-
Posts
5,572 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by BladeOfJustice7
-
Thoughts on Hakumen (since psychofang asked, and I don't post much): Overall: While I do agree that Hakumen is in the top 5 contenders of CP, and I think Terumi will be up there as well, it's his OD that brings him up there. SO long as the opponent prevents you from from accessing in big damage attributed to OD, he is lacking on several fronts. Many people would argue against this because "it's so easy to get into TOD-OD combos". But it really isn't, if one were to look at matches in CP with Hakumen it's rare to see him dish out 6+k combos. This is because players have adjusted and adapted their play styles to prevent themselves from getting caught by fraudulent Hakumen tactics. All comparisons are with CSEX Hakumen. On neutral: I would he is the same or maybe even slightly better due to the buffs on jc (increased blowaway affect and does 1k now), along with Agito for people who are anxious run under you. The reason I say it might be the same is because in certain scenarios he can't confirm certain hits into combos. And I am not just saying that because I played him for 3 days, this comes from me watching matches. While I can't list the scenarios, because I'm writing this at the top of my head. His inability to get good damage off his AA coupled with it being slow makes him less of a defensive threat on neutral, along with basically the removal of 6d. He has has received a HUGE buff in the form of his meter gain, making it easier to dish out stars on neutral or offense. Overall on neutral, he's only truly a threat to a skilled player when he has access to his OD, otherwise his neutral game is above average if not average. On Offense: This is where I believe most of his tools come into play. Agito, along with being a good neutral game tool. Is also a basically get in for free tool, so long as it is spaced correctly, your opponent will not being able to AA reliably. While he lost some amazing gatlings like 2b>2b, this is supplemented with the ability to combo of a 6b CH. Which is a much needed buff in my opinion considering his design purpose, it makes mashing against him as even scarier then he used to be. Renka>Kishuu no longer nets as much damage as it used to, you get about 1k less in damage then you used to. Instead hakumen pretty much only damaging starter in combos is Zantetsu, his slowest starting attack. While it's great that it is an overhead and now has a vacuum effect on the second hit, it is very obvious and the opponent can reactively burst before it even touches them making. Renka>Kishuu was not only a very damaging starter but also very burst safe. B+C now causes staggering a big meter buff for Hakumen as well, since it opens a lot of combo options for him. The loss of not being able to combo off Tsubaki but receiving 800 extra damage is an overall nerf in my opinion, since that move was one of his best combo starters. Instead 66>j214c can only be used in conjunction with j214b then into OD. Now Tsubaki is a stand alone overhead. 6c has received important improvements from prorating well with Shippu (which now has different charge levels), to causing FC on CH or when fully charged opens up a lot of damaging combos for hakumen leading to 6k+ with 5 or more stars. HIs CT also has huge range compared to the rest fo teh cast making it great for brekaing the opponent's gaurd or for that extra damage at the beginning of a combo. On Defense: Hakumen was hurt the most in this respect, while he was designed to be the defensive character of the game. They have tried to redesign him to be more offensive. His counters took a huge blow among everything else in his repertoire in CP. 6d is no longer a 1frame active move, which hurt both his defensive options, thereby making him much more susceptible to overheads and constant pressure strings. This in my opinion is a huge nerf to Hakumen since now he essentially has a completely useless drive normal which takes at least 5 frames to start up. Hakumen already has a fairly large hitbox and a relatively slow AA making him more susceptible to air approaches, almost as much as his CS2 incarnation. 5d however, has received the ability to be optionally held down for additional active frames making it much more ambiguous to punish. 2d remains roughly the same and jd though has recieved a minimal height requirement, it can be comboed off of which is amazing. He has also received a buff to yukikaze, which you could say is to make up for the loss of his 6d. Though he did receive the ability to parry off his counters if you will, by pressing "A" after the opponent hitting Zanshin which can lead to impressive damage only in OD, the nerf to their hitboxes and the ability to block them makes him significantly less of a threat compared to his CSEX version. I'm sure there's things I skipped but this is what I see so far with CP Hakumen. A decent character who benefits the most from the games new systems which, pushes him over the limits into being one of the best characters in the game so long as he can open you up for an OD combo at any point in the match to wreck your health bar. I'm curious to see what you guys have to say. Also great job mAc on making the matchup threads and the awesome subtitles they all have like "Grumpy Old Men" lol.
