dj asakura
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Ok, I know this isn't advice or anything, but the title of this matchup thread killed me. Good job. Wow.
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I like threads like this. XBL: dj asakura Naperville, IL USA
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[CT-CSE] Hakumen PSN/Xbox ID List "JOIN THE CRUSADE OF THE WHITE VOID!"
dj asakura replied to Kumlekar's topic in Hakumen
dj asakura - Illinois XBL: dj asakura -
I feel like most of Haku's combos are kind of easy. But check out this: http://s1.zetaboards.com/blazblue/pages/hakumencombo/ It lists a lot of combos. Otherwise, I would say not to focus a whole lot on combos, but rather making room to appraoch with j.6C and using something with your magatama (either 214B or 41236C probably) I'm sure others will be able to give you a little more specific help than I did :P
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Since this is much more official, I'll post there here. http://www.dustloop.com/forums/showthread.php?t=6113 Pretty much a copy paste from zetaboards with fixed annotations.
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This will probably be useful Notes 1: Standing hit stun 14F, guard recovery 24F 2: Slam down in air, untechable, ※1 3: 7~19 High + mid counter 4: Entire motion invincible, floor bounce on hit 5: 3~13 invincible from head attribute attack, staggers (31) on hit 6: 4~15 invincible from foot attribute attack, knocks down on hit, floor bounce on counter hit, untechable 7: Standing hit stun 32, you can charge the attack by holding the button, start up is 11F after button release, attack damage is 1740 when you hold it 10~13 (start up 21~24), attack damage is 1940 when you hold it 14~17 (start up 25~28), ※1 8: 1~7 High + mid counter 9: Entire motion invincible, spinning collapse on hit 10: ※1 11: 1~7 High + low counter 12: Entire motion invincible, floor bounce on hit 13: ※1 14: 1~9 High + mid counter 15: Entire motion invincible, launches on hit 16: Knocks down and vacuum effect on hit, untechable, ※1 17: Slightly jump back on hit or guard 18: 1~20 High + mid counter, opponent's hitstop is 4F longer than Hakumen's 19: Entire motion invincible, spinning collapse on hit 20: 2nd hit blasts away 21: 2nd hit launches, 3rd hit blasts away 22: 2nd hit launches, 3rd hit slam down 23: Floor bounce on air hit, uses one meter 24: 1st hit launches, 2nd hit blasts away, during Mugen (↓↙←↓↙←B) the 2nd proration is 90%, uses two meters 25: 1st hit slam down, 2nd hit knocks down, untechable, during Mugen 2nd hit is techable, uses three meters 26: 1~25 Upperbody invincible, 12~16 cancel to follow up, uses one meter 27: 1~8 Upperbody invincible, launches on hit, uses one meter 28: 1~14 Invincible, launches on hit, reset jump count on hit or block, can only perform this move once in the air, uses two meters 29: Slam down on hit, untechable, uses three meters 30: Invincible until 4 frames after super freeze, blasts away on hit, sword portion's hitstop 25F, projectile's hitstop is 12F, you can charge the attack by holding the button, start up is 14F after button release, maximum charge (55F)'s sword portion does 5500 damage and unblockable, uses four meters 31: Invincible until 12F high + mid counter, other than countering projectile Hakumen's hitstop is 15F, opponent's hitstop 73F, uses four meters 32: 1~101 invincible, launches on hit, start up 35 after super freeze 33: Invincible before super freeze, duration in data table indicates the duration of the effect, attack damage is 120% during Mugen, guard crash value is 25%, uses 8 meters ※1: Sword has guard point against projectile in active frames, when guard point succeed Hakumen receives an additional meter.
