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Spark

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  1. Well the range on 6C is still the same, it's just that on CH you don't have as much hit stun as you did in CT and the start up on 6C is slower now. In CT 6C on crouching CH gave you enough time to 6C again, in CS even on crouching CH I think you only have 12 frames to follow up. So you don't even have enough time to land a 5C after a CH 6C. Also 6C > Shippu in CS does 4384 DMG which is ok damage, but a waste for 4 stars. On less they are too far for anything else you should at least do 6C (CH) > 214B(1 Hit) > 623A(A) > j.2C > 2C > j.2A > j.2A > j.C which does ~5570 DMG and gives you back about two stars. If you're in the corner you should do 6C (CH) > 5B > 214B(1 Hit) > 623A(A) > j.2C > 2C > j.2A > j.2A > j.2A > j.C > 5C > 3C which does ~6254 DMG, gives you back about three stars and give knock down.
  2. Falling C combo is pretty much the same. With the way the tech system works now I think you have more time to connect j.2C after enma, so the timing is about the same. Chaining jab into throw is good for throwing Bang out of his drive if he doesn't teleport or if he teleports early. Also if they IB the window for the throw being purple will end sooner, so chaining into a throw might not be purple in those situations. Another thing is that in CS if you attempt a throw break and the green ! was not up, for the next 20 (unsure about this?) or so frames you are guaranteed a throw on them if you land one because it will register as a Throw Reject Miss. So you can do your normal throw set up and instead of throwing immediately, jab once and then throw, so if they input the throw break where you would normally throw you will get a Throw Reject Miss on them. On another note RCing a move counts as a throw attempt, so you are guaranteed a throw on them if they RC something and block.
  3. Ah I forgot to mention the 2A/5A throw gatling. j.A doesn't gatling into air throw.
  4. Pressure Strings and Mix Up: Normal Gatlings: [Window w/o IB] 2A > 6A [5F] 2A > BC/4BC 2A > Drive 5A > 6A [2F] 5A > BC/4BC 5A > Drive 6A > 6B [0F w/ IB] 6A > Drive 2B > Drive 5B > Drive 6B > Drive Late Gatlings: [Window w/o IB] (2B and j.A are the only ones listed in the mook for some reason) 2A > 2A [1F] 2B > 2A [0F] 5B > 2A [1F] j.A > j.A j.A > j.B Pressuring your opponent: Hakumen's pressure is very different compared to the pressure of other characters. Pretty much every character can chain from A normals to B normals to C normals and when they chain their normals for the most part there are no gaps between the attacks. On less their attacks were instant blocked then there may be a small gap (less than 5F) between attacks. However this is not true for Hakumen he has only one normal chain that has no gap in it and that's 6A > 6B. His other two normal chains 2A > 6A and 5A > 6A both have gaps in them even without IB. So that means that on IB there is a big enough window for your opponent to poke out of. So if you see someone IB one of your attacks and you want a safe way to keep attacking there are some things you can do: - Chaining into 214B is safe on block, has a small gap w/ IB or even no gap w/ IB depending on the normal being chained from, and on hit can go into 4k any where depending on how much meter you have left. - Chaining into 623AA can lead into more mix up and pressure on block, a good way to dodge many of the normals they use to poke out of pressure, and on hit goes into the basic Hakumen BnB. - 214A is great for frame traps, but is too slow to have 2A > 214B be air tight. So if you use this move as a frame trap make sure to use it off a high level move like 5C, 5B, or 2C. On CH links into 5C which leads into a BnB. Also keep in mind this move is -8 on IB, so it is not completely safe. - Chaining right away into a throw, even though the throw will be purple if they had tried to jab out the throw will CH them. Worst case they break the throw and you are left at neutral. Even though his pressure isn't air tight without spending meter, it doesn't mean that the second they IB you should always spend meter to make it air tight. You do this a few times here and there after they IB to show them that it is not a good idea to try to poke you out of your pressure. Once you've conditioned them to not press buttons you can be more loose with your pressure and start to mix them up. Mix up: Here's what mix up you can do depending on how much meter you have. With how much risk there is to using it. Risk: (Of course the risk changes if you have more meter and depends on who you are fighting) 4 - Really bad. They don't have to IB to punish and have their choice of combo starter. 