-
>Hakumen players start mirror matches online >Proceed then into Terumi mirror matches online. lolwut?
-
[CP/EX] Kagura Mutsuki - FAQ/Q&A thread
BladeOfJustice7 replied to MikelAL93's topic in Kagura Mutsuki
Can I ask here what is Kagura's anime color palette reference? -
Agreed and thanks for the translations as usual. Ky is such a boss. I'm really hoping the whole Kiske family will make it to Xrd personally, I really wanna see Sin's black lightning, his gear install, and RTL will look in Xrd.
-
Patience, don't force situations with your opponent, instead look for openings and habits in your opponent and their character to makes use of to achieve victory. Don't mash counters, you have other tools to punish your opponent outside of his drive counters, and learn to block. I'm certain other players can add more to this, but this is the general mindset as a Hakumen player.
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
Look at the emblem on it, it's Terumi. You get him for free if you preorder the game. I was using him last night actually. -
I don't know it's been already posted but, Terumi's health is 10500, just checked using Hakumen's astral.
-
Hype levels increasing: http://www.youtube.com/watch?v=9ExdA86_yNI
-
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
Hype levels increasing: http://www.youtube.com/watch?v=9ExdA86_yNI -
We playing NOTHING alike, dioxide has the strongest hitconfirm and execution among the Hakumen players here, aside from Spark.
-
??? Yup, this is true. I'm somewhat busy this weekend but I'll see what I can do. I owe you some sessions of being kept in the corner for the whole match.
-
I don't need to play the game to tell you yes, but 5d's ridiculous hitbox was nerfed immensely though, more so than the hitbox for his other counter stances. So it's not AS EASY as it was before to catch Nu's 5d with a counter and pull her in. I hope that answers your question.
-
Also if anyone wants to play me in CSEX one last time (since I dodged all week), I'll be on tonight after I get back from my offline sessions. Anyone want me to test or check anything in CP btw?
-
[Xrd] News & (Theoretical) Gameplay Discussion
BladeOfJustice7 replied to Shinjin's topic in Guilty Gear General
I think we'll see the return of FRC's in some way shape or form, but it needs much greater input leniency for it to work for new players. they're what adds such great depth into an already immersive game, but if it's too hard to perform people won't wanna play the game in the first place. I'm certain daisuke knows that, since Xrd with some form of FRC won't be able to hold any grounds to AC. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
BladeOfJustice7 replied to BladeOfJustice7's topic in International
I'll be there won't stay long though. -
I'm feeling CP Hakumen so far, though it might be because he's new. Some changes I didn't like still, like no more 6d, 2b can't combo into itself (though it's not so much an issue, just weird), Hotaru is dead though I think you can reduce recovery by airdashing saw it in a match. Shippu after a counter easily makes up for not being able to combo off counters anymore in my books. I'm most def feeling his new combo routes, less link-y. Anyways someone wanna send me youtube links that they have been compiling? I'll start getting back into the Video Thread as I watch Kuroko no basket (it's amazing). Also, Kagura is going to be an awkward matchup since he has the same if not more reach than Hakumen in certain situations from what I experienced yesterday. Maybe it might be an issue for me since I rely on spacing and doing nothing as opposed to mAc, who doesn't let people play, and dioxide, who doesn't let you leave the corner once you're there. EVER. Also Terumi is FAST
-
[Xrd] News & (Theoretical) Gameplay Discussion
BladeOfJustice7 replied to Shinjin's topic in Guilty Gear General
Overhaul in what sense? -
Wasn't planning to regardless, just knew you would respond to clarify. Thanks Chaos. These threads are always tricky during the early release of games.
-
Black & White and Six Heroes are amazing.
-
That scene with Hakumen and Jin both doing Yukikaze was badass, even though I have no idea why they're doing it nor what they're trying to cut. But it was awesome, finally saw animated Yukikaze. I am complete. Do Azrael and Hakumen ever run into each other? Does Azrael know Hazama's true identity? How strong is Kagura in comparison to the other strong cast members like Ragna, Jin, and Azrael?
-
search "Kagura theme" in order of most recently uploaded, you'll see it.
-
If you mean heavy rush down and almost impossible mixup and oki game. Then Valkenhayn.