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Darkside937

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Everything posted by Darkside937

  1. In CSE, kishuu is body/projectile invincible after 5 frames. Anything that isn't a throw should whiff (although stuff that stays out for a while like mtw might be able to hit it out of non-invincible recovery depending on if it has any, the last I heard from jbbs didn't mention if it did so i'm not sure).
  2. I already know 2B works for ID, but since when does it work against jayoku or most other reversals? If it does that's news to me.
  3. This made my day. If kishuu can make dps whiff, it opens up a world of possibilities for haku's pressure since it will be that much harder for them to escape, not to mention baiting/trolling attempts. I wonder if you can time and space kishuu on their wake up so both reversals and throws whiff. New combo options look sexy too, I can't wait to take haku to the CSE lab :D
  4. It's WAY too early to start estimating tier placement--we have zero hands on experience (obviously) and haven't even seen footage. Right now we're just going on a few second-hand reports and theory fighter approximations. Give it a month or so, when people start figuring both Hakumen and CSE out in general, before trying to place him; otherwise, you might as well be throwing darts on a board. With that said, I have high hopes. I'm pumped about: - Head inv. 6A is exactly what he needs as a good AA, though I highly doubt it will be anywhere near as stupid as CT 6A (which gained HA inv. in 3 frames, yet recovered fast enough that you could still catch people with a second 6A if they tried to bait the first with a double jump. It was retardedly spammable, lol). I mentioned before that head inv. 6A would be useless as an AA if you couldn't combo from it, so I'm pleased that CH 6A > 5C is possible. - Reports of better cooldown/more meter in general are EXCELLENT. This is probably my biggest complaint with CS2 Haku. His pressure is already subpar compared to everyone else in the cast, but it's really crippled when you have next to zero expendable meter for mixup. - I'm also really, really happy with the damage buff. I posted before about how counter-intuitive his design was in CS2. In CT and CS1, his purpose seemed clear to me: a heavy-hitting power character, with the tradeoff that he needed to spend meter for everything (pressure, mixup, damage, etc). In CS2, he had to spend a lot of meter, sometimes 50% (4 stars) or more just to keep up damage-wise with other characters that got that damage easier (via better mixup options) while GAINING nearly that much meter. - Regarding mixup, it's nice to see that throw is special cancelable again. Hooray for being able to get damage midscreen instead of giving them a "force Hakumen to get back in/get out of jail nearly free" card. - Proj. inv. Kishuu will be REALLY nice for the Lambda matchup. I wonder if it can go through Hazama's chains? I know they're technically classified as both physical and projectile, so I'm not sure, but it would be pretty cool if you can. Sounds useful for baiting bursts as well. - Renka wallboucing midscreen is excellent. Sounds like we finally have a good cheap (read: 2 star) special to hit-confirm into from 2A/2B. - Shippu changes. Faster startup and better minimum damage of any move is always welcomed. I'm not pumped about: - Hotaru not taking primers. There are certain matchups/certain playstyles where I like to go for guardbreaks, this will be slightly tougher now. This is also bad if they left the "6B doesn't take primers" change in from whichever loketest it was (which was a dumb idea anyway, since that's all 6B is good for). Not a big deal considering the buffs though. I'm meh about: - 4C changes. Again, unless they fixed Haku's hurtbox to make it a better poke, I think it will still be garbage. Charging it will just give them more time to throw out something better (Ragna's or Bang's 5Bs come to mind) and score an easy CH. That's assuming they don't just IAD over it to punch you in the face, or low profile it as some characters can (Noel, Tao, etc). - JB changes. I gotta see how these play out first. - JD damage buff. For his riskiest counter (in CH state until touching the ground + 12 frames of additional CH state afterwards), they would have to buff the damage a lot for me to see it worth using over 5D/6D.
  5. Head attribute invincible 6A being good depends on if it can be comboed from midscreen. If it can't, I don't see it being very useful since 5A is a decent AA as it is and counter can beat any actual jump-ins. Seems like the new 6A is for when you can't read if your opponent will attack or empty jump. 4C being chargable sounds completely useless if its hitbox remains the same (where his arm sticks out before the attack activates). Charging it seems like it would just make it easier for opponents to throw out a 5A/5B for a free counterhit or IAD over it for a free jump-in > whatever. Kishuu be projectile invincible sounds nice, will definitely help the Lambda matchup and maybe vs. Arakune when cursed. Repeat proration on Guren seems pointless. In most situations, the most you'll see Guren in a combo is twice. If a Haku player wants to use more Gurens, the amount of meter he'll be wasting is already a harsh enough penalty IMO. The bit about not suffering cooldown when whiffing normals has me scratching my head. Yes, it's a situational buff, but it's pretty stupid that the cooldown even affect Hakumen anyways--why not just remove it from Haku entirely? All it does is effectively increase the cost of any 2 star+ move by ~0.5 stars and heaven forbid he gets a little extra meter after they've been continuously watering his autogain down ever since CT.
  6. From SRK: Blazblue Continum Shift 2 Winners Bracket Heart Nana Zong One Lord Knight Tokido Losers Bracket DSmoove12 Severin Spark Wuku
  7. Thanks for the CS2 impressions! It's much appreciated.

  8. I'm really excited to hear about the new changes. The new air unblockables and the Yukikaze changes sound pretty sweet. Best of all, they gave us drive combos back :D New Haku sounds great on paper, I can't wait to see him in action.
  9. Thanks for the CS2 updates! It's much appreciated.

  10. Thanks for the CS2 updates! It's much appreciated.

  11. Thanks for the CS2 updates! It's much appreciated.

  12. Most definitely :D GGs

  13. Sorry to hear that man. Just let me know what's up

  14. I'm available any time this week.

  15. My two cents. Also, thank you to all the translators, everyone appreciates the info.
  16. Please do so, the current version is great but I'm curious to see some updated opinions.
  17. 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).

  18. Will do, just keep an eye on the 3v3 thread.

  19. (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.

  20. 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

  21. Put us down for Team Ronin Minion Heroes in the 3v3.

  22. 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.

  23. + 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)

  24. 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

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