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Everything posted by qwerty
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jin's or hakumen's? (please note this is a joke post)
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this is the only match where i really use 6C as a primary method of attack. more often than not i end up hitting both carl and nirvana, and nirvana goes out of commission within 3-5 6C's (i think if you charge your 6C's it takes more like 2-3, but i'm not sure of that) and hitconfirm into shippu is always nice. other than the fact that staple combos like dustloop and throw combos don't land on carl, i'd say that this is a pretty easy matchup overall. i'd definitely put it significantly in hakumen's advantage since if you can guess right, you can beat most of carl's highs with 6A and most of his lows with 6B (and you can net nice combos off of both of them when they land as CH). so yeah, basically don't get caught in the clap loop (even if you can manage to j.D/hotaru out, that can still be baited and is just a shitty situation to be in) and you're golden. and even if you do, you do still have a chance to get out so w/e.
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next time tager guards your jump ins and you don't feel like getting punished, use hotaru instead. hell, i'd wager as to say any time tager guards your jump in, following up with hotaru is always a good idea. he can't really bait it with anything and the worst that happens is he guards it (it's safe on guard) and you spent quarter meter. whereas the best case scenario is that it lands and then you do whatever combo you want (5C zantetsu, 5C enma dustloop, 6C shippu, basically whatever).
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0:28 is hakumen vs arakune
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why does anyone still play this matchup? seriously just counter pick nu for this broken faggot, at least that way you won't be losing to someone comically slapping their ass on the controller.
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Nerfs or Buffs each character should recieve, GGAC Edition
qwerty replied to shinquickman's topic in Archive
how? jackhound is arguably the worst forcebreak in the entire game. johnny is (from what i can gather) supposed to be a high risk high reward character. right now the reward on most of his moves is moderate at best, and considering how risky it is to do a psychic jackhound (considering how easy it is to get hit out of it + the fact that it's 25% meter) i certainly wouldn't mind if there was more of an incentive for me to use it. return jack is only nice if you've ran out of coins and desperately need to land a match ending combo on a pixie character, otherwise it's basically poop. considering most johnny players end up rc'ing as soon as their tk ensenga gets blocked (assuming of course they have the meter), i think it's downright essential. most characters in this game get very good/their best options for 25% meter, whereas johnny has to spend 50% just to make one of his only mixup tools (albeit a shitty one) safe. if they just placed a testament 6H type FRC on it (one that changes timing when hitstop comes into play) towards the end of the move i would be happy. honestly, if you're running out of coins, you're doing it wrong. if you're using more than two or three coins for pressure it means you're not really attempting to mix up (be it with a throw or a hella gimmicky tk ensenga) and you're getting what you deserve. all you need to do to gain a somewhat decent pressure game is land one coin, though of course ideally if it's pressure you're after, you'll want to land two (again, which is why i think level 3 mist finers need to be hella buffed). believe it or not, johnny already has the fastest tension pulse in the game. it's just a shame that he has to spend meter for just about everything he does. again, i don't think anything about the core of his character design (his coins) needs to be changed. i would just like to see more options that rely on either tension or coins, not both (again, why i would like auto jump install on kj so it's easier to score corner knockdown off of random hitconfirms). this i can get behind. also, more upper body invul so it's actually useful. -
Nerfs or Buffs each character should recieve, GGAC Edition
qwerty replied to shinquickman's topic in Archive
johnny: - auto jump install on killer joker - make jackhound do bbu damage - make mist stance jackhound just D during mist stance - make divine blade do more damage, since all it does is score shitty knockdown - give ensenga a really late frc (not for one hits, but for use as an overhead) - have 2H pull in on counter hit, that way you can land the dust afterwards - make 2H come out in 4 frames (slayer 2P style) - make level 3 mist finers staple combo starters (upper level 3 kinda works as one) or just make them do level 2 combo damage - take the worthless frc points off of the level 2 mist finers - less recovery on bacchus sigh (where it currently stops on the frc would be nice) -
kinda unnecessary against tager, since you can (and should) counter sledge and the like on reaction.
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guard low and react to the overhead? and i guess be ready to break a mixup throw. nothing special really. fighting bang is boring as fuck imo.
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4/2/1 for points iirc
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jump. maybe tk hotaru if you're feeling ballsy and feel like wasting meter.
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j.2C you mean? well one easy way to start it in the corner is from renka. if you're knocked down in the corner, tech forward and then do renka. hitconfirm into zantetsu for more damage.
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6B CH -> mugen -> 5C guren xN pro tactics
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guard? ib? fd? idk, it's been awhile since i've played this game. also 2S is a great meaty as well.
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but being midscreen + bursted against nu is the absolute worst possible situation you can get yourself in
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yeah this matchup is pretty even-ish. if i had to contest an advantage i would give it to jin though, since he has four dp's + meterless damage. just hit him with your quick shit, vary your pressure (so you don't eat counters all the time) and you're set. tech traps especially do wonders against hakumen since his only reversal is yukikaze.
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yep. there's really nothing this bitch can't capitalize on, not even your bursts.
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neon is right, it only resets his jump. hotaru is best used as launcher as opposed to a reset in air combos, imo.
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when i played on pad i never used a macro, and my pad had three broken buttons (right on the dpad, triangle and r1!)
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you can 5D her greed sever on reaction if you spend a few minutes in training mode getting used to the timing. and i think i said this before, but if you guard her greed sever and she follows up with flashkick, you can 5D that on reaction too. 5A can work to hit her out of greed sever, although it's somewhat hard to pull off consistently seeing as you have to be able to hit her as she's falling (otherwise it'll whiff and you get counter hit). and if you have enough time to be doing that, you had enough time to do a 5D instead.
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http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=36743 $60 for lag free fighters/shmups/whatever
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maybe you're not doing the j.S quickly enough after the frc? and i'd say so long as you have the meter, ji kjfrc combos are always worth it, be it for damage or knockdown.
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so i just got done playing jackg a bit on xbl (ggs dude) and i uploaded one of our matches to the leaderboards. although there's some scrubby mistakes on my part, i think overall it showcases most of the fundamentals you need to play a strong hakumen. so if you're new or if you've hit a roadblock might i suggest you check it out.
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you gain meter and you're not letting her mix you up for free off her bnb midscreen pressure. and, if you instant block the second hit of 5DD, not only do you gain more meter, but you gain an additional ten frames to input your counter (with that much time you can do 5D and if she's close enough catch her with that!). when you 6D her 4D she's in recovery for quite some time (i can't tell if it puts her in hitstop or not, though i don't think it's the case) and although at further ranges you can't punish, at least she's not able to retaliate. depending on your range, you can either punish with CH 6C -> shippu, CH guren -> 6C -> shippu, or you can close the gap with either kishuu or iad. seriously, i think this is going to be a staple of my strategy in this matchup. i mean, what the fuck else am i going to do?
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guard low until you see the overhead.