3 - Bad. They have to IB to punish, but it's an easy IB and they can get a decent combo. 2 - Semi-safe. They have to IB to punish, but it's a hard IB and even if they do punish it will be with a 2A or 5A. 1 - Safe. The only way you're going to get hit is if they know or see it coming. Also I'll have the same mix up written multiple times because with more meter the risk and reward is different. 0 Star: (Honestly with 0 stars you probably shouldn't attack) Throw: Risk 1 -Setups: 2A > BC, 5A(whiff) > BC, Empty jump > BC, 66 > BC -Reward: Just the throw damage, on less you are in the corner or the throw damage gives you enough meter to have 1 star. 6B: Risk 3 (3.5 for Tager because on IB Tager can always 360B/720C) -Setups: 6A > 6B, Jump in/Empty jump > 6B, 2A/5A(tick) > 6B -Reward: Low, although they are forced to neutral tech or you can 2B them into a combo. 6A Frame Trap: Risk 1 -Setups: Jump in > 6A, 2A > 6A, 5A > 6A -Reward: On CH you can do j.2C > 6A > 3C > 3C, on normal hit you only get 3C > 3C. 2A Frame Trap: Risk 1 -Setups: Jump in > 2A, 2A > 2A, 6A > 2A, 2B > 2A, 5B > 2A -Reward: 2A (xN), nothing else because you don't have meter j.B Fuzzy Guard: Risk 3 -Setups: Deep Jump in j.B > djc > j.B, Deep jump in j.2C > jump > j.B (if they don't IB j.2C) -Reward: j.B damage, can't follow up and may even be punished on hit. 1 Star: Throw: Risk 1 -Additional Setups: Any normal > 623A > BC, 623A > BC -Reward: 2.8k Average damage off a throw with 1 star, on less you spent that star setting up the throw. 214A Frame trap: Risk 2 -Setups: Any normal > 214A -Reward: 3C > 3C on CH or 214A > 2A(xN) on crouching hit, otherwise nothing because you have no meter. 2 Stars: Throw: Risk 1 -Reward: ~3.5k because you can do BC > 623AA > BnB on almost everyone. j.214B Frame Trap: Risk 1 -Setups: 5A > dash/tk > j.214B, 6A > tk > j.214B, Whiff quick normal > Dash > j.214B -Reward: ~3.5k mid screen, ~5k in the corner. 214B Low/Frame Trap: Risk 2 -Setups: Any normal > Delay > 214B, Empty jump/Dash > 214B -Reward: ~4k in the corner, just 214B damage any where else. j.B Fuzzy Guard: Risk 1 -Risk changes because you can do j.214B on the way down to prevent them from punishing. 3 Stars: Throw: Risk 1 -Setups: 214B(1)(Wait for 2nd hit to almost come out) > 623A > BC j.B Fuzzy Guard: Risk 1 -Setups: Deep jump in j.B > dj > j.B > j.214C -Reward: ~3k if you land and pick up with 2B > 5A. 214B Low/Frame Trap: Risk 2 -Setups: 214A > Delay > 214B j.214B Throw bait: Risk 1 -Setups: 623A > Walk a bit > TK j.214B -Reward: 3.6k mid screen, more in the corner j.214C Overhead: Risk 1 -Setups: 5A/5B > jc > j.214C, 6A(hit) > wait for stagger tech > j.214C, Dash/tk > j.214C, Empty jump > j.214C, Deep jump in > j.214C -Reward: ~3k mid screen, ~5k in the corner 41236C Overhead: Risk 2 -Setups: Any normal > 41236C, 6A(hit) > wait for stagger tech > 41236C, jump in > 41236C 4 Stars: Throw: Risk 1 -Setups: 41236C(1)(Wait for 2nd hit to almost come out) > 623A > BC j.B Fuzzy Guard: Risk 1 -Reward: ~3.5k if you land 2B > 214A > dash > BnB. 214B Frame trap/Low: Risk 2 -Setup: 623AA > Delay (or no delay) > 214B -Reward: 4K in the corner, not a lot anywhere else 41236C Overhead: Risk 2 -Setups: 214A > 41236C -Reward: Over head does good damage, but no follow up on less they're cornered. j.214C Throw bait/Overhead: Risk 1 -Setup: 623A > Walk a bit > TK j.214C -Reward: ~3k mid screen, and ~4.5k in the corner. 5 Stars: j.214C Overhead: Risk 2 -Setup: 623AA > TK j.214C -Reward: ~3k mid screen, and ~4.5k in the corner. j.214C Cross up: Risk 3 -Setup: 623AA > IAD (early or late)j.214C -Reward: 3k mid screen, and ~3.4k in the corner. Will fill in more later.
