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shinobispectre

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Everything posted by shinobispectre

  1. Hello, saw new update and interesting stuff for Hakumen. Copied from @HiagoXYZ on Twitter. If this isn't the place for them I apologize. And formatting is awkward. I'm not well versed in the game to say if these are good or bad. What do you all think? Dash: inertia effect for moves when hopping has increased 6A/6B: can be canceled into 632146C j.C: only cancelable on hit; hitbox increased upwards Drive: special cancelable when activated against projectiles Drive: damage reduced, but now special cancelable 5D: emergency untech time reduced j.D: jump inertia won't be stopped anymore; landing recovery increased; now catches lows j.D (cont): untech time decreased on successful counter; can use jump normals/specials when descending j.D (cont): on successful counter your jumps reset (you can jump twice/airdash again) Backthrow: follow-up time is universal for all characters 236B: visual effect on 2nd hit changed (no changes to hitbox) j.214C: guard crush time increased 214D: hitbox will activate regardless of actually countering or not; on a successful counter the special you cancel into has invul 214D (cont): spends 2 magatama
  2. I'm only xbox so can't play CP yet. I like watching match vids of Hakumen though, after Gurren I think? The hilt smash to the gut, some people link 2 cr.A to 3C. How tough is that link? Just out of curiosity.
  3. Thank you! I really like Narukami and it's fun to play as him. Pretty much the only reason I still open the game time to time. Second question to anyone. Is there a section where I can see the Shadow Version of Yu? I am curious to the differences. I'll just look around the boards.
  4. Hello! I hope it is okay for me to post this in this thread. It is to my understanding that P4AU will be for both PS and Xbox consoles. I would like to pick it up, I still have my copy of P4A which I play time to time but I am not very good. Is P4A Narukami still a good base in preparation for P4AU Yu? Or has he changed too much to get a good grasp of the character in AU?
  5. So based on the gameplay seen on Jourdal's and GameChariots website... Rushdown? Offense seems strong and his panic attack seems similar to Yu's. Edit: Right so no persona just hyper offense and... a counter super?
  6. If I like the design of the character I play him/her. Hakumen all the way! Cyber samurai? Be still my beating heart. I like samurai and Hakumen just kicks ass. Plus I like to learn and vary up my playstyle. Often times I will get impatient and rush in so characters like Makoto are what I like as far as gameplay goes, but I saw Hakumen and thought the loops/counters were cool. So I picked him and slowly put more time into him and developing my gameplay experience. The first BlazBlue character I picked, I was reading up on the wiki about the game since I had seen it before and saw the design and liked it a lot.
  7. When would one use 236D? I remember someone saying it leaves us plus on block... So is this Ryo Sakazaki's Ko-ou Ken? If so I am totally up for block strings using it! :D But what should I use it for?
  8. What cues do we have to see which the Teddie Circus comes out? Or do we have to wait patiently and just watch for it?
  9. Does 2C avoid the air grab? Or is Yu not crouching anymore when you use that move? I know I should stick to 2B but just out of curiosity. Can we also use slide to avoid the grab?
  10. I do not know if the character is encountered that much anymore but I still feel I am so weak against her when I should not be. Instant blocking is key and proper spacing of just about anything. Gimmicks first: 214 A/B can catch player who don't expect, but don't use it raw mix it up in a block string if you feel like messing with them. If I don't like my jump arc I use to redirect myself and catch the Labrys unaware but don't count on it. Be very aware of her block string do not mash anything, more often than not the player will use a move with guard like her all out attack and catch you for big damage. Tactic (my own so please if there are better tactic post them!): 5B is your friend here, at the start of the match some player will instantly auto combo to catch you off guard and rush in. Score a counter hit and set up the oki. Jump back B works okay too but beware her Guillotine Axe that will catch or her all out attack. Sliding is useful but D version is a one hit wonder, maybe if you are lucky and the planets are aligned you can catch them. But experience with practically all of the cast will teach you that they will IB it and they will punish you, hard. Instead opt for a meaty 214C if at all. 236C is also nice as it can catch them counter hit. Use dash to avoid a player if he/she constantly spams and keep to mid range if at all. I hope to post here again with better strategies but above all IB everything when possible. Especially if they spam auto combo, it works for them. Do not let them get into your head.
  11. Got it! Thank you!
  12. http://www.youtube.com/watch?v=X8eG6ZBCxN8 Yu-Sama (Yu Narukami) vs. Denpa (Naoto Shirogane)
  13. For the AoA is it a good starter combos? Obviously it allows you to perform one. But the one I am currently trying to get down is: Starter->j.B->j.B->j.C->214A The other option I have tried practicing is a corner combo: 214B->2B->j.B->j.B->j.C->214A Because when I try to use AoA as a starter, the j.C doesn't seem to come out after the second j.B. So what starter should I switch with?
  14. So this is probably the most idiotic reason... but what colleges have good scenes? For fighting games in general and or specific games. I have to ask because I'm currently a senior in High School and the question popped into my brain as I researched for colleges. I know it is a horrible reason to pick a college but out of sheer curiosity what colleges do you guys find to be located favorably near any fighting game scenes? I always thought a scene would a part of a college because of the social life in general surrounding games and college but I have heard otherwise. So any notable areas you guys find a good scene near a college? If so which college?
  15. How does one utilize his divekick? Is it just a gimmick? I know I read here that it destroys Naoto's traps...but what other use is there for it? So far I have found it catching people off guard to get a counterhit into an easy combo. Otherwise it comes out too slow for anything I can think of. It is kinda interesting to use it control Yu's air movement though.
