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BladeOfJustice7

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Everything posted by BladeOfJustice7

  1. ^With that said, ArcSys has done a pretty shitty job with porting AC to curent gen consoles, and I hope this won't be the case with Xrd.
  2. I agree with The White Man, I was thinking the same thing, BB already has enough going for it when it comes to teaching people how to play. There was nor is any character nor combo tutorials for GG characters, Gbits really filled in that necessary space very well.
  3. 3 things: How do I land the follow up 2b after Ressenga? Am I supposed to slightly dash or walk after it? How exactly am I "supposed to mash" Garengeki? It seems that the hits it does are at random, is it like Sol's GV, which is supposed to be mashed in a certain way? Are there any extra benefits to getting all the mashed hits outside of 2-3 hundred extra damage? There's a typo in the description of Garengeki in the BBCP Dustloop-Wikia, on the word "neutral" at the end, it's written "neutrla".
  4. If she backdashed Zantetsu, that would be worth noting lol. Not even tager has enough invincibility frames in his backdash for both slashes of Zantetsu.
  5. Her and Sin are too relevant to the GG story (which Daisuke adheres to, to some level) to keep them out of the game. Anyways you're going too extreme there considering they'll have dlc or something for this game at some point.
  6. Nothing bounces off Fumajin it's just that with Kokonoe's drive, she can redirect the fireball towards you, before Fumajin eats up all of its hits.
  7. Very informative OP Spark ^_^
  8. I'm expecting more or less 20 characters the first timearound with Xrd, by the time console release is out, considering that the entire initial cast for GG is roughly 30 when considering Overture. Also what if it's Crow, and he fights like Kokonoe, that is, using tools and stuff to fight. Or Paradigm with a new way of transportation.
  9. It's interesting because this is the first time since I believe GG, that it's "Zato-1" instead of "Eddie". I wonder what that means...
  10. Yes, or counter them, it's best to avoid blocking those things as much as possible. Or just flat out stay away from them.
  11. @Koopa, thanks for reminding me about that, I kept forgetting to ask Spark about a Q&A thread for CP.
  12. Yukikaze is pretty much the only way to get out, though the netcode of this game has substantially improved since CSEX, you can't do things like IB. Many times I would even mash yukikaze but to no avail during Valk block strings. But I mean Hakumen, who is a "defensive" character has and will always get the short end of the stick when it comes to playing online, what can you do. @yakuzu, it's frustating but not uphill, like Relius, in my opinion. Plus hearing the SixHeroes playing in the background kinda gets me hype. Valk and Hazama have always had very obnoxious neutral games and tools that give Hakumen a hard time.
  13. The beginning of the match Valkenhayn wins both on the ground and in the air, so you're best bet is to simply back dash or wait to see what he's going to do. That's my primary observation, also you really feel the counter and hotaru nerfs in this matchup, but not as badly as against Relius, it's definitely an uphill battle somewhat. Can't really say too much I didn't really play this matchup long enough. But I can say, is that don't rely on OD for a come back because you'll seldom find opportunities to blow him up with OD damage, you're better off just bursting because without 6d it's nigh impossible to break his pressure momentum now. So you have to play an even better neutral game to get in and stay on him indefinitely.
  14. I feel the same way, but I attribute that more towards Kagura players still being inexperienced against Hakumen is all. You have to pressure/attack/approach him differently compared to the rest of the cast still.
  15. I finally played a few matches against the Grimalkin, it feels like her normals while being pressured can be mashed to get herself out. They seem very fast also, Agito>Kokonoe's 6a
  16. You can Yukikaze the blackhole? Haven't played the matchup but I heard that the setup is unblockable, and unblockable for me means Yukikaze and Akumetsu doesn't work against it.
