ryokoalways
Members-
Posts
1,418 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by ryokoalways
-
Nu: Tk crescent and crescent cancel still works. Gravity gauge recharges in 5 seconds (may be off). C moves have shorter range but are faster than previous. throw is 1k (forward and back), air throw is 2k (No change). Tager: Center screen collider > jC (movement) > j2C > gadget corner collider is combo I posted earlier. Against tager, a sledge at beginning doesn't reach him anymore (not sure if it's shrinking of tager's hitbox or shrinking of a sledge, I think). Arakune: 2D seems to have less recovery. throw > super > 5D > jA > jC > jD does about 4k with 60% curse meter. Carl: Nirvana gauge recovery starts if not activated for 3 seconds (same as CT I think). Taokaka: 5A/2A into first part of taunt combo (pre-taint) cannot be connected. May be timing issue. Will reconfirm (black combo currently). back throw > cat 3(1) > 22C (i think) > j2D comboed. confirmed on ragna, hazama, tager 2D counter can go into (jD6 > jC)X4 ? jDA > j8D > j8D6 for about 3300. confiirmed on ragna. cat 2 last hit launches opponent away, cannot follow up it seems. jB seems to be faster. jC > jB works. Noel: 6A hits crouching (i think), confirmed on litchi 2D is back to CT, with exception of it not being overhead it seems. something about the use of a chain revolver move (kaka? huh?) 6C is faster. Bullet rain still recovery till landing. Ragna: 6A > 5D off belial seems not possible because of high bounce. 5C has its CT range back it seems but tip (basically the whole extended area) doesn't have much low hitbox. 2C > 6C works. 2D seems to have slightly less recovery (may be wrong). tkGH>5B>6A>GH>B is 2700, 。tkGH>5B>6A>JC>JD>JD>BE>A is about 3200. There seems to be a little problem landing belial on tager. Not sure why. 6D is a little slower (I think the same as loc test 3). belial rising part, if counter, is untechable till hitting the ground. still slight disadvantage on block. DS (regular) is bigger (i think it's the same as the buff from before). air throw > GH > 5B > D dp worked. the guy forgot the damage though. There was one piece of info regarding running tk GH crossing yourself up during combo or something. Couldn't figure out what the guy was saying.
-
It's good for baiting hakumen to jump forward off a tech near the corner so you can reset him, but that's about it. Using Optic barrel is just feeding hakumen free meter, and if he is close enough, it's a free combo for him.
-
Carl: -Nirvana can rapid fire volante 3 times, 8D 5 times before breaking down. (no change, I think) -Nirvana recovery from breaking down is 15 seconds. Have not checked regular recharge speed. -Carl's hop allows him to go past downed opponent (pretty cool change), still has a bit of recovery (not cool). -Can do specials, but not nirvana supers during hop (the guy mentioned he may just have screwed up input, so they will try to reconfirm). -Something about jB that I'm not sure...
-
Bang: -D moves have guard point even after teleport, but guard point doesn't last long. -5A hits crouching (confirmed on Jin and noel) -6C hits standing (Carl confirmed as well, I think) -Daifuka done on reaction to beat frontal sword summoner (huh? It doesn't work in CT?) -new super does 2500 damage -3 623B loop confirmed, damage off 2A is about 2k. -furinkazan is 50% meter -2D start for 4 seal combo still fairly easy.
-
Information has been hard to come by, mainly because I can't understand kansai Japanese at all (especially osaka dialect. Wtf are they saying?) Nu: 5DD > legacy edge confirmed. noel: 5D > 6C confirmed, combo does 3500ish. Rachel: j2C still not normal cancellable. Ragna: 5D(2) counter>6A>JC>JD>JD>belial>6A>5D>HF is about 4k. Tager: in the corner collider>6C>J2C>Gadget confirmed.
-
Please note that I'm not so much irritated by the point you are trying to make, but more by the way you tried to make it. Edit: Here is what I mean. I can beat my friend's arakune too, but when I win, I don't really feel like I actually won. I usually just feel I got lucky because I managed to make a bunch of random guesses correctly, or he screws up multiple times (it's not his main, after all). That doesn't mean anything though. Just winning doesn't mean anything. It's about the process that got you to the win. And for hakumen vs arakune, it's ugly for hakumen when he wins, always.
-
You can't seriously be using that pathetic example as an argument. That's like me saying since I can take rounds from Ogawa, it's not "essentially unwinnable" for me. It doesn't matter if once in awhile everything goes your way, it doesn't change the fact that this match up, as qwerty said, is essentially unwinnable when both people know what they are doing. i've seen enough hakumen vs arakune to know that even when the hakumen wins, it's ugly as hell because he needs lucky breaks, ie the other person screwing up. Think twice before you post for god sake.