  5. Supers and Astral: 632146C: - Breaks two guard primers - Will only take away 50% barrier when faultlessed with one primer left - Minimum damage is 800 - Minimum damage is 300 for the wave No big changes to this super. It might be good to tack this super on to the end of a corner knock down combo to kill. 236236D: - Counters overheads, mids, and lows. *Changed from only mids and overheads - Minimum damage is 760 Even though it counters lows now I haven’t seen too many people use this counter outside of getting out of oki when the opponent uses a meaty projectile. 214214B: - No change Can still be used to after 6D to kill most characters in one combo. Especially with the ability to combo dash j.214C into itself. 2(Charge)8D: *Astral - Only the input changed. Same as before it will counter everything, but projectiles. If an attack has physical properties and projectile properties the astral will count it as physical. Other: Anti-Projectile Orb: *New - Appears after Hakumen cuts a projectile - Lasts 183 frames - If a projectile touches the orb, it restarts the 183 frame timer - Floats the opponent on hit. - All projectiles are checked against this first before Hakumen (including bursts) Hakumen instead of receiving meter for cutting projectiles, he now creates a floating orb that absorbs all projectiles that touch it. Projectiles that say around after hitting like Rachel’s cannon shots will just bounce off of it after being nullified. Misc: *Character mechanics changes Slower meter gain: In CS Hakumen’s meter refills a bit slower than in CT, but the trade off is that he gets a lot more meter from doing combos. In fact the standard 5C > enma combo will give back almost two stars. Projectile Cutting: I wrote a bit about this in the section about the anti-projectile orb. But, basically cutting projectiles will no longer give Hakumen a full star and cause him to be stuck in hit stop. Instead it will create a floating orb that absorbs all projectiles. This orb will even absorb a burst for Hakumen as long as he is standing in the orb when someone bursts near him. Forward/Back dashing: Not much if anything has changed about Hakumen’s dashes, although it is apparently possible to jump cancel the first few frames of his forward dash.
  6. Counters: 5D: - 20 Active frames *Changed from 12 - Does not ground bounce opponent - 12 frames recovery *Changed from 20 They basically just took 8 of the recovery frames and made them active frames for this counter. This is the only counter to not receive a proration nerf, although that is pointless because you can’t really combo after this counter any more. 6D: - 70% General Proration *Changed from 80% Same use as before, but with the proration nerf you don’t get as much damage off this as you used to, unless you combo into a fully charged 6C. Although with the change to how meter gain is done, you still get a good chunk of meter from doing a combo after this. 2D: - 60% General Proration *Changed from 77% Same use as before, but comboing into 5C is harder because of the smaller horizontal range on 5C. So if you want to combo in to 5C you have to walk forward a little bit. j.D: - 60% General Proration *Changed from 80% - Increased untechable time - Will always have 11 frames of landing recovery whether successful or not. With the increased untechable time, this is probably Hakumen’s best counter. It provides a perfect 5C > 5C/2C set up giving you huge damage and a lot of meter. CA: - No change. In most situations it is a terrible counter assault because it is just a 6D with 20 active frames, so a low will beat it completely. However in situations where something is hitting Hakumen multiple times like George, Gear Super, falling D bug, etc you are guaranteed the attack part of the CA will come out if you use the CA. So you will either hit them or cause them to jump away to avoid being countered, either way you get out of the pressure safely. Throws: BC: - 1600 Damage *Changed from 2100 No real change, but you don’t get 3/4th of a star from landing this anymore due to the changes in how meter gain from attacks is done. 4BC: - Wall bounces - Not special cancellable - Overall reduced proration You can only combo after this throw by rapid canceling it. j.BC: - 1500 Damage *Changed from 2000 Same as BC in that you don’t get as much meter from landing it anymore, but other than that it hasn’t changed. Specials: 214A: - No major changes. - May have a bigger hit box Either some characters have a bigger hit box or they made the hit box on this move larger because BC > 214A now works on Carl. 214B: - No changes. 