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Everything posted by qwerty
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i thought super jumping at max distance was assumed, but i guess it doesn't hurt to point it out.
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i don't know if this has already been posted, but i found a cool combo in training mode today. near corner: 6C shippu -> kishuu -> 5B jc j.2C j.C 2C j.2C air dash j.2C x3 6468 damage (6562 if you replace the 5B with 2C, but you have to be kinda close for that to connect) you actually don't have to be that close to the corner for this to connect either, which is nice. although it costs a bit of meter it's well worth it if you ask me (certainly beats just doing a standard hitconfirm with no combo after the fact).
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Nerfs or Buffs each character should recieve, GGAC Edition
qwerty replied to shinquickman's topic in Archive
you do know that not all of johnny's normals are mist cancelable, right? 2HS can only be canceled into 5D. still, i think it's unnecessary to give johnny a safe normal that can't be mc'd. if anything, he needs that late FRC on ensenga to make it safe for less than half meter. WUT's changes, plus a faster tension pulse are all buri really needs. -
i can believe that dc leveled up. what i can't believe is dc actually beating faust.
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that's why you bait shit with backdashes and dash cancel it- i do that against rachel's 3C (spinning top thing) all the time. also, you do know as soon as hotaru's animation is over, the recovery is as well, right? you can do shit on your way down (i've become somewhat famous online for my gdlk whiff hotaru -> j.D/5D gimmick).
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if you want to lessen your risk, you can always do a naked hotaru. you can do basically all of the same combos you can do off of renka (even more, actually) and that shit is mad safe.
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not really, especially since zantetsu basically screams I AM GOING TO HIT YOU GUARD HIGH, not to mention the reverse proration of renka's first hit doesn't apply if it's not the first hit of the combo (does this game even have forced proration? too lazy to look myself).
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hotaru -> 6C shippu renka -> zantetsu -> guren 6C air throw -> j.C/j.B -> 2C j.2C air dash j.C
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yukikaze (counter super) is pretty peculiar with its properties. if you use it within the first ten frames of a wakeup tech, even against projectiles it activates the followup instantly and is guaranteed (japanese players call this "true yukikaze" or something like that). likewise, if hakumen times it down to the very frame that his opponent's move connects, the followup is also guaranteed (depending though, if it's a projectile or not, if you were in recovery anyways, etc). however, in many cases the kind of players who use yukikaze are just mashing it out, hence why people are able to RC/jump out of it most of the time. quite frankly, outside of the two situations listed above, yukikaze is pretty worthless. ultimately, whether or not you can get out of it in certain situations is something you'll have to test in training mode with your friend who plays hakumen. on a related note, if hakumen catches you with his 2D (low counter), you have enough time to input your gear super and land it as a counter hit (while making your hakumen buddy pull out a knife and stab you in a blind fit of rage).
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from the hakumen side of things, i can tell you what i'm thinking the entire time during this match. if carl jumps in in front of nirvana, 6A. if he jumps in behind nirvana, 6C. if he jumps to try to air throw me, either air throw myself (pretty sure hakumen's has more range) or hotaru (which will beat anything you have air to air). and in the situation of a ground approach, be prepared to hit carl before he can get nee san behind me (dash cancelled hotaru, 6B/throw, etc). if you ask me, your best chance at winning this matchup is to sandwich hakumen whenever you can, but be wary of instant blocks (like, fucking bait them because if you don't you're taking 4.5k unburstable from a 5D/2D) and be careful not to give him enough space to get out if he's barrier guarding (if i'm given enough room to dash forward, you're eating a dash cancelled hotaru). i don't play carl at all but from what i've experienced in my matches against phaethonh, he usually closes any space i may have to escape with nirvana's multi hit forward lunge thing followed by j.2C. and this usually works, unless i ib and 6D his j.2C anyways.
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you actually don't even need to ib the second hit of 5D, i've discovered. you can just as easily guard and mash out kishuu before the 4D hits you. granted, the extra ten frames might be the difference between a CH 5B -> renka zantentsu combo and just getting really close for a mixup (haven't tested, don't care to either), but putting that out there.