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Not sure how useful this is, but it lists a lot of combos. Might be worth re-posting them all here. Hakumen Combos
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General Strategy The most important thing in this match up is not jumping forward attack often. And understand how to stop Jin from getting close and know how to break his attack chains. From far distance, step forward or wait for Jin to get closer. If Jin does a projectile, use 5C or 5C to remove it to gain an extra meter. Although high jump forward is probably better, you can then double jump then attack from high above. Mid range favors Jin. He has 5D that stops Hakumen from getting close. If Hakumen is outside 5D's reach, he can use 2D to pull Hakumen closer. Furthermore, Jin can jump up to do various things. IAD JB to get closer to Hakumen quickly. You can use 6A to beat it. Therefore Jin players usually just normal jump forward, then throw out a projectile or double jump. You may beat them with J214B sometimes. Or jump back then double jump towards Jin from a higher position. Or simply wait for them to get close. Use 2C sometimes to beat their landing JB or air dash JB above Hakumen's 6A. Once in close distance, you can look for the gaps in Jin's attacks and counter them accordingly. Revolver action into 5D can be easily beaten by Hakumen's 6D/2D. Punish Jin with 2A / 3C whenever he uses 214A/B/C/D. Jin’s 623A/B/C can be punished with 6C > 632146C easily. 623D, however, you should use 623A, A to punish instead because of its second part can be delayed, and really hurt when it hit. Always look out for Jin’s throw. If you see that coming, you can try 2141B to beat the throw. Invincible start up, good combo afterward and safe on block makes J214B useful here. When Hakumen is knocked down by 214B/C, focus on blocking and throw escape immediately. Counters are good but often beaten by unbreakable throw counter. Just stay calm and defend then seek your opportunities. After Jin's 214D or 623D blows Hakumen across the screen from the center, opponents often try to pursuit with 214C or dashing forward. Either way you can back roll cancel to 214B or 41236C or 236A to catch them off guard once in a while. If you are back to the corner, Jin usually do 5C because it catches you roll forward, launches you off the ground if you couldn't get up quick, and keep you blocking if you quick rise. Basically get up immediately with back roll or quick rise blocking 5C is the safest way to recover. On the other hand, you can instant air dash to pursuit Jin after some of Hakumen's moves. After 214B, you can do IAD JB. If opponents do quick rise and block this move, Hakumen gets advantage when he lands. IAD JC after ~ > 236A > 6C from mid screen is reasonable that Jin wake up 623D whiffs here. If Jin tries to air dash JB after air recovery from the 6C, Hakumen's (dash >) 6A will beat it with ease. Once Jin is conditioned not to attack after ~ > 236A > 6C, Hakumen can instant air dash towards Jin more often. Watch out for Jin's reversal dragon punch after blocking Hakumen's jump attack especially when Jin has a significant life lead or both characters are just one hit away from winning. When Jin blocks the jump attack you can do ↓A then mix ups. Eventually you will break his defense then do the best combo you from there. Hopefully this is useful to everyone. Sorry about it being a lot of information but I think it'll be pretty useful. EDIT: I went back and edited so that all commands are using numbered notation, if I need to I can go back and change things for jump (to j. or j.c.). There's other information in the Hakumen section on Zetaboards I was going to put up (combo information and move data) but I was only going to post it up if others think it would be useful to do so. I'm a little worried everyone is going to tell me this is usless or outdated information already, haha. Just let me know what you think. I can add or change things as needed.
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Moves to use 2A: Key move to punish Jin's 214A/B/C/D, and getting initiative after blocking 6B. Once Jin blocks 2A, you can try 2A > 2A > 3C to catch standing opponent. If Jin is baited into back jump dodging your 3C then air dash JB, you can beat him easily with 6A. However, Jin might jump forward instead to punish Hakumen from 3C recovery. Then you should do 2A > 2A > 5C to catch him jumping instead. Both standing C and 3C are not punishable on block as long as your 2A push Jin far enough. With a lot of meters, you can try 214B or 41236C mix up right after 2A. 2A > 214B is not interruptible, opponents have to crouch guard this one. 2A > 41236C has a small gap between them; Jin can do 2A or dragon punch to stop Hakumen. Try to mix up with 2A > 214B, or 2A > 2A > ~ randomly so that opponents generally do not attack after blocking your 2A. If Jin is back to the wall, you can try 66 > J214B. If your opponents attack or jump without barrier guard, this will hit them and you can do combo. On block this move is only -1F that you can continue attack with 2A. 6A: Anti instant air dash vs Jin. Aggressive Jin will instant air dash JB after throw escape, or air recovery, or back jump dodging Hakumen 3C. Using this move properly, Jin cannot instant air dash thus buys Hakumen time to react to other stuff. 