623A: - No changes. The frame data says that the entire move is above the waist invincible, but that is misleading because there is at least one frame at the beginning where you cannot go under some attacks, but in later parts of the dash you can. An example is that you cannot reversal 623A under Jin’s ice swords, but if they were coming from afar you can 623A under them if you do it early. 623AA: - No changes. 41236C: - First hit does 2430 Damage *Changed from 1830 - First hit has 80% General Proration *Changed from 94% - Second hit does 550 Damage *Changed from 1530 - Second hit has 94% General proration *Changed from 80% -Both hits break guard, but only one will if both are blocked Most of the damage on this attack is now on the first hit, this can be seen as a buff because most people will burst this attack after being hit by the first part, causing you to lose out on the damage from the second hit. However now that the damage is in the first hit, bursting is a waste because the biggest damaging part of the attack has already landed. j.214B: - Fatal counters - Breaks guard primer - Fastest dash j.214B is plus on block Still one of if not the best move Hakumen has. With the 6A nerf dash j.214B or TK j.214B will be one of the things Hakumen has to depend on for anti-air. j.214C: - Increased ground untechable time - Breaks guard primer The increased ground untechable time is a pretty big buff for j.214C. It makes doing TK j.214C worthwhile, but not so good that dash j.214C is pointless.
  7. JackG already covered most of Hakumen's moves and mechanics. So I'll cover the changes made in CS and things missing from the CT guide. General CS Pros and Cons: Pros: - Can now zone others instead of getting zoned. - Can get knockdown in the corner without spending meter. - Average damage is up. - Can mix up even without meter. - New gatlings for better pressure. Cons: - Still can not do much without meter. - Lost a very strong anti-air option. - It's harder to punish DPs and Supers with nerfed 6C. Normals: 5A: - +6 on block *Changed from +3 - Chains into 6A. - Chains into D moves 5A is useful against Hakumen and Tager as it will hit them both crouching. Also with the nerfs to 6A you now have to rely on 5A and a combination of other moves as anti-air depending on the situation. 2A: - Chains into 6A. - Chains into D moves 2A late chains into itself fast enough that it cannot be interrupted with 2As even if they IB. 2A -> 6A chain cannot be interrupted by pokes on less they IB the 2A. 6A: - +5 on block. *Changed from +2 - No head attribute invincibility. *Changed from frame 3-13 - 16 Frame start up. *Changed from 11 - Chains into D moves - General Proration 85% *Changed from 75% Mainly used for pressure, now that it’s lost all head attribute invincibility. When chained from 2A on non-IB there is a 4 frame gap between attacks. j.A: - No Change. - Late chains into itself and j.B even on whiff. Great to throw out to keep opponents from jumping up and anti-airing as you jump up. Also is used after 5A to launch the opponent higher in air combos, so that j.C will hit. j.2A: *Same as old CT’s j.2C just new command - Frame 5-18 will cut projectiles. * Note1 j.2A has not really changed between games, still mainly used for combos. It can be ok to use as an air to air poke as it recovers fairly fast and has a big hit box. Also has the biggest window of all the sword attacks where it will cut projectiles. 5B: - Can duck under 5B from afar: Hazama, Litchi, Noel, Jin, and Tsubaki. - Hits everyone up close. - Late chains into 2A. - Chains into D moves It can be used as anti-air against some moves as 5B causes Hakumen to lean back. 2B: - Late chains into 2A. - Chains into D moves - Increased untechable time Causes Hakumen’s hit box to not be as wide as it normally is when he’s crouching. It is also Hakumen’s only safe, and free low. 6B: *Everything about this move has changed - -4 on block. - 18 Frame start up - 1st hit is an overhead, 2nd hit is a mid - 2 Hits - Both hits break guard, but only one will if both are blocked - Can chain into D moves form both hits - Not special cancellable - Initial Proration 100% - General Proration 90% Hakumen now has a free, fast overhead that can be done on the ground. The downside is he can’t combo after it in normal situations. Is punishable only on IB, but Hakumen can cancel into a counter to catch the poke. Note this is move is bad against Tager as an IB