-
According to people at the loc test, kohatsu regulars, N-otoko, and heart nana, among others are there, so we should be getting some information pretty soon. Also, there doesn't seem to be a main monitor, so it may be harder to come by decent footage this time around.
-
If he is just mashing out block strings, you should be able to kill him. Ragna can't jump cancel most of his stuff, so his other way out is the super risky revolver from the ground (way too slow, plenty of recovery to punish). Generally, the correct way to play ragna in this match up is to keep spacing in his favor, and then poke with his 5B or 5C, with occasional tk revolver and 2D. It's more difficult for hakumen to get in because he has more range and speed on his moves, but not too bad because you do have counters to his moves. Unless you are more specific, it's hard to tell you what you are doing wrong. This matchup may be slightly in ragna's favor. Maybe. I personally think it's slightly in hakumen's favor because ragna, while also having frame traps, are significantly more unsafe compared to Jin. Add that on top of low hp and hakumen having a way to deal with half of his safe stuff makes it not too bad to deal with.
-
No don't go for air throw. Not going to happen.
-
I know what projectile armor meant. What confused me was two-fold. 1. It was stated as part of the same sentence describing volante, which seems out of place. 2. There was another part regarding something already being fired and then disappearing, which was followed by the comment about projectile armor. My fault for not putting the thing in context, but again, there was one part about volante that I didn't quite grasp.
-
The problem is, in this match, your first line of defense isn't blocking. Your first line of defense is to take chance with catch. I'm totally not kidding. You stand a much better chance if you do blocking/catch as 50/50, or maybe even 40/60 or higher, rather than 99/1, as you should in every other matchup. Against arakune, you have to bet everything on your intuition and ability to guess. And again, that is the one way you do NOT want to play hakumen.
-
Carl compilation. Doing this because I thought a few things were missing from zetaboard compilation. Maybe they have already been mentioned in the carl forums. Anyways I tried to limit it to things that weren't posted on zetaboard. carl has 4 primers. hop is slower (slower or more recovery? I thought it was confirmed to just be more recovery), can cancel into special, foot disappears (not sure if foot invun applies), can hop over downed opponent (i think that's what it meant), air rhapsody and generaru cancel unconfirmed (would be pretty cool if the previous also applies). volante is projectile, start-up is 20F, full stage, damage is 560. Combo starter scaling at 80%, cannot tech on air hit, will not disappear if Carl guard, nirvana no longer have projectile armor (I'm not sure if this is right because it seems like it doesn't have to do with anything else in the sentence). jC can be jump cancelled 2D is faster 8D no longer guaranteed activation, still works off throw loop set up (break throw I guess). jB is applicable as cross-up Brio has foot armor (it didn't before?) back throw scaling is 79%.
-
The only way to win this matchup is to make 4-5 great guesses (not reads, guesses) before you make a wrong one. Guess wrong once and you are more or less dicked for the round. Sucks because that's the one way you don't want to play hakumen, making random guesses. My friend doesn't even main arakune and I only beat him 1 out of 5, maybe. It's nearly impossible to get that many guesses right in a row against any decent player, especially since arakune combos aren't difficult on hakumen anyways.
-
They killed his life drain in blood kain in the loc test in favor of unstoppable guard crush properties it seems. I don't know what to think of this change of approach yet. Could be good or bad.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
Stunedge's source is correct. BB:CS hits arcade 11/20.
-
You have to make him scared to poke before you can start spamming 6a/6b. You have no idea how many hotaru/catch he ate before he finally decided to just block. Noel definitely out ranges/out prioritize your a and b with her own a and b normals. Edit: i scanned your vid. Air dash less, jump not to attack but to control spacing, kill the noel if he keeps air dashing (he isn't doing it at an angle where you can't reliably AA her. got to know when you can crush her with 6a/2c/hotaru). What you need to do fix immediately though, is your habit of just keep jumping nonstop. hakumen's air to air isn't strong, and you need to use forward/backward hops to control space as well. In some of the vids I had, you can see that I saw the noel jumping in on me at an angle I can't AA her, so I backdash. Now he can either airdash at me and get killed, or land and be at a severe disadvantage. I can whip out most of my traps from that distance. But this is only possible because when he made his approach I had good spacing. Edit2: Two more things. When you are going for punish, you want to open with 5b or 2b mainly. Save 2a for very situational distances, positions. And work on combo follow-up. You missed quite a combos that had good initial hits (renka, hotaru, etc).