5C: Use this move after 2A to prevent Jin from jumping up. 2C: Key move to stop Jin jump cancel 2A, 5B or 5C. As long as Jin jumps, he has to block this attack since 2C can beat his projectile and Jin altogether. 6C: You might out poke Jin’s 5D, but I don’t recommend using it this way because of its slow recovery on whiff. You either use this move to punish Jin’s 623A/B/C. Or poke with it after opponent barrier guard 236A from a distance. 6C > 632146C is really damaging. 3C: Key move when opponents block 2A. Use this move and 5C properly to condition opponents crouch defending often. 6D/2D: Because Jin does not have good overhead attack on the ground, I usually use 2D in this match up. There are gaps in Jin’s attack string such as C > 2C / 5D, or instant block JB > land 2A, or 3C > 236C pressure. You can sneak a counter between the strings. But please be unpredictable with counters, Jin players can switch to other moves to beat your counter easily. Jump C: Try not to do the predictable instant air dash jump C unless Jin is knocked down. Otherwise you will eat a lot of jump B or dragon punches. If Jin blocks this move. Do 2A after landing to continue attacking. Look out Jin does reversal dragon punch after blocking jump C though. Jump D: When you air dash forward. Jin can do dragon punch or 5D to stop you. You may use air counter to surprise them. Of course opponents guessed you are going to use that counter can just wait a bit then punish you from recovery, but that also indicates you can air dash attack now. 623A > A: This move dodges 5C, 5D and ground projectiles. Using it properly can make Jin feel unsafe on the ground. It is the key move to punish Jin’s 623D since your attack’s upper body invincibility is guaranteed to beat the second part. 236A: This is a tricky move. When you don’t have enough meters to do anything else afterward, Jin players often attack with 5C immediately after they block this move. You can easily counter them with 2D here. If they do not attack because of the counter, you can continue attacking in slightly disadvantage. On block or hit, You can do 3C to catch standing opponent, 5C to stop Jin from jumping in close distance, 6C if Jin is a bit far after barrier guard 236A. You can dash forward to throw or 2A if Jin is really defensive. With sufficient meters, you go for 236A > 214B or 41236C mix up. 214B: On block Hakumen has one frame advantage. If you want to do counter after 214B, 5D is probably the better one here. In general Jin players would continue to block because Hakumen can cancel 214B to 236A. 41236C: Because of this move’s slow start up, Jin can sneak a dragon punch to beat Hakumen before the move comes out in many situations. Thus don't be predictable with this move. On block Hakumen is -2F, nothing is guaranteed for Jin. Besides Hakumen can cancel to 236A, you can use counter if Jin attack back immediately. J214B: Use this move when Jin is back to the wall. Catch him attacking with counter hit can net you a nice damaging corner combo here. Like I mentioned before, this move is only -1F on block. You can continue attacking with 2A since Jin’s 2A is 1 frame slower than Hakumen’s.
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I found this on the BlazBlue Zetaboards and thought it could be useful to everyone here. I know I find Jin annoying to fight so, this is pretty cool. Hopefully this isn't old/useless either. Hakumen vs. Jin Original Link VS Jin Kisaragi Useful projectiles, invincible dragon punches, good pressure strings and situational high damage combos make Jin an all around character in this game. He main weakness is lack of good mix up. This is a fair match for Hakumen. Moves to beat 2A: 7F start up, one frame slower than Hakumen's and not a low attack. If you block this move really close, Jin can try 6A or 2B mix up. Since his 6A is risky on block, crouch blocking is generally safe after blocking 2A. 6A: The 19F start up overhead with -16F on block. Jin can do about 3000 damage combo if 6A hit. On the other hand, when it is blocked he cannot cancel to other moves. Thus it is quite punishable that Jin players do not use this move often. 2B: The quickest low attack Jin has. Since Hakumen usually crouch block vs Jin, this should not be a problem. 5B: A two hit kick that the second part has vacuum effect. Jin can cancel this move variously with jump cancel JC (overhead), 3C (low), 5C (further mix up), and throw. If you opponents do not use JC as an overhead a lot, which is difficult to do combo afterward, you may simply crouch block and look out for throws. However, Jin can jump cancel then do jump B cross up after the second hit. It's quite difficult to deal with because Hakumen does not have a good attack to deal with jump B from behind. Therefore, use barrier when Jin does standing B to push him far enough so the second attack whiffs. 