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[CF] Hibiki Kohaku Video Thread (Updated 7/18/2016)
Monarch replied to Monarch's topic in Hibiki Kohaku
[11/17/15] Ichiki (HB) vs. Koji (NA) [Pre-Release Tournament] [11/17/15] Mitsurugi (TE) vs. Zekuso (HB) [Pre-Release Tournament] [11/17/15] Koji (NA) vs. Zekuso (HB) [Pre-Release Tournament] [11/17/15] Mitsurugi (HZ) vs. Ichiki (HB) [Pre-Release Tournament] [11/17/15] Ichiki (HB) vs. Koorii (NA) [Pre-Release Tournament] -
From taking a glance at the Evernote I can pull out 2C > Exceed Accel connects, and his OD routes consist of: 5B > ODC > 5B > 5C > 5D (6D) > 6C > j.6D > 2C > 236A[C] Zekuso's analysis of Hibiki: Hibiki Rating: 7 Has many different specials with well-defined uses, making of him a rather easy to play character. At first, his special moves will probably confuse people a lot, but how well players will be able to use them in the long run is what will define how good he'll work out. At first glance he looks a bit like Chipp, but he's actually not that similar to him. (Zexo) Source: https://www.evernote.com/shard/s660/sh/60bcf7c3-9fbc-4345-97e5-4a35e48cd036/fcb8fe6db58eae3206d730f6b27dd236
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Hibiki gameplay breakdown A few things I want to note: @16:12 5BB > 2BB > 5BB > 3C > 214C is possible, believe they're saying his B normals are revolver action. @18:44 it appears possible to cancel j.2D into j.C on hit or whiff. @19:10 OD 5D > 5D connects, the second 5D crumpled the opponent: so 5D > 5D > 5D may not be possible. @19:20 5C > 5D connected, 5D also crumples the opponent here. @20:23 236A > A seems to be plus on block, since Jin got CH'd trying to mash. @20:50 236A > B is an overhead, but punishable on block. @22:11 236A > D is Fatal Counter. @26:54 623146D was not fast to catch Jin in his 236A animation full screen. I also noticed that clones don't have a set position, they adjust to the opponents location, so I can imagine using 5D or 2D after 214C could prevent any rolls or delay techs.
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[10/24/15] Mesiter (LA) vs. Hazama [Gamechariot] [10/24/15] Meister (LA) vs. Wheat (TA) [Gamechariot FT5 Part 1] [10/24/15] Meister (LA) vs. Wheat (TA) [Gamechariot FT5 Part 2] [10/24/15] Meister (LA) vs. Wheat (TA) [Gamechariot FT2]
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https://twitter.com/dustloopforums/status/660280744107872256
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Character Recolors, PSDs, and Renderings [*New* BBCF Available]
Monarch replied to Tong's topic in Zepp Museum
May I request a green recolor of Hibiki's portrait? -
Yoshiki's opinion on Lambda: "Lambda can win now." Source: https://twitter.com/HiagoXYZ/status/659843040794791936 Looks like things are looking up for us.
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[11/01/2015] Lambda vs. Torakuro (MA) [Shinjuku Sportsland SOB] [11/01/2015] Lambda vs. Azrael [Shinjuku Sportsland SOB] [11/01/2015] Lambda vs. Nu [Shinjuku Sportsland SOB] [11/01/2015] Lambda vs. Minazuki (PL) [Shinjuku Sportsland SOB]
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Jasu's (top JP Valkenhyan player) opinion on Hibiki: "Hibiki is simple. So long as you have his combos down you can fight without much practice. Naoto on the other hand is difficult. Constant practice will be necessarily in order to play well with him". Source And a few loketest notes (credits to @HiagoX for the translations): 236A~B floats less on hit, making it easier to use as a starter or a combo part. Mix-up right now consists of: throw; 2BB (2 hit low); 4B (overhead); 236A~B (crossup overhead); 214D (crossup ground move). DP: Lots of untech time; most of the time you get a knockdown off it no matter where it hits. Both supers probably have invul still. 214D is like 214C except you teleport behind the opponent for a crossup. 214C is definitely punishable on block To be expected to hear Hibiki is easy to pick up, from loketest matches he looked pretty cut and dry.