  17. Noontide has a nice build up to it from 0:00 to 0:12 it sounds good, then it goes to meh-mode, then it gets hype again at 2:05-2:15. The ends in meh, that guitar build up for those specific points are hype as fuck but there's nothing else going for the song outside of that. The rest of the song sounds unmemorable. No Mercy has a hype guitar and drumming part from 0:00-0:18, 0:19-0:42 is just straight aggressive hard rock. I always found this song captured the furiosity of their rivalry. Just watch their AC fight intro with No Mercy playing in the back ground and you'll see what I mean. There's nothing eloquent about this song just straight hard rock music from the get go until the end. Hence the name, it's merciless, No Mercy. Keep the Flag Flying 0:00-0:30 has a nice unique build up to the guitar. I don't know what instrument is used at the beginning of the song but it matches perfectly Order Sol vs Ky rivalry as at this point they are both Holy order members, and this song feels like an epic fight between top ranked Holy Order members. So I loved this track the moment I heard it. The rest of the song is amazing especially when the instrument comes back at 1:42-2:00. The Re-Coming I've always enjoyed the song but never absolutely loved it, maybe it's because I never played Overture seriously. But DAT guitar opening from 0:00-0:16 is amazing, it has a strong nostalgia feel to it that matches the name, since it's a rivalry that hasn't been sparked in years and it's as if it's resurfacing for the first time in a long time. After that it immediately kicks up into hype until the opening guitar riff comes back in 2:40-3:00, which brings back the nostalgia effect of the song after some time since the opening. And finally a terrific ending to the song. Conclusion (I'll be referring to the GG SoundBox Remix for this one). 0:10-0:28 has an awesome guitar build up making you feel the grand epic feel of a fight between two rivals after not facing each other for far too long. 1:09-1:30 is probably one of my favourite parts of the song followed by 1:30-1:40, which brings back the awesome build up at the beginning of the song, that displays through auditory a rivalry reignited. Everyone talks about how amazing these songs are, but no one ever really mentions which parts make the songs so amazing or so unmemorable. Hopefully what I wrote wasn't stupid to everyone else, but I'd like to hear which parts of these songs people like specifically. I just love the aggressive hard Rock feel of No Mercy compared to the rest, But doesn't not mean I don't appreciate the eloquence of Keep the Flag Flying, nor the nostalgia of The Re-Coming, or the display of a reignited rivalry after so many years between two former military partners. Noontide just doesn't seem to have anything specific to it, other then the definition of the word, which means a culminating climax. It culminates alright, and after that it just falls apart into aridity. I hope they have a new Xrd theme that can match the nostalgia of Re-Coming, the reignition of a rivalry like Conclusion, and the downright aggression of No Mercy. Since their Rivalry has evolved over the series, and each song matched that rivalry one way or another.
  18. I always found Noontide ass, apart from the opening of the song. No Mercy always felt like straight up aggressive hard rock music, which I always loved.
  19. Finally got to play against this character. It feels even to me from what I experienced, if anything you'd say it's in Hakumen's favor, but Kagura has a lot of tools to get in on Hakumen. 2D~C It seems to be a good mixup tool, I wouldn't recommend punishing it unless it's with Zanshin on the second hit, which is a low. From what I experienced, he can teleport after it, making it safe. 6D~C I got clipped by this a lot, the Kagura players who faced me made good use of this by firing sonic boom and then CH'ing a few times on 4c when I went to cut sonic boom, effectively creating an easy way to get in on neutral if you're not careful. This move will eat Fumajin up and possibly CH you for approx 3k. It is also surprisingly faster than it looks. [2]~8C This DP lol, so good lol you can't contest it in way way and is slightly trick to punish. A massive hitbox that should not be fucked it. Ryuuou Zangaoushou Got caught by this is an air to air situation when trying to IAD>B+C>OD, so it's an aerial gimmick you should be weary of when it comes to crucial footsie situations like Noel's Bullet Storm super. Not much else to say, didn't get to play kagura for very long. But you don't lose from keeping him out and you shouldn't over extend yourself on offense since he can make you regret it with his DP, which leads to combos on CH.
  20. For the most part I have to agree with what Nolan posted above, though I still find him fun. If I didn't I wouldn't play Hakumen and/or this game.
  21. Offense, but not effectively implemented changes for what they aimed for him to be offensive in my books, since he lost a lot of the frame advantages he used to have in CSEX which allowed him to pressure the opponent. With Tsubaki only useful at the end of the around since you can't combo off of it due to it's immense damage buff, and 6b only being comboable on CH, and hotaru being incredibly unsafe now, he doesn't have enough of the right offensive tools. With his counters being mostly gimped you're forced to go on the offense more in matches now overall, which isn't always an easy thing to do. That said, he's still a very fun character to play.
  22. It won't end until I dodge ZA WAARRUUUDDOOO!!!! BUHAHAHAHHAHAHA
  23. I'm not against playing #R, I intend to play it myself but only a month or so before the game releases lol. Doing so before hand is sort of pointless, especially some players aren't even fans of #R, like I think Faust/I-no/Millia players to be precise. Playing #R is kinda pointless right now is all, but later on it makes sense. Also I think you can netplay on the downloadable XBL version, if not the PC version. I can't remember, but I've heard the netcode for #R is ass.
  24. Yes but that it pointless right now unless you live in Japan. Since you won't be seeing Xrd I believe until Spring 2014. And since no one plays #R, and only AC it doesn't make any sense in doing so. If you wanted to get ready to be pre-accustomed to Xrd by the time it comes out, you'll only need about a month maximum of #R to do so. Not just a year and a half it minimum of playing a dead version of GG by yourself.
  25. Man, I haven't made a new thread in ages. Well Since everyone has pretty much hopped on the CP bandwagon of cookie doughs and pillsbury. I decided to make a new Hakumen Critique thread for CP, rather than use the old one. These were the last posts in the previous thread which will continue here since Spark will close the old thread: ENJOY:toot:
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