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Everything posted by BlackYakuzu94
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https://www.youtube.com/watch?v=sN0fvLvBCMM The fact they didn't even give Hakumen a filter on his voice automatically makes this a shit dub, 0/10 will not buy :V
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So, he still has a safe jump off Agito fortunately. Tested it against all of the reversals.
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ArcSys Voice Acting [This thread has rules now]
BlackYakuzu94 replied to SoWL's topic in Zepp Museum
Aww, i kinda liked Darth Vademen. I wouldn't say he sounds like his CS and CT self, for one there's a severe lack of a growl. -
Well it might help to check the locals thread and see what's closest to you.
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Is it me or did they decrease the untech time on 5A, I don't remember having to chain 5B off it as fast.
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Gotcha.
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Alright, I did most of the first post, what do you guys think? http://www.dustloop.com/forums/index.php?/topic/10658-cpex-hakumen-combo-thread-whos-ready-to-ride-the-escalator-of-justicewip/#entry908570
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I'll try to update as much as possible. There's not really a lot to cover this time fortunately.
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So, you have arrived it seems. You wish to unleash the power of the Susanooh, but be warned for this will not be an easy task. Do not disappoint me. General Notation. [table] >Cancel ,Links |>Attack after Landing jJump sjSuper Jump jcJump Cancel tkTiger Knee CTCrush Trigger ADAir Dash IADInstant Air Dash AAAnti Air CHCounter Hit FCFatal Counter[/table] If you find yourself unfamiliar with any of the above symbols, then I implore you study upon the notation page on this site's very wiki. Combo Theory Unlike the masses, my combos are far less forgiving. I hone my skills by carefully connecting each blow, you might refer them as "links", for they do not chain normally. If all of you have previously played my prior incarnations of this particular...game, you'll find most of my combos have remained mostly unchanged. As usual, the general format of Hakumen combos is as followed Collapsed: Combo Setup: (Minimum Stars needed for the combo, NOT the total amount used)Combo goes here(Damage, stars gained) i.e (2)623A~A, 66 5A>5B(jc)>j.B>j.2A(jc)>j.2A>j.C(1994,.8 stars) Collapsed: Combo Enders: j.2A(jc)>j.2A>j.C or j.2A(jc)>j.2C>j.21A, the aforementioned "Escalator of Justice" will be your primary air Combo Ender more often than not. The former gives you good spacing when you want the opponent off of you, and the latter gives you some nice air oki. You can also do j.214C after J.2C for more damage, but its generally recommended as a round ender. Its important to be smart with Hakumen's meter.If you want some nice ground oki, you can end some combos early with 5C>3C as well. Also, the combos listed here are the more optimal ones, and therefore slightly above average difficulty. I'll post both his challenge mode combos and some more basic combos on his wiki page but I generally wanna keep this space reserved for optimal and meter resourceful combos. Challenge Mode Combos(#1-#20) [collapse] Challenge #1: (0) 5A>5A, 3C (879, .1) Challenge #2: (1) 2B>214A, 3C (1248, .5) Challenge #3: (0) j.2C, 2A>2A, 3C (1647, .7) Challenge #4: (6) 214A>236B(1)>41236C (3318, .3) Challenge #5: (4) 2A>6A, 4C>632146C (2824, .5) Challenge #6: (5) 623A~A, j.B>j.214C (2908, .4) Challenge #7: (7) 236B(1)>CT, 2C(jc)>j.B(jc)>j.B>214C (4596, .4) Challenge #8: (4) CH 4C, 214A>41236C, 2C(jc)>j.B>j.2A(jc)>j.2A>j.C (3791. 