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well, you can always counter it........ .....or die trying.
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PROTIP: faultless defense while holding 7 to perform a one frame jump. you can tell when you get a one frame jump because the dust animation that happens during a normal jump won't happen.
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just wondering, what would happen if you were to os a throw on the tenth frame? say 6 P+HS for example; would you end up getting the os or would it always come out as 6P? also, how does fd dashing effect what you can get out/when you can get moves out?
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yep, basically. that's the visual cue i use, although lately i've been having more of a natural rhythm for it. useful shit that frc is. godlike meaty.
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unless i'm almost dead, there is no way i am ever going to burst out of a sandwich string. i'd much rather guess right on the reset, instant block and get out of it than to burst and risk getting hit by the gear super. the risk/reward is simply not in my favor to burst. what loop? clap loop? you do know hakumen has two ways out of that, right? yes, i do (offline even), and from my observation carl has a fairly hard time with hakumen. this is basically the kind of match i'm talking about.
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hakumen's matchups imo ragna: 5.5-4.5 (having to wait out his pressure can be a bit agonizing, otherwise i feel this is pretty much even) jin: 6-4 (high damage output for little/no meter, great pressure and a solid oki game make this matchup a slight pain) noel: 5-5 (gimmicks vs gimmicks, let's rock ) rachel: 7-3 (she can basically do whatever she wants if she has wind meter, but this is why the key to winning this matchup is waiting her out) taokaka: 5.5-4.5 (would be even, but tao completely out runs hakumen. most of the time i'm waiting for a 5A/2A hitconfirm into renka and then land my real damage from wakeup) carl: 4-6 (in hakumen's favor! mostly because carl can't count on me bursting within seven seconds and thus actually has to play this matchup. it's more or less a contest of normals and air to air, the former you win with 6A and 6C, the latter you win with hotaru. if hakumen could land midscreen throw and dustloop combos on carl, i would easily put it at 7-3) litchi: 5-5 (pretty basic matchup; litchi pressures and tries to mix up, hakumen guards and waits for his chance to punish) arakune: 9-1 (AT THE MERE PUSH OF A SINGLE BUTTON) tager: 5-5 (it's basically a contest of who guesses right on hakumen's approaches. hakumen has j.C and hotaru, tager has air throw and backdash -> 360A) bang: 5.5-4.5 (pretty boring match imo. also bang install runaway) nu: 7.5-2.5 (not entirely hopeless like arakune, but hakumen's going to have to outplay the hell out of nu to make any progress)
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me sucking at gg under the influence of blazblue and the beginning of part 3 is just me losing some more
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where all da lolis at
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you're right it's 9-1
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and risk getting hit by tsubaki or hotaru? something tells me you haven't played a real hakumen.
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os'ing 6P and throw is gdlk like if they empty one frame jump at the very last second or something, who gives a fuck you just got a 6P
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any time you think of using your ca, instant block into 5/6/2D instead.
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j.D is poverty, try to instant block the second hit of air ice car and airthrow or something anything but jump fucking D
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lol, figures the anti hakumen "strats" would be "punish iad j.C" and "don't let him parry" iad j.C shouldn't even be a concern because you can punish it with 6A, electic chair, or a pole in his face (probably other shit that i don't know of as well). iad j.C is seriously some day 1 shit and unless hakumen is attempting to mix up off of it it's a goddamn scrub tactic. as far as parries go, i usually only do them on reaction, so good luck trying to avoid that if you're rushing me down (protip: your crouching whip thing is hella easy to 2D on reaction, so even if you throw it out mid blockstring expect to take 4.5k of unburstable damage). what makes this match annoying is that rachel controls everything. she can keep hakumen away for as long as she wants and she can choose to rush down whenever she wants. the only insurance policy hakumen has against this gay shit is guarding (i know most hakumen players don't know what this is but hear me out) and his counters. anything he tries to do against poles/pumpkins/george that isn't a counter is a free punish for you anywhere on screen so it's not like playing it safe and zoning can't lead to big damage.