6B: Despite its animation it is not an overhead. If Jin doesn't cancel it with air special moves, he is in neutral condition when he lands. Unless you are sure your opponents are going aggressively with dragon punch, 2A is a safe way to gain initiative since Hakumen has a faster one. Ideally you can interrupt Jin with a standing jab when he performs air special moves, but you may eat a painful combo if you could not respond to it quick enough. 5C: Fun begins once you block this move. Unlike 5B that Hakumen could not do anything besides defending, Jin's 5C pushes Hakumen outside of the throw range and leaves a small gap before the following attack that allows Hakumen to sneak a counter move there. A smart Jin may jump cancel or just wait for Hakumen to whiff a counter. Therefore you can try crouching C or attack with other moves sometimes. However, if you decide to play safe and defend, DO NOT back jump guard after blocking 5C. Otherwise 5D or 6C will catch your jump start up everytime you do that. 3C: A low sweep attack. Jin can then use 2B to juggle opponents for further combos. In case Jin tries to end a combo with 3C > 236C, which is a common okizeme setup, Hakumen can use 6D or 2D as soon as he gets up to catch Jin immediately. 6C: Its start up is a bit slow, but has a large hit box, and have to use barrier guard to block it in the air, plus it is dash cancelable. This powerful upward swipe catches players tech roll towards Jin. So be aware of this move when you want to do that. 5D: Jin's key poke from mid distance. Freezes on hit. The guard crush value of this move is large. Hakumen's well timed 623A can go underneath it and the follow up beats Jin from the recovery. If you want to beat this move with air dash jump attack, simply jump a bit higher then air dash above its hit box. When you block this move, Jin has some options: 1) 5D > 236A/B/C: stable choice for Jin, Hakumen's 623A can go through both moves. If Jin is a bit close after 5D, Hakumen's 3C will trade hit with the projectile. Hakumen has the upperhand afterward because Jin ends up grounded. 2) 5D > 214A/B/C: catches Hakumen attacking. Learn more about this move later. 3) 5D > dash cancel > 2A: If you are too defensive, repeating this can cause guard break fast. 4) 5D > dash cancel > back step > 5D: catches Hakumen attacking. 5) 5D > jump > various attacks: basically stops Hakumen from jumping up. 6D: A slow attack that has a high hit box. Freeze on hit and +12F on block. Despite its speed, 6D works quite well against Hakumen 623A or instant air dash to get out 5D trap in the corner. You may use 6C to beat Jin's 6D here, but it is rather risky. Wait for it to whiff is probably the better idea. 2D: Another move that freezes and +4F on block. Because Hakumen lacks mobility, this catches you from doing many things outside the 5D range. It pulls Hakumen towards Jin. If Jin continues attacking with 5C immediately afterward, you can use 6D/2D to counter that. Jump B: The most problematic move for Hakumen to deal with. Quick speed and large hit box makes this move really tough to beat. Jin can do combo that leads to knockdown no matter it hit you in the air or on the ground. The instant air dash JB can be beaten by 6A. Other than that jump B rarely loses especially in air vs air unless you does the attack much earlier than Jin. Then Jin can mix up the jump B timing from early climbing JB to delay double jump JB. That is the reason why Hakumen often could not to jump up vs Jin that you end up either blocking JB in the air or gets hit by it. If possible, use 2C to anti air because it has a larger hit box than 6A. Plus it absorbs the projectiles as well. When Jin does JB > land > 2A, you can try to instant guard that JB then use 6D/2D to counter the 2A. Beware smart opponents would do JB > land throw instead. Furthermore, Jin can play safe with JB > (JC) > JD > air 236B. Therefore, only use counter when opponents are too aggressive. Jump D: Jin creates an ice aura around him that freezes on hit. Although you can crouch block this move, watch out when opponents use this move for cross up. Throw: Jin can do damaging combos after his throws. Due to his lack of good mix-ups, he relies on throw quite a bit. Thus prepare to throw escape a lot vs Jin. The typical setups for throw are: 1) Blocked 5B: he gets a tick throw (with purple exclamation marks) here. 2) After 214B/C knockdown: which is a common finisher of his combos. 3) Jump B > land throw: very good against Hakumen trying to counter Jin's land > 2A. Prepare to throw escape if you do not use counter move. 4) 632146D > ~ > air throw: Jin can do this for further combos, and it is a tick throw. 