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Spark

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Everything posted by Spark

  1. I can't say till I've played more match ups using them. For example: They're definitely way worse against Rachel now, no reason for her to not just do meaty rising j.A with George to beat all the counters and force a block on every wake up. I thought they'd would be way worse against Tager because of the range nerf, but with Enma cancel it might be better? I guess it depends if D > Enma will counter hit max range 5D. 5D: Not surprised that the hitbox got nerfed cause it's pretty big and was super useful as an anti-air. Even with the blockable and range nerf it still works pretty well as an anti-air since most people were too high to land in time to block when we played. Also 5D's active time when held is hilariously long makes countering projectiles even easier and people keep mistiming their poke so they get caught. Kind of funny that no one just punishes with a low. 6D: Doesn't really have a role or at least I couldn't find one. Maybe as an anti-air? It has fast recovery at least. Pre-CP I only used it to punish people for throwing projectiles too close to themselves while 6D was in reach(ie. kishuuing at George while it's infront of Rachel and 6Ding her with him). Honestly if they made it only counter mids and kept it frame 1 I would have been fine with it, but the way it is now is just odd. 2D: Being blockable only effects the characters with close up projectile oki. 2Ding someone into the corner with shippu + follow up combo gives similar damage to a 720. jD: Minimum height requirement seems kind of random, would have made more sense 2 games ago. But hey you can combo off it again which I cool I guess. Should have given it an FC Agito cancel like how the ground versions have Enma cancel. Overall: Not being able to 6D people's projectiles is the most disappointing loss for me personally. Enma canceling is cool it gives counters higher reward against close up characters like Valk and Jin. Thought 5D would get nerfed more and am surprised it didn't. Old counters were way better against projectile oki, less rewarding against close up pressure. New counters are worse against projectile oki, offer better reward against close up pressure. For being hit with a low during 623 input I'm not 100% sure, but I think as long as you don't leave block stun you can only be hit by a low during the 6 part of the input. As long as you're in block stun you can technically be holding down forward the entire time and no lows will hit you, but I can't remember if standing up and crouching back down will keep you in this state. The mook doesn't actually explain what SP means or if it does no one's said anything. It's not one of the 4 values so it's kind of weird. Keep in mind that the OD bar doesn't go down during hitstop or super freeze(but Hakumen's meter will keep filling) so it's not really an accurate measure of time. If anything I'm sure Hakumen's airthrow damage will go up once console hits. I didn't get to try out any of my ideas for OD. Work started again, so I haven't been keeping up with stuff. That and GTA just came out.
  2. The short combo modifier only applies if the 2nd hit of the back throw and air throw land.
  3. I think it didn't matter in the end because of the firmware update for the hitbox that made it so holding left and right gave you neutral.
  4. During the first part of the laugh after landing Robo dash Robo Ky is invincible so bursts will go through him.
  5. I thought it actually steals 50% from them now. Seems like they want you to always do the punch super afterwards plus the 2S follow up combo which adds up to more damage than just the grab did in AC. Though I guess depending on height and heat you can't always follow up after the super. Also it's nice that the normal ground throw launches them higher, feels like you can do 2D + bazooka oki off it now.
  6. They probably got rid of it to make comboing off j.C wall stick with 5C easier since the wall stick time is pretty short. Also j.2C as far as I know has never had landing recovery.
  7. Back is definitely way faster, the forward dash felt the same. So if it did get buffed it wasn't by much.
  8. I think j.C lost it's landing recovery too.
  9. Just played some games 80 heat 2HS is pretty cool. Thought it wouldn't come back down if Robo was hit, but it still does.
  10. The FB change is weird you can move so fast I keep landing instantly on accident after TKing it.
  11. If they don't tech before the j.2C you can always combo j.2C into 3C on landing for a bit of damage, meter and knockdown still.
  12. Iirc the timing felt like 2A > 2B so it's a late chain.
  13. Nope, was hanging out at the Atlus booth once GG finals started. Not sure how well I would have done I kept trying to do CP combos in casuals.
  14. Responding late since I'm having a hard time getting internet at Evo. From what I've seen and the small amount of playing it probably goes EX > CP > CS1 > CS2 > CT. CP definitely has better neutral because of the faster back dash and agito really helping with air approaches, but it doesn't really make up for losing the corner carry or the meterless combos and meterless knockdown in EX. For favorite it's probably CS2 for all the different character specific combos you had to do, which was fun. It feels like Hakumen needs OD in CP to really be strong since all his damaging combos take so much meter, so unless you kill them you won't have any meter for another real combo.
  15. Oh I kept forgetting that hotaru is air dash cancelable so I kept mistiming it. Plus I wasn't sure about the timing for j.c > 5c so that didn't help either. Poking out of pressure feels pretty different the reward for poking out with 2A/5A is way worse, but for 3C it's way up so I kept trying to 3C people during their pressure resets. Agito being body attribute was great for dealing with anti-airs, so it was a lot easier to approach from the air.
  16. The j.2A > jc > j.2C > 5A feels really weird, but isn't too bad once you get the timing down. I kept forgetting to not delay the j.2A after 5A like it was an extend combo. It seems like that loop is the only hard thing about Hakumen's new combos. In the tournament I just did the basic combos without doing the loop at the end which seemed fine since the damage from the extra reps isn't huge. Also I kept getting RC or CT when trying to use OD cancel in combos I guess some of the stuff I was trying to OD cancel isn't cancelable. Random things I noticed: You have more recovery after air throwing someone, so you have to fall a bit before being able to do an attack. Can no longer cancel into enma super late into kishuu, which is really annoying for me. Hakumen j.B no longer hits Hakumen crouching as an instant overhead. You're at a disadvantage after a low blocked agito. 2B CH doesn't combo into 3C, which really threw me off. There's other stuff, but I can't remember off the top of my head right now. I'll be happy to answer any questions though.
  17. Anyone else at anime expo for BBCP?
  18. http://www.dustloop.com/wiki/index.php?title=Hakumen_Frame_Data_(BBCP) No mention of invincibility in the mook, only meter cool down info is listed.
  19. From the frame data it looks like enma(normal and counter) lost any form of invincibility in CP.
  20. Crush trigger ignores character combo rate, hmm didn't notice it wasn't mentioned when I was copying it over from the excel sheets.
  21. That should be fine Tsubaki wasn't really useful for beating anti-airs anyway.
  22. I think the mook is missing the extra hitstop that the move applies to the opponent and not Ragna. It's probably something like 12F of hitstop to the opponent with 0 to Ragna. Since 18+12 would cover 30 of his 31F of recovery making it -1 on block.
  23. 2A is still +1
  24. Also 41236C is now level 5 for the first hit, so there is no gap between the hits even on IB. Looks like Agito is -7? It could be plus if you land, but with how it works I think you always recover in the air.
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