into 360B or 720 will beat anything Hakumen does, excluding his astral. Careful when breaking the last guard primer with this move as the second hit will hit the opponent out of guard break state. If you know they will block the first hit, aren’t FDing, and have one primer left, cancel the first hit into a D move to stop the second hit from hitting them. Another solution is to space yourself so only the second hit will hit them, as the second hit is a mid you don’t have to rely on them blocking it high or low. j.B: - No change. Has a good hit box, which extends very far below Hakumen. It also hits a bit behind him, so you can use it as a cross-up. Now that j.2C has slowed down this might be a better option as a jump-in. 5C: - -3 on block *Changed from -12 - Move level 4 *Changed from level 3 - General proration 92% *Changed from 89% - Frame 13-15 will cut projectiles *Note1 Lost a lot of horizontal range, in CT it used to hit far beyond the slash, now it hits a little behind the slash. The trade-off is that it has a lot less recovery and a higher move level. 2C: - No major changes. - Frame 13-18 will cut projectiles *Note1 2C can be used as an anti-air if the opponent is high above Hakumen. Hakumen’s hit box is actually bigger than the attack's hit box, so it will pretty much lose to any attack that is already out. 6C Lvl1: - -6 on block *Changed from -14 - 20 Frame start up *Changed from 17 - 1440 Damage *Changed from 1640 - Frame 16-22 will cut projectiles *Note1 - Breaks guard primer Not as useful against Tager as it was in CT, but with j.C and 4C it doesn’t really matter. It doesn’t put the opponent into as much hit stun on counter hit anymore. So to follow up after hitting someone with it you will have to be very close. 6C Lvl2: - -6 on block *Changed from -14 - Frame 10-16 will cut projectiles *Note1 - Breaks guard primer No big difference between this and Lvl 1 besides damage. 6C Lvl3: - Can fatal counter - 50 Frame start up - At least +50 on CH - Frames 46-52 will cut projectiles *Note1 - Breaks guard primer You have enough time to punish Arakune’s laser super with this if the legs are blocked. Also can combo after 6D, other than that it does not seem to have any other practical uses. 3C: - -9 on block *Changed from -16 - Frame 8-15 will cut projectiles *Note 1 With the reduced recovery, it is safer to use at a distance to stuff the opponent’s pokes and attempts at jumping out of pressure. On counter hit the opponent seems to fall back further than they used to. 4C: *New move - -5 on block - 15 Frame start up - Not special cancellable - Staggers on CH - Not super cancellable - Frame 11-15 will cut projectiles - Hakumen is in CH state for the entire move - Has high proration 4C is very useful for stuffing slow moves at a distance; attacks like Lambda’s 214D, Rachel’s Cannons/Summons, and Hazama’s chains; However you should not use this attack recklessly because if they guess correctly and IAD over it you could eat a big counter hit combo. j.C: *New move - 11 Frame start up - High untechable time - Frame 9-17 will cut projectiles j.C is an amazing air poke. It has a very big horizontal hit box, and is very fast. The untechable time on it is long enough that you can combo it into itself if you are still in the air when you recover. j.2C: *Same as old CT j.C - 16 Frame start up *Changed from 14 frames - Frame 14-19 will cut projectiles *Note1 Still has a big hit box when active, but the slower start up speed makes it harder to use as a jump in and changes the timing of some combos. Note1: Changed from only the active frames cutting projectiles
  8. Another typo in the Hakumen data is that the super Shippu is listed as taking 1 guard primer when it actually takes 2.
  9. Projectiles will always be checked against Hakumen's hit box before his sword's. An example of this is when someone bursting as you j.2A, if you're too close the burst will hit you out of it even though bursts are projectiles and can be cut.
  10. The note for the move Tsubaki in the Hakumen data refers to the move as Hotaru instead of Tsubaki.
  11. Yeah, C++ I guess I do it as a habit now.

  12. It was a few months ago. When HellFromAbove came up. The only tournament I played Plastic Chicken in was a CT tournament last month at Sakura Con.

  13. At Bloody Knuckles?

  14. 2B > 2B only works if the the first 2B counter hits.
  15. Thanks. Also I'm going to throw up a Hakumen CS changes guide in a bit and the Hakumen mook scans that you did were really helpful for it :thumbu:.