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[10/04/2015] Ragna vs. Lambda [a-cho] [10/13/2015] Bang vs. LAZ (LA) [a-cho] [10/13/2015] Bang vs.LAZ (LA) [a-cho] [10/13/2015] Bang vs. LAZ (LA) [a-cho] [10/13/2015] LAZ (LA) vs. Terumi [a-cho] [10/13/2015] Bang vs. LAZ (LA) [a-cho] [10/13/2015] LAZ (LA) vs. Terumi [a-cho] [10/13/2015] Bang vs. LAZ (LA) [a-cho] [10/13/2015] LAZ (LA) vs. Terumi [a-cho] [10/13/2015] Bang vs. LAZ (LA) [a-cho]
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Glad to hear about that Legacy Edge change, hopefully that will allow all characters to be hit by the same amount of swords instead of it varying on the characters hurtbox like in CPEX.
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[10/07/2015] Yoshiki (LA) vs. Eruo (KA) [Gamechariot FT3] [10/10/2015] FunyaQ (MU) vs. Meister (LA) [Gamechariot]
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[09/26/2015] Meister (LA) vs. Asakoromo (BU) [Gamechariot FT3]
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[08/27/2015] I_47_ (LA) vs. Izayoi [a-cho] [08/27/2015] Charin (TG) vs. I_47_ (LA) [a-cho] [09/26/2015] Meister (LA) vs. Wheat (TA) [Gamechariot]
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You should post this in the Nu forums as well, as I can't you give any Nu advice. Although since they're similar in some aspects, you may find some of the advice I give you regarding Lambda applicable to Nu as well. Offense: Your offense pressure is pretty decent, but my only complaint would be the optimization off of certain confirms, as you could be reaping more rewards than you were doing in the videos. Take for example [url=https://youtu.be/n4GOBjFek-Q?t=6m26s]here, after landing the CH 6A > 5C > 6C you whiffed the 6D afterwards when you could have went with 6A > 5C > 6C > 236A > 236C > 66 > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D (3.4k) to get yourself out of the corner and into a better position. Additionally [url=https://youtu.be/n4GOBjFek-Q?t=6m36s]here as well, you could have killed with a 5B crouching confirm like 5B > 3C > 214A > 5C > 6C > 236C > 66 > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D > j.632146D (5.2k): and you would have had enough time to do so as well, since 2D has pretty bad recovery. In short, work on some of your confirms and combos. If you need to see more combos, take a look in [url=http://www.dustloop.com/forums/index.php?/forums/topic/10643-cpex-λ-11-combo-thread-updated-6142015/]here. Also, don't use 236D and 214D in the middle of close range blockstrings, that's asking to get punished. Defense: All things considered, your defense is pretty good as well. I noticed you did a lot of instant blocks, used your AA wisely, and teched most grabs against both opponents, so good job there. Don't forget about your reversal super and counter assault though, as they could have saved you in some disadvantageous situations. Neutral: My biggest complaint stems from your neutral game, in my opinion, you were too passive in both matchups. In the Jin matchup, you want to punish the abuse of ground ice sword with IAD > j.6D and TK.236A with 6D or 2D. You should also be using 2B more, as it's a good normal to use given its range and hurtbox. Don't try to backdash so much if you can help it 214D can force your opponent to move instead, whether or not if they choose to do so, you can apply pressure with swords to get your offensive started. As far as Hazama goes, you don't want to use 214D or 236D too much since he can poke you with his chains from afar. The ideal situation would be ideal to catch him in the animation of a midair chain with a 6D or 2D, and then continue once you have him grounded. Lastly beware of using any D when he has 50 heat, because you can get caught with his fullscreen super. Overall you did well, just focus on learning neutral and more combos.