-
I think it's the latter. No one has confirmed whichever way on the BBS though. Technically it's a pretty good design. It may actually cause a situation where a player may run out of barrier.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
There are other (newer?) vids of him up on nico. One of the vids, iirc, he wasn't playing seriously and was trying to get mugen out the whole time off 6D, but couldn't do it. Pretty funny.
-
hop cancel simply has quicker landing. Whereas tk version it's a bit hard to control the height, you get fairly constant height with hop cancel. Do note that you are higher in the air at the beginning of the hop than at the end of the hop (as in if you delay hop cancel, you will land faster). There is no difference in tech timing, just landing speed.
-
I did not do any hotaru on reaction. I'm using feints and traps to bait moves that I want, then beating those moves with hotaru. Edit: actually, what I meant by do it on reaction is doing it while dashing. No one can do that. However, you can always react to something, then do tk/dash hotaru to beat whatever you saw. I think I tried to dash hotaru to beat a 2d, but messed up and renka came out in one of the vids. Also, it's not only about getting the move out. Hakumen is in the air for a fair amount of time during his hop. You should be able to do hotaru at the first possible frame, as well as the last possible frame. That time control allows you to set up more frame traps. Edit2: The two things I did well in the second batch of vids that really should be noted is 1. IB 2. Hit confirming IB wise I did fairly well, and IBed most of the 2Cs for free meter. Hit confirming I had about half a dozen screw ups, but I landed all my 6C > shippu confirms. The two crouch counter hit screw ups were less hit confirming issue and more spacing issue (ie, the first one I missed, I saw crouch counter, but it took me too long to realize the target is too far away, and by that time it's too late to do shippu, instead of another 6C > shippu). If you can do those two things, you should be able to play a pretty decent hakumen.
-
Against him I really do not like to remove too much tech time with j2c and have to be coming in via an air approach. Most of the air dash I did were after he got knockdown, or at a timing where he can't get his 6a/ja/air throw out fast enough to AA me (I mean, he has to guess between jb, jc, and hotaru, so it's not exactly in his favor if I time it right). You saw how he was blowing me out of the air if I air dashed in from neutral. Hakumen has no real means of beating noel's ja. That shit clashes with everything. Against other characters, say, bang or ragna, you guys are right that the basic 2c > j2c combo is better. I only zantetsu if I get very specific hits. In these matches. I had 2-3 chances I think, but didn't react fast enough. Only time I will bring out zantetsu outside of those instances is if I'm going for the kill, but most of my setups allows me to just shippu, so I do that instead. Edit: non-counter 6B can be followed up with enma for about 3k. Not too bad. Edit2: I don't think I actually answered your question on positioning clearly enough. I'm not looking to push him into the corner in the cases that are brought up. I'm trying to get the correct spacing against the noel player. Noel's slide speed makes her moves go farther than they actually are (similar to how millia and chipp has fairly long range. Jam doesn't count because her hitbox still sucks. Only move Jam has that works well is 2S). This means I either get out ranged (beats 5A, 2A, 5B, 2B, situationally dependent) or his move just comes out faster (beats all C moves, minus 3C, but that's too risky to use too often). Which is why I usually only take one step towards her and stop, because at that distance the advantage is mine. Only certain instances do I push her towards the corner via hop spam.
-
You are right qwerty. I don't combo on 5A counter at the moment because I am not use to it yet, but it's something I want to do. Right now I reflexively just hop after 5A. Kind of like I sometimes reflexively do 5C, gurren, enma, rather than just 5C enma. Needs to be fixed. Noted on the delayed 6B. Noted the failed bait on first match. Glad you enjoyed the match. Edit: I don't believe advanced input applies to directions, so no.
-
TJL(HK) vs YW(NO) #2 TJL(HK) vs YW(NO) #3 Still the lag batch. Edit: And the no lag ones. TJL(HK) vs YW(NO) #4 TJL(HK) vs YW(NO) #5 TJL(HK) vs YW(NO) #6 TJL(HK) vs YW(NO) #7
-
I use the 6C ender because it provides me better positioning. This is more for against that guy specifically. If I do your variation, I'm at a disadvantage afterwards. He knows noel's slide pokes at that distance and it's too dangerous for me to do most things. And gurren is more for hit confirming purposes. I didn't trust my reaction with lag there. Hell, I don't trust it even without lag sometimes. Much safer to gurren than to kishuu on a block. But you are right, just 5C enma is better.