  16. Has anyone run into a Naoto player using the new loop? What has been your strategy so far?
  17. When faced with the option to either normal air grab someone or Hotaru them which one would you choose and why? I know Hotaru is probably the better the option, but I'm curious does his air grab allow for anything afterwards? What are his tick throws? I know 5A works at most 2As leading to the throw, then there is either j.B if done low enough or sometimes cross up j.B. Is there anything else I should be aware of?
  18. Does his air throw allow for Oki setups afterward or does the opponent recover too fast?
  19. Correct me if I'm wrong but its plus on block, so you should be safe, and it fatal counters should you time it right against an opponent's air approach. Practical uses I'm not aware of though because I usually don't use 236C/D at close range unless it's enough time to get Izanagi to change to his C attack or go into 214C/D. Which do you guys find more useful 214C/D with combos? I feel 214C leads into setups better, but I'm not sure which one to really use. Mainly if I'm in a combo I use 214C because I'm not sure if the opponent will block my combo or not. 214D I use to catch people off guard and low profile projectiles. How many j.B's can you do before you cancel to C into 214A, I don't think it works after 2 reps but am I doing it wrong? What I usually do is: Starter->j.A->j.B->j.B->B+D->super cancel if enough meter. But what i would like to do is to do a j.C to 214A, what am I doing wrong?
  20. So I'm back yay! I've been practicing what I believe a basic corner combo. However I keep mistiming it for whatever reason. It goes as follows 5C->236B->2C->jc 5B->j.2A->Air Dash->j.2A->j.5C->5C->2C I can land it sometimes but where I feel I mess up is the 2C, when I should I hit that? Because when I jump into the air the j.B to j.2A the j.2A will either whiff or hit but the characters falls to the ground fast than I connect the second one. Another result is that I get the second j.2A but the character is still too low for the j.5C to hit. What am I doing wrong?
  21. What kind of players am I fighting? Whenever I have encountered a Yukiko player (note this is online), they spam a few fans in various directions. Try to close in, use one or two As and jump for whatever reason spamming A. The other thing they do is add in an All Out Attack in their pseudo blockstring. The real trouble comes in when they use their Persona, the 236C/D has been annoying but I have been able to deal with it. The real problem is the aerial attack and the mid attack that changes into a low sweep. I can never seem to block it in time, am I doing something wrong? Then when the fight gets bad on the Yukiko side, they spam 236A/B. Rarely do they use the power up move or the other one which I have no idea as to what it does. They rely heavily on their furious action to get them out of pressure and do not block 214A/B much during blockstrings.
  22. How do you approach in general? Usually when I do approach I walk and air 214A/B that is something you want to avoid. While it sometimes on players who are charging moves i.e. Mitsuru, good players will IB your move and punish heavily especially if you gamble using 214B for a FC/CH. Yu has an air dash, use it. Are you doing IAD A+C to air turn and cross up the opponent when you oki? Do so to add to your oki game. You have the basics from what I can read and that is wonderful! You sir have done what I am hoping to one day accomplish so don't worry you're already well on your way to see progress. "Getting in" varies on the character so hit up the match up thread! Feel free to add your knowledge and help everyone out. Do you have trouble with someone? A good tip is to download your opponent learn their pattern to expand your damager potential. If you feel yourself lacking in some aspect, a tip I received from good players is to use YouTube and upload your gameplays. Finding a way to do so will help the better players here tell you specific tips you might find very helpful. Watch the videos posted in the video to see what other players do, noted players to watch here are Shinsyn, Kikuichimonji, Darkpath and VR-Raiden. They have been very helpful to me and are very knowledgeable about the character.
  23. Is there way to catch him!? The few Teddie's I have faced just run around an insane amount and annoy me to no end. Does Swift Strike work well against his projectiles? How would you dodge his super that goes across the screen? I roll it but sometimes it comes from a different then I can effectively roll.
  24. Oh thank you! And does that allow me to attack his persona?
  25. I'm not the best authority but try to stay midrange while watching out for his Kill Rush especially 236AB. 5B is your friend, I'm not sure if it beats Kill Rush but I have found that 5B does stop his Corkscrew attack. Should they get in and initiate Akihiko's combos watch what they use as an ender if you block. They generally go for the sweep, but some go for the All Out Attack to catch you off guard as well as take to the air mashing A. When you encounter someone (the few that do this I haven't met many) that uses his D attack to pull you, use Swift Strike as it is enhanced by the pull and can catch them off guard, I doubt it would work continuously so use it when you think they least expect it. Swift Strike should also low profile his Corkscrew attack as well otherwise I'm just getting lucky with timing. DO NOT AIR APPROACH AN AKIHIKO WHO USES HIS C ATTACK IN AIR! It keeps you close enough for the player to get in and hurts a lot. If you expect it though Yu's C attack should beat it. An earlier tip I believe from darkpath or Shinsyn is to use 236C to force the player you are facing into the air, while I am hesitant to use it against Akihiko for that annoying j.C attack, it nullifies Akihiko's better ground approach. If they try to use assault drive you can 2B them. If they are in Awakening do not use Ziodyne if you are not sure that it will, it is free punish for Akihiko's Maziodyne. Do not jump in not only that Akihiko can use his C attack but his uppercut is just too good. Watch what your opponent does and try understand their gameplan, Akihiko needs to get and I have found opponents try to stick to specific approaches punish them for it. Again I am not the best authority but I hope this helps! Side Note: Should you find yourself in the air, you can use Big Gamble to catch Akihiko using air C. Watch out for how much blue health you have, one blink and it will be gone.
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