9) Challenge #9: (0) j.D, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>j.214A (2704, .7) Challenge #10: (8) [2]8D Challenge#11: (5) B+C, 623A, 6C(Lv. 2), 5C>632146C (4081, 1.3) (Corner only) Challenge #12: (5) 623A, 41236C, 6A>6B, 5A>214A, 6C (3725, .9) Challenge #13: (4) AA CH 6A, 214A>623A, 2C(jc)>j.B>j.2A(jc)>j.2C>j.214B(jc), j.C (2687, .8) Challenge #14: (2) 6D, 5C>623A~A, 5C, 2C(jc)>j.B>j.2A(jc)>j.C>j.214A (3528, 1.5) Challenge #15: Perform a combo that does 4000 and above off a Guard Crush. Challenge #16 (8) CH 3C, 236B(1)>41236C(1)>CT, 5C>623A, 2C(sjc)>j.B>j.2A(jc)>j.2A>j.C (6481, 1 star) Challenge #17 (4) 5D>623A~A, 66214B>AD OD, j.2C, 2C(sjc)>j.B>j.2C>j.214C (3941, .7) Challenge #18: (3) CH 6A, 66 6C(lv. 2), 2C, j.C>j.214B, delay AD J.2A>j.C |> 5C, 5C>214A, 5C, 3C (4443, 2.4) (Corner Only) Challenge #19: (8) OD 236236D, 214214B, 632146C, 41236C(1)>214A>623A~A(jc)>tk j.214A>j.214B>j.214C |> 236B(1)>632146C (9124. 0) Challenge #20: Perform a 10k combo [/collapse] Combos By starter Collapsed: Normal Starters: (4) CH 6B, 2C>Tk j.214B>AD j.2C,5C>A+B,2C(JC)>Sj j.B>j.2A(JC)>j.2A>J.C (4800, ?) note: Also works with RC 6B, at the cost of four more stars. (5) CH 5C > 41236(1) >623A > Walk 6A > 6B, 5A > 5A > Guren, IAD J.B, J.2A, 5C, 3C (5477) Note: Fails on Bang, Jin, Kagura, Lambda, Litchi, Makoto, Nu, Platinum, Rachel, and Taokaka. J.B needs to be delayed on Valkenhayn or 5C will whiff. Collapsed: Adjustments to the combo for the aforementioned characters : (5) CH 5C > 41236(1) > 623A > Walk 6A > 6B, 2A > 5A > 5A > 214A, IAD J.B, J.2A, 5C, 3C (5322) Note Variation of the above combo that works on Bang, Jin, Lambda, Litchi, Nu (5) CH 5C > 41236(1) > 623A > Walk 6A > 6B, 2A > 5A > 214A, IAD J.B > J.2A, 5C, 3C (5451) Note: Variation that works on Platinum and Tao (5) CH 5C> 41236(1) > 623A > Walk 6A > 6B, 2A>2A>5A>214A, IAD J.B > J.2A, 5C, 3C (5303) Note: Variation that works on Rachel (5) CH 5C > 41236(1) > 623A > Walk 6A > 6B, 5A>5B, 214A, IAD J.B > j.2A, 5C, 3C (5729) Note: Variation that works on Lambda, Nu, Hazama, Makoto, Relius, Terumi and Tsubaki. On Lambda, Nu and Makoto: Walk forward a bit after Kishuu and delay 5A. On Hazama, Relius, Terumi and Tsubaki: Don't walk after Kishuu and delay 5A. It's harder than the timing above, 5A > 5A also works on those characters and is much easier. Note: These also work off Crouching Hit 5C and an Anti Air 5C (6) J.2A CH > 5B/2C > TK j.214B > AD > J.2C > 5C > CT > 5C > 623A, 2C(hjc) > J.B > J.2A(jc) > J.B > J.2A > j.214A (3994/4335) (4) 6A, 5B > 623A~A, 214A, IAD J.B > J.2A, 5C > 623A, 2C(jc) > j.B > j.2A(jc) > j.B > j.2A > j.214A (2917) (6) CH 6A, 41236, 2C(jc), tk j.214B, AD J.2C, 2C(sjc), j.B > j.2A(jc) > j.B > j.2A > Agito (4545). (4) CH 3C, 2B>214A, 41236C, 6A>6B, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>j.214A (4620) (4) FC 6C, 5C>41236C, 6A>6B, 