-
Posts
247 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Darkside937
-
Got company over at the moment. I should be available after 10pm or so for the rest of the week (possibly excluding Saturday for Halloween stuff).
-
(cont) If this happens, you are also fucked--no matter which ground tech you use, you are GUARANTEED to get hit by the unblockable. The best thing to do in this situation is to NOT tech after the 6D so Yukikaze's damage prorates. One last thing to mention is that there is a special version of Yukikaze nicknamed "1-frame Yukikaze." If Hakumen inputs Yukikaze so that it activates on the first frame, the "1-frame" version will come out, which is basically the same as the normal version except it's faster and harder to avoid. Sorry for the long post, I have a tendency to over explain, haha.
-
You can look at it in the hitbox viewer but it's kind of useless since the hitbox is so massive (it's seriously around two screens wide and slightly less than one screen tall). If you activate Yukikaze with Nirvana or a projectile, just do a superjump/double jump. The key is to slightly delay your jump so that you're near the apex when the attack frames are active--if you do it to late you'll get caught going up, and if you do it to early you'll land on the unblockable. If you activate Yukikaze with one of Carl's physical attacks, you're fucked. There is also a character-specific situation for landing a guaranteed Yukikaze against Carl: - Carl activates Ada's multiple punch super - Hakumen 6D's one of Ada's punches and catches Carl (assuming he's close enough), pushing him to the ground - Hakumen blocks the next punch - Hakumen Yukikaze's the punch after that
-
Generally, I'd say I'm adjusting to his changes okay. One thing I do with CS is just screwing around with Hakumen in training mode and testing stuff for the hell of it. I've found some really crazy stuff, some things being strictly combo vid material, but some things being very legitimate. For example, did you know that 6D > (tiny step forward) > full charge 6C > Mugen > Gurren works on some characters? Pretty useless because the proration is terrible, but it's really fun just trying to figure out how he works in CS, especially when comparing him to his CT version. Sorry for the long reply, lol.
-
+ I like how full charge 6C can be used to bait (reversal DPs/DDs/mashers) for ENORMOUS damage or to force their hand on a burst + I like how he has valid corner combo enders that give him knockdown/mix-up options + I like the added untechable time on Tsubaki since it makes for easier combos, a few new setups, and of course, Mugen shenanigans + I like that 5C and 6C are safer on block + JC is retardedly good - I don't like that 5C has reduced range - I hate not having a brain-dead reactionary anti-air anymore - I hate that his reward for airthrow is generally lower ? I find 4C to be decent, but overrated. (con't)
-
I have no idea what our connection would be like. Where are you located? We can get some games in as a trial run if you're down. I like CS Hakumen better as he feels like a more complete character, and a lot of the new stuff and adjustments he got are nice. At the same time, I miss some of his old stuff. Some thoughts: + I like that JD can be comboed after as it makes for an excellent burst punishing tool (something I hope they keep in CS2, as I feel it makes him unique in that aspect). + I like that he does better damage overall in comparison to the rest of the cast, i.e., he didn't get hit by damage nerfs as hard + I like that 5D stays out forever and that it has better recovery + I like that he has better pressure/mixup thanks to 6A and 6B + I like that he's pretty good at breaking primers, mainly via 6C and 6B