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BladeOfJustice7

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Everything posted by BladeOfJustice7

  1. Most OP'ed incarnation is more like it lol P.M mAc, he's above average, and better than me at the mirror haku match up, but I think everyone who mains haku does the mirror match up better than me lol >_>
  2. THIS, it's not easy, fighting games are one of the hardest genre's of video games. I really liked the way this hakumen played the tager match up and even used his ib'ing against him in grabs very nice: http://www.nicovideo.jp/watch/sm10645497 What are the pro inputs on these matches?
  3. LMAO, so true
  4. Lol don't bother to try and ib online, but barrier blocking you have to realize pushes your opponent away giving you more room to move. You'll get used to it after a while.
  5. Depends if youre online or not. Offline, I would suggest barrier block and/or ib'ing and when you see wholes either counter and combo them, ONLY if you're sure the counter will land. Best policy for offline play is just do as I said except instead of countering iad around them or super jump air dash to get out. Online play, due to lag, barrier block and when you see an opening super jump air dash around them. Hakumen's air dash is like the best because it covers a lot of distance, utilize it.
  6. Probably next week, I'm kinda busy with school and offline casuals this week lol.

  7. CS incarnation is the best incarnation, nothing you could do against arakune and pretty much anyone else that had several projectiles. But yea I agree with tofu, baiting moves and punishing for like half their life is great. Anyways, let's not clog up this thread tofu, p.m me if you'll be going to t11 next year. I heard t.o has no hakumens, only tager.
  8. K this helps, when I was palying against my friend some of the stuff you just listed is what helped me with matches, annoying how his range is so great, at least his chains are hybrid projectiles so they clash with rtl instead of stopping it. Thanks
  9. No. Yukikaze is unblockable, spark bolt charge only blocks moves that are blockable.
  10. Whenever you think they least expect it, best when the fight is down to the wire iad and hotaru usually works, use it when you think they least expect it. Step your yomi game up, like tk hotaru on wake up occasionally.
  11. Hawkeye? And yea Ms. Marvel would be hype, favorite marvel female super hero.
  12. Pending if he does nothing, and if it's blocked and not whiffed, if blocked you can d or barrier anything he throws out. I didn't know you could tk hotaru though, thanks. I've learned to prefer tk over hop, since you can wake up tk hotaru, which is very useful but shouldn't be abused either.
  13. Watched a lot of videos of japanese trailers, trained A LOT, played against my friends who are equally as good in blazblue. Still learning, but that's the thing with fighting games, you never stop learning. Learn you bnb's and learn how to use your normals most effectively in all your match ups. Interesting note: I'm not sure if this has been said already but, you can hop hotaru on a blocked inferno divider and get a fatal, preferably ib'ed because you have MUCH more time to hope and use hotaru but you can do it without ib'ing. I haven't tested this with tk hotaru but it would be preferable to hop anyways since it brings you closer to ragna.
  14. Any advice on how to handle the axl match-up? I just started to play gg again after a few years and I have a friend who uses axl, but I am completely unfamiliar to this match up.
  15. All of this, but I cannot emphasize the bold section, watch videos of the pros be it japan or spark (our mod) and compare them to your replays, see what you're doing wrong and what they're doing right which causes them to win. Both replays where you win and especially when you lose.
  16. Hakumen's 4c is only useful at medium to long range, once you're outside of that range be it close to very long range it's fairly useless due to start up being 15 iirc which is good for a medium/long range attack but a crappy very long ranged attack since it's recovery/start-up could make you eat a ch ouroboros bnb combo. Make hakumen fear 6d->jakou and 214d-b, my friend plays a solid hazama I sparingly iad at him and if I do I make sure hazama has 50% heat due j.h, and if he has over 50% I go for a barrier block because iad j2c won't beat out j.h. But learning to fake chains is a must, and do you best to avoid flying into hakumens orbs. And use 2a to break hakumens ground block strings it's very fast and useful, that's what my friend does and it's very effective. That's my tidbit, hope it helps.
  17. Yo spark I got a question, I'm pretty damn good at ib'ing in cs now, but what are the best non counter moves when instant blocking? I haven't exactly observed any moves to use via vids and I'm hoping you could provide with some. Interesting tidbit on kt/hop 214b/c though, I'll be sure to remember that then just throwing it out lol.
  18. Feel free to combo or punish once you have 2-3 stars. But yea ib and only counter one in a while when you understand your opponents block strings and you can ib. Be careful with the distance that you use 4c and make sure to learn how to use jc close to the ground to limit rush downs on you and reduce recovery. CS allows hakumen to play more aggressive compared to ct. Watching videos of suzume/tenchi/0/a-92 really help.
  19. Damn that's terrible about your bike but thankfully as you said it's cheap, and if you need training just let me know i should be free to play you if I'm online.

  20. Judging by the fact that he got fucked up in the war and holds Jin in contempt when he sees him, he's probably from the Ikaruga side. Since anyone on that side got fucked up, as in the case of bang. Hope that helps.
  21. Yea but I'm glad they improved his medium/long range I mean he had breat close range before but it was still tough to deal close ranged fighters like noel/ragna/tager. SO his close range wasn't all that great, now he has even matchups across the board simply because of his improved medium to long range. I watched A LOT of vids form suzume/0/tenchi/a-92 so learning how to play him effectively wasn't all that hard for me, combos and going for max damage at all times is what I need to work on. Lol everyone wants to use the 6 heroes anytime a new member is playable (hakumen/hazama/valkenhayn).

  22. Also, when did steb say that about my hakumen? I'm trying to really step up my game with him this time around, which means maximally capitalizing on damage at any given situation, I already feel like I learnt to play him effectively, and my ib game is solid now, if need be i can ib-> insert the form of counter (ordinary, yukikaze, akumetsu). But I need an online sub it's annoying not being able to ib>yukikaze/akumetsu online >_> Which is why I'm hoping to make valkenhayn my online main if not just continue to use ragna.

  23. Hakumen is more of a semi offensive mid ranged fighter. People says he has long range, he doesn't he can just DEAL with long ranged characters better than most of the cast. Hakumens mid range was shit which is why he sucked in calamity trigger, they boosted his mid range to the point where he excels best in it and gave him viable options against long ranged opponents and in order to balance him they took away from his close range. And yea work on that tiger knee hotaru/tsubaki tsubaki is a great tiger knee over head and hotaru as a great wake up uppercut. I rarely use hop specials to be honest. But yea hakumen can be more offensive which is good AND he can zone, he needed options to be able to be offensive I find. In ct he had great close range but against nu/rachel/ara he had no way of using it. Now people have to respect jc and 4c. I would prefer hakumen excels at mid range, that's why Ookami (his sword) is so long in the first place :p

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