5A>5B(jc)>j.B>j.2A(jc)>j.B>j.2A>j.214A (6021, 2 stars gained) Collapsed: Special Starters: (3) 623A~A, delay 214A, IAD J.B>J.2A, 2C(sjc) > J.2A(jc) >J.2A > j.C (2612,.8 stars) (4) 236B(1)>A+B,5C,2C(sjc) j.B>j.2A(jc)>j.2A>j.C (4072, .3 stars) (4) 236B(1) > 623A > 6C(level 1) > 5A > 5B > 214A > 5A > 3C (2670, 0.8 stars) (4) TK/Dash CH j.214C > 2B > 5A > J.B > J.2A(jc) > J.B > J.2A > j.214A (4079) (4) TK/Dash CH j.214C > 2B > 214A > IAD > J.B > J.2A > 5C > 3C (4502) (4) 214A->41236C->2C->JC->j.B->j.2A->JC->j.C (4393 .5 stars gained) (2) CH j.21A, j.B, land 5c, 2b > Gurren, IAD j.b > j.2a, land 2C, j.2a > j.c (2633) Collapsed: Throw Starters: (4)Back Throw>41236C(1)>623A, 2C(JC)>j.B>j.2A(JC)>j.2A>j.C (4124, .9 stars) Collapsed: Overdrive Combos: (5 stars, 10% Life) OD, 236(1)>41236C(1)>623A, 2C>TK j.214B>AD J.2C, 5C>CT, 2C(JC)>j.B>j.2A(JC)>j.B>j.214C (8002, 1 star) Combo by Starter Collapsed: Normal Starters: (2) CH 6B,2C(JC)>j.C>j.214B,delay AD J.2A>j.C,5C,2C(JC)>sj j.B>j.2A(JC)>j.2A>j.C (4690, ?) Collapsed: Special Starters: (5) 623A~A, 6C, 2C, j.C>j.214B, delay AD J.2A, J.C, 5C, 5C>214A, 5C, 3C (4640) (6) Dash CH j.214C, 2C(jc)>tk j.214B>AD j.C |> 5C, 5C > 214A, 6A>6B (5900) Collapsed: Throw Starters: Collapsed: Overdrive Combos: (7 stars, 10% Life or lower) 236B(1)>41236C(1)>CT>6C, 2C, J.C(ODC), falling J.C |> J.C>j.214B>AD>j.C, 5C, 5C>632146C>623A, 5C, 3C (It does over 10k, will confirm soon, 2 stars) (5 Stars, 30% Life or lower) CH 6B, 5C(ODC), 5C > 41236(1)>CT, 6C > Shippu(Lv. 2), 214A, 5C>Shippu (9480) (5 Stars, 20% Life or Lower) CH 5C(ODC) > 41236(1)>CT, 6C > Shippu(Lv. 2), Guren, 5C>Shippu (10988 lol) So as we all know, Mugen has been kind of piss in CP. Decreased combo rate and the new combo system pretty much made it even more niche than it already was.(unless your name is Poropiccho anyway). Arc decided to throw us a bone by giving it a rather niffy buff, which means its actually semi-practical and somewhat worth learning now. It still has the same combo rate(30%), but now Shippu will do a full, unscalled 3800 clean depending on how many specials you connected before the Super. Naturally, it can lead to some ridiculous things, especially when combined with Overdrive. So this space will be used for any Mugen Combos and variations of. Also, I'm omitting the stars needed for this section for obvious reasons. Combos By Starter Collapsed: Normal Starters: 4C CH > 214214B > 236B(1) > 41236(1) > 623A > Dash j.214C > j.214B > Delay AD > J.2C > j.214A > J.B > 5C > 236B(1) > 623A~A > 632146(Level 2) (7294) Collapsed: Special Starters: [/collapse] Collapsed: Throw Starters: [collapse=Overdrive Combos]
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...So can I go ahead and make the combo thread then.
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Chrono Phantasma Speculations/Theories [rules updated 10/14]
BlackYakuzu94 replied to Chaoschao222's topic in Zepp Museum
Well...its not the worst thing to happen to him at least. -
Damn, really? figured it was plus this time.
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Yea, I like his corner carry routes too. I don't know why most JPN players don't use it more often, its not exactly hard to execute.
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Well you really only have to make one technically speaking :V