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Spark

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Everything posted by Spark

  1. So according to the mook 3C is now -12(from -5), 2B is now -4(from +2), and 6A is -4(from 0). Also I think it says Yukikaze is non-fatal even though I remember seeing it fatal counter.
  2. Yeah was wondering where he went.
  3. In general it doesn't feel like it's ever worth while to pressure Tager, if I'm not going in for a safe mix up I usually just stay away. Since 2A > 2A the string with the smallest gap(not counting 6A > 6B) in it can still be 360ed on IB, the risk vs reward for me doesn't feel worth it. If I have Tager in the corner I usually go for safe stuff like j.214B air unblockables. If I'm going for knockdown(if I'm not magnatized) I use the 5C > 3C ender I can't remember if you have to walk back a bit or not, but it leaves you close to the range where only the tip of j.214C hits him if you TK it, so if he MTWs or tries to throw you you're out of range for both.
  4. Hakumen vs Tager can be a pretty annoying match up. I would say a good chunk of my matches vs Tager end in time out. Basically if you play as safe as possible it can be really difficult for Tager to get in on Hakumen. At neutral things you should always do are countering his 5D, 2D, and 6C(if they do it for some reason like after a blocked 6B). Making sure to do the longest combo possible to run down the mag meter and ending the combo with j.C to push him as far back as possible. Kishuuing/jumping over a spark bolt is ideal, but that's not always possible. If he ever jumps in with j.D you can always enma it because he has landing recovery as soon as the move starts, so it's free damage. If he j.Cs at you just j.C him back, if it hits him great, if not it still pushes back to where he started. If he super jumps at you and you're closer to the corner than he is just kishuu under him and switch sides. If he normal jump barriers at you, you can either j.A > xN > (see if he stops barriering) > j.214B(if blocked jump cancel into a purple throw to force distance between you and him), air throw, or play it safe with j.C. On the ground 4C is good at it's max distance, although you won't be able to combo into enma from that distance unless it's a CH. Then kishuu (delay) enma works for 2kish. The only time I feel that it is a good idea to get close to Tager on the ground is if you have at least 3 stars, so you can do instant overhead j.B > j.214C for 4k. A good time to do this is after a 4C or low j.C > 623A > 5A > j.B or 236B. But a lot of the time if you have the life lead it might not be worth the risk. The only time Hakumen is at real risk at neutral is when he is magnatized, which should only happen if Tager spark bolts you. Once this happens j.Cing isn't always safe since he can pull you in with 623C or 2D under you and hit your landing recovery frames. So if you're magnatized you should only jump if you see him jump first. If he uses 5D/2D just counter like before, j.D can still be 623AAed, otherwise just keep back dashing away from him while waiting for magnatizim to go away. If you some how get cornered while magnatized he still has to get close enough to actually mix you up, which should be pretty difficult cause your pokes are faster and have more range than his. That should be it for dealing with Tager at neutral. His blockstrings are pretty simple, so I'm not sure what there is to elaborate on.
  5. I've been wondering how that was working out since you don't see it a lot in videos.
  6. Nope the hop is just for extra corner push.
  7. 3C gives the other player slightly more hitstop than it gives Hakumen.
  8. So it looks like Counter > enma > j.2C = ~1401 DMG vs normal enma > j.ec = ~1337 DMG. So either it has slightly better prorate or it just does more damage on it's initial hit.
  9. Do you mean kishuu(the dash)? Enma(the punch) has never had projectile invincibility.
  10. So it looks like you can do 2B follow up on TK Tsubaki if it CHs them when they're in the air. I don't remember which video, but it happened in one of the recent ones.
  11. It's always been the case since the hitstun on 5C hasn't changed since CT and the start up for Zantetsu also hasn't changed since CT.
  12. 5C > Zantetsu only works on CH or crouching.
  13. Apparently any level of 6C will FC. Also http://www.youtube.com/watch?feature=player_detailpage&v=9hwYkSEhPtE#t=566s agito might push you into the corner/pulls them out of the corner?
  14. The 5A makes it look like you're still pressuring them, but since it's a whiff there is no hitstop so the throw comes earlier than they're expecting.
  15. Looks like the vs Hakumen section got pasted over with the vs Hazama section and the vs Hazama section is gone.
  16. There's a video where Hakumen counters Makoto's orb on wake up with 2D and does an enma that gets hit by the orb because Makoto was blocking. I'll see if I can find it.
  17. It seems like the only hard part would be knowing if the enma will hit or not since it's not invincible, so you could get mashed out of it if you don't confirm.
  18. You can right click on the youtube video and pick get url at current time also.
  19. P2 is the prorate that is always applied in a combo, it's not related to hit count. For example: (Not a real combo just an example of how prorate works) 2D > 5C > 214A 1800(2D DMG) + (.6(Hakumen's combo prorate) * 1(2D's P1) * .6(2D's P2) * 1210(5C DMG)) + (.6 * 1(2D's P1) * .6(2D's P2) * .92(5C's P2 cause it was the next move) * 560(214A DMG)) = ~2121 dmg combo.
  20. Hotaru can be used to beat AAs if you're low enough and Tsubaki is body attribute so it will beat AAs as long as it comes out.
  21. [11/26/12] Click! [More Hakumen CP Combos]
  22. Oh if you right click on a youtube video you can get the url to it's current play time. From it video I can't tell if it's faster or if dead spike just has more recovery so Ragna couldn't jump fast enough.
  23. Hmm it might look better with bullets next to them.
  24. It might have minimum damage, but it's probably because it does a lot more damage now with the bonus of not being effected by character combo rate(60% in Hakumen's case).
  25. It might not be that rare if 6B is still low invincible on frame 1. As if there is even a 1F gap you can 6B in between their pressure or technically even on your wake up if they do a move that's foot attribute.
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