficked forum. CSE hakumen was the strongest version to date and the easiest to access, but we still don't get a terribly high amount of new posters and many scenes do not even have hakumen mains. a slight increase in representation is believable but it isn't what you might have expected from a high-tier character this isn't even a justifiable reason for anything, much less than he has been pretty strong in 3/5 versions now and even then being a strong character doesn't justify the obscene damage of his OD combos, which is excessively high even by hakumen damage standards given how easy they are to access (people always used to say mugen would be super broken if it was easy to access, and OD is better than mugen) some weird notion of karmic reward system isn't balance the optimal low-star combos were not that difficult, but the combos i was referring to got pretty elaborate and had strict timing/spacing (such as the j.B j.A combos for one example) furthermore this is strictly speaking about CS2 combo dynamics, ignoring the fact that the high execution high meter combos were not practical not only due to their difficulty but due to the fact that CS2 had poor meter generation, which of course needed addressed regardless. so saying his combos were easy after the first 2 hours when we're clearly talking about the staples of midscsreen and corner and disregarding the advanced combos i was talking about is the moot point not from my experience--and really that's a more common trend for people who are playing the strong characters (such as hakumen.) doing your weakest starters into a renka (1) kishuu combo will almost always get you close to 3k, much less the stronger ones that turn much higher damage. renka (1) starter turns into close to 5k midscreen for only three stars and refunds a good amount of meter, which certainly is much more like his corner combos than it is his previous midscreen options in CP the damage is more polarized where without a good starter you don't do that much damage, but really you don't lose that much meter on it either. high end midscreen damage combos occur in the corner not infrequently, which isn't something that has happened in previous versions. also long, high-damage fatal counter loops off parries that pretty much are the normal midscreen combo paths without much variation you can get 7k in the corner with the 5 star renka hotaru combos while refunding 3 stars.
-
i actually do not feel like hakumen's playerbase has changed a whole lot over the versions i definitely expected more people to play him in CSE due to his Cool Tierness, but i think his overall gameplay feels too different compared to the rest of the cast for him to ever be super popular a damaing combo midscreen pretty much has zantetsu in it and as many j.2a/j.2c/5a juggles as possible (even parries have this) or OD, which lets you do dumb 22 star combos that do too much damage in any case it's not that much different from CSE, where you do a lot of the same optimal combos and you can make it work off most starters (renka (1) > kishuu) and there isn't a lot of variation based off what your starters were. it remains to be seen whether the new combos will require more execution, but without any hands on it's difficult to say. it's possible but it doesn't look tremendously more difficult, and beside the point great damage is easy to achieve with little effort, as opposed to CS2 where you had to spend a lot of meter to get that damage/corner carry and then it was a difficult combo to do (basically higher reward for better execution compared to what the average player had access to) mostly what i was trying to state that as a mid-level player, CS2 felt more fun cause there were more things to strive for and not "i can already do the best combos because they are easy" (is it a surprise that i'm this combo oriented) but then most people are like "MY CHARACTER HAS THE MOST MUSCLES AND I GET TO BEAT EVERYONE" about their character so whatever EDIT: also a point i keep forgetting is that in CSE you basically get to do corner combos everywhere on the screen as hakumen. do his midscreen combo in the corner and tell me how terribly different it feels from a corner combo (not terribly), especially in terms of stars -> damage obviously being in the corner is better in all aspects but compared to other characters' capabilities, his midscreen combos are sort of dumb
-
i've seen combos that do lots of j.C and 5c otg 2c, but frankly they don't happen consistently enough for me to safely assume they're even the most ideal (they also seem to get dropped half the time) whereas on the contrary i've seen people just doing the midscreen j.2a > dj.2c > 5a loops in the corner on a lot of occasions. it might be a matter of meter gain like in CSE, where the traditional 3x dustloop combos technically do the most damage but the combos that use 6a 5c otg 2c etc. etc. generate more meter in trade for a negligible damage loss
-
like 5c > renka (1) > kishuu > hop > 2c > high TK hotaru > air dash j.2C > 2c > sj.2a > AD j.2A > J.C those were some of the earliest combos there were for midscreen after everyone was like "omg how do i do damage w/o enma ????????????????" they're hard EDIT: http://www.youtube.com/watch?v=2-ZKuSmXyS0#t=2m53s another at 5:32 tho i think the original video that had a lot of those combos had like a DMCA takedown or something
-
spark only did the 3c combos with j.a j.B as i recall; while they were difficult they weren't hugely demanding like some of the other ones: http://www.youtube.com/watch?v=CkBOxQPCV0M all of the good ones are in this vid right after i started to do those cs2 hit ): really though hakumen hasn't had high execution barriers since CS2 and it's boring
-
cs2 was more fun
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
dioxideUniversa replied to BladeOfJustice7's topic in International
hakumen should not be allowed to do huge combos and still lose both rounds. thank you i'm here all night -
[CP] Hazama Gameplay Discussion [New members read first post]
dioxideUniversa replied to Lich's topic in Archive
my response was more "hasn't hazama gained tons of meter in most versions" but okay -
i must have at least two characters in this post