  16. I've cut Hazama's j.2D with 2C before when he was directly above me. Before this I also thought it was impossible to cut things with 2C. I've also had it clash with the chains and not cut.
  17. 5A, 2A, 6A, 2B, 5B, and 6B are the only ones that can be chained into D. You cannot chain into j.D as far as I know.
  18. I found out the damage for King George, the Big Pumpkin, and the Cow for Tempest Dalia. I only have the proration information for King George, but from the looks of the Init Pro * Gen Pro of the others they will likely be the same as King George.
  19. I actually had that problem for awhile and I think it's because j.2C is slower than it used to be. But, for enma I think the untechable is suppose to be even longer in CS, whether it's because of the system changes or the move actually having more untechable time I'm not entirely sure. I guess I can check tomorrow with CS and CT running side by side. Edit: I just checked in CT and CS and if you just do Enma and let the other player tech they seem to tech at the same time. I tried checking CT's j.C and CS's j.2C, but it's really hard to tell if there's a difference.
  20. I updated some of the Proration Data and corrected some mistakes. 6A was slightly off, and 6C was pretty wrong. Also I added info on repeat move proration for most of the moves. There is an asterisk next to moves that I have not tested for repeat proration yet. If there is nothing next to the move then you can assume that there is no repeat proration for it.
  21. Black = Same. Red = Worse. Blue = Better. Note: Things may be off by +1/-1 percent because of rounding. I will finish the rest of the proration data on the supers later. Move.......|Damage|Initial Proration|General Proration|Note: 5A...........|200*2..|80%..............|82%.................| 5B...........|400......|100%............|89%.................| 5C(1st)....|450......|100%............|85%.................| 5C(2nd)....|550......|100%...........|85%.................|!! 50% Same Move Proration !! 6A...........|520......|85%.............|89%.................| 6B...........|540......|86%.............|89%.................| 6C...........|234*n...|85%............|98%..................|89% Scaling applied to each hit after the first. Also possible 98% same move proration 2A...........|150......|85%............|82%..................| 2B...........|360......|70%............|84%..................| 2C...........|700......|80%............|89%..................| j.A...........|300......|90%............|84%..................| j.B...........|360......|80%............|86%..................| j.C...........|500......|90%............|80%..................| 4B...........|600......|90%............|89%..................| 3C...........|220*n...|70%............|90%.................| j.2C(LV1)..|800......|80%............|94%..................| j.2C(LV2)..|1200....|100%...........|94%..................| j.2C(LV3)..|2000....|100%...........|94%..................| 5BC..........|1000...|100%...........|70%..................|* 4BC..........|1000...|100%...........|70%..................|* j.BC..........|1050...|100%...........|70%..................|* 236A.........|450....|80%.............|92%..................| 236B.........|550....|80%.............|92%..................| 236C.........|550....|80%.............|92%..................| j.236A.......|550....|80%.............|92%..................|* j.236B.......|550....|80%.............|92%..................| j.236C.......|550....|80%.............|92%..................| Pumpkin.....|300....|80%.............|86%..................| Frog..........|100*8|84%.............|86%..................|*98% Scaling applied to each hit after the first Sword Iris..|800....|82%.............|84%..................| BBL...........|320x6.|81%.............| 84%..................|* // Still need to double check initial proration BBL(Rod)....|560x4.|..incomplete..|..incomplete........|* Cow..........|506....|..incomplete..|..incomplete........|* Big Pumpkin |836....|..incomplete..|..incomplete........|* King George |1320..|70%.............|90%..................|* Bat...........|incomp|..incomplete..|..incomplete........|* *Moves I have not yet checked for repeat move proration
  22. I dropped so many combos in that fight. But, yeah command dash under chains is really nice. You have to use enma after the dash if you want to punish an A canceled chain, otherwise you don't have enough time after the command dash ends to do anything else. Also Hazama is a huge pain to get in on, so once I had a life lead I just stayed back and cut chains.
  23. Just checked. They lose the same amount of barrier they would lose if they barriered a move that takes 1 primer when they only have 1 primer left. Same with Shippu. Even though it takes away 2 primers normally.
  24. Update: I forgot the data on 623AA. Also an interesting point. Both hits of 6B actually guard break, but only 1 guard primer will be removed when both hits are blocked.
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