5) 2A > wait > dash throw: when Hakumen is stuck in the corner with solid defense, desperate opponent often try this. This is actually good because if Jin catches start up of Hakumen’s slower pokes, he gets a guaranteed throw counter. After throw escape, do not instant air dash. Jin's instant air dash JB beats all of Hakumen's jump attack. Use 2A sometimes to stop Jin's IAD rushdown. In case it whiffs Jin is usually too far to punish it. 214A/B/C/D: 214A on block leaves Jin -7F, which means it is 2A punishable. The blocked 214B/C/D are punishable by moves faster than 10F. If you can instant guard the second part, you can punish it with more moves. In general 2A is usually the better choice here. Even you screw up the timing a bit 2A can still hit opponent from recovery. Don't be too greedy to instant guard the second part. Opponent uses 214A then you lose your initiative. Furthermore, with 50% heat gauge, they could rapid cancel the second part for JB or land 2B mix up. You'd better prepare for that instead. When Jin knocks you down with 214B/C, you may try 6D / 2D to counter the potential following 2A pressure string. I would recommend using it on rare occasions due to Jin players do dash throw after 214B/C knock down quite often. 623A/B/C/D: A and B version have invincibility above Jin's knee. However, 623B does not have invincible start up. 623C is totally invincible and has combo on counter hit. Its recovery is slow. 623D is quicker than 623C. The second part of 623D has 120% proration and is unblockable when fully charged. The good news is the recovery of this move is quite long as well. 632146C: The fast giant ice wave can catch Hakumen doing anything from far distance. Be extra careful when your opponent has more than 50% heat gauge and Hakumen is short on health bar or in danger mode. 632146D: Jin shoots a diagonal arrow and you must use barrier guard or instant guard to defend it in the air. Because you cannot burst until it finishes, with invincible and quick start up make Jin quite intimidating when your health bar is low and he is dashing towards Hakumen. If you know opponents are going to do this move when you jump, especially Hakumen is in danger condition and unable to block it without barrier guard, you can surprise your opponent by using JD to counter it. Remember to throw escape in the air after this move hit Hakumen. Jin players often try the throw for greater damage.
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Question about this combo you gave me: 5C -> zantetsu -> 5C (replace with 6B for carl, noel and nu) -> guren -> 6C Is Guren suppossed to hit? I've tried it in training against Jin and guren (236A?) doesn't hit. I assume it hits if they tech? But otherwise I'm a little confused
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Yea, I think it's the C spam, sorry, I'm still working on notation stuff :/ And yea, I'm seeing how important walls are, and yea, I'll learn the j2c loop. Thanks for the help on this stuff, sorry being pretty...well, unaware of what everything is, this is the first fighting game I'm taking really seriously
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I think my only losses online at this point are to Jin's and it's really annoying. They all use the same tactic so far. 41236C -> mash B (or something like that, I only used Jin once) And they just do it the whole match. Ugh. I feel like this isn't a very viable combo, but it does a lot of damage. 236A -> 314B -> 41236C (uses 6 megatama) I feel like at higher levels, it won't be useful at all without some sort of entry attack
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I've actually really begun to notice how important and useful spacing is, it's amazing how at easy it is to space in the lower levels. But I really like how he plays, he may be pretty basic he's fun and I feel like in the right hands, he's amazing. And yea, I fought a V-13 who sort of knew what they were doing and I had to do some stupid shit to get close enough. Btw, the rub one out in training part me lol
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Hakumen > I don't really have a strong understanding how best to use him (combo and approach wise) but he's amazing and it seems like not a lot of people online know how to fight him. It's great.
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Gotta start somewhere though...
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[CT] Arakune Beginner Guide (How to make bees out of sarcasm)
dj asakura replied to CopperDabbit's topic in Archive
This is very cool! I'm sure I'll start looking at this a lot more once I pick up the game and start practicing with Arakune -
@Angrynord: A guide like that would be an amazing thing. I'm not exactly *new* to fighter, but I'm by no means a vetern and often have some trouble understanding the terminology that I've been given for a game like this. I think having a guide that goes from your most basic information (explaination of terms, system mechanics, etc..) leading all the way up to advanced combos and setups/strategies would be an amazing guide for any player to have. I would love to see something like this come together. And since there are already some sites that go over things like system mechanics and other basic information, no one would need to write anything up, but just link the site and give some credit to the writer.