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More loketest 3 notes as translated by @HiagoX: 6C knocks away less? "6C CH > 236C" and "low height 6C > 236C" all worked fine 6A > 5B gatling added back (had been removed) 6B > 2D > 4D works due to the D buttons' untech time increase Gravity takes longer to refill on whiff (still the same as CPEX on hit) TK.j.214D > RC 3C connects now; more untech time? D buttons don't float opponent on normal hit, but do on CH and OD 632146D ground and air versions both deal 960 min daamge; they share SMP; OD ver. does not share SMP with normal ver. 236236D dealt 1510 damage on Tager 5C FC > 5D > 236C connects again (didn't in the last loketest) raw corner 236C > 22D works again; ~6C > 236C > 22D does notA bit disappointed regular D's don't float on hit anymore, as that means no more 5C > 6C > 5D > JC > j.6D routes. Regarding the 236236D super, either they buffed the damage on the swords, or they increased the amount of swords; because doing it on Tager now produces 19 hits at 974 damage. Also, of what little I could read in the Evernote that Tokkan posted above, Lambda now shares Nu's "laser" sword SFX's. Would appreciate if someone could translate that fully.
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236236D route: 5B > 5C > 6C > 5D > 236236D > 236A > 236C > 66 > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D > j.214D (4003, -43) (usable at 35 heat) 5B > 5C > 6C > 5D > 236236D > 236A > 236C > 66 > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D > j.632146D (4938, 0) (usable at 78 heat) 5B > 5C > 6C > 5D > 236236D > 236A > 236C > 66 > 2D > 5D > JC > j.D > j..6D > JC > j.D > ODC > j.6D > j.632146D (5204, 0) Done at full health, final damage value dependent on how many swords hit the opponent during 236236D. (Tested on Ragna, 18 swords out of 19 hit. Tager takes all 19 and Jin only gets hit by 17, hitbox dependent) Credit to @916zking for the idea. Going to re-haul the OP with a better format some time this week.
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That Calamity Sword nerf is definitely going to hurt, but I guess it's an okay trade-off for better over-all damage output.
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[9/20/2015] Nabeshiro (HK) vs. Brazier (LA) [Jikamu Wajiro]
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I'm really interested to hear N-O's rationale behind that statement, as there have been varied opinions about whether or not if Hibiki is good, but it's another thing to say he could end up being better than Naoto (who by general consensus is pretty solid at the moment). His drive can be pretty useful in certain situations, but we've yet to see all it's capable of. Personally, I think using clones and teleports as a means of opening up the opponent is gimmicky, but I guess that just comes with the nature of his drive.
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[CF] Hibiki Kohaku Video Thread (Updated 7/18/2016)
Monarch replied to Monarch's topic in Hibiki Kohaku
Corrected, thanks. -
[CF] Hibiki Kohaku Video Thread (Updated 7/18/2016)
Monarch replied to Monarch's topic in Hibiki Kohaku
Valkenhyan vs. Hibiki [Second Loketest] Hazama vs. Hibiki [Second Loketest] -
It's something that can't be determined with the footage we have at the moment, the only projectile oriented character we saw Hibiki fight is Nu, and the player ate more swords than he blocked. I have a feeling that the clones would clash with lower level projectiles like Jin's ice swords and Kagura's A orbs, but would lose to lvl 3 projectiles like Tager's Spark Bolt and Lambda's D's. As for his second distortion, the command is 632146C and if the tweet is correct, it could be used as a reversal/whiff punish super, still not sure which super would be preferable as a combo ender (Although we have seen the 623146D DD used as a combo ender). As far as opening opponents up goes, I don't think it matters how fast you go about it, moreover what you use. I think he might have to rely on stagger pressure and frame traps, or 214X. Either way, I hope that some of our questions will be answered in the upcoming loketest this weekend.