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BladeOfJustice7

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Everything posted by BladeOfJustice7

  1. >meaty 2a >rehhyou whiffs your active frames >punish rehhyou into "hold that shit"-combo
  2. ^That sounds epic then. Maybe if we're lucky with each iteration like DbD, it'll get nerfed with every subsequent iteration of the game series.
  3. I'm guessing this is the startup of his Astral, since the background is unique.
  4. Damn, that dedication? Alright keep me updated.
  5. Those are the hardest to perform online, so I usually go for 1 or 2 loops less to get guaranteed damage. If it bluebeats you're lucky lol.
  6. If you're not a regular netplayer, simplify your combos make them slightly shorter you don't need to do your extremely advanced combos if it means you'll drop them 60% of the time due to lag. And strengthen your neutral game too. I'm more reliant on my neutral game online than offline to be honest with you.
  7. YES. Btw have you guys ordered Chrono Phantasma yet? If not when and how much are we each paying?
  8. You can get him to respect your pressure like any other character lol. And I honestly hate Tao.
  9. You haven't gotten him to respect your pressure yet if he's hitting buttons in order to get out or to get a combo.
  10. You forget Jin also has shenanigans and scumbag tools. Hakumen does, have shenanigans and scumbag tools, they're just not as readily accessible as Jin's Don't make 3c your aim during your block string, as it is terrible move when blocked. 3c should only be used to outspace or punish your opponent. Nothing else. What is the Jin player mashing to get out of your pressure exactly?
  11. Dragon Ball Z? Sailor Moon (yea I said it)? Inu Yasha? For me to like a dub, the japanese must be terrible, like the first 3 mentioned above. Otherwise the english voices just looked misplaced. Though BB's dub is significantly better than most games/anime out there now.
  12. Are they standing and mashing or crouching and mashing? Yes pay attention to when your opponent wants to press buttons. Hakumen is the worst character to press buttons on when you're on the defensive. Hakumen's normals (apart from his sword normals) are all safe on block, which makes it hard for your opponent to mash out of his pressure without eating a CH when done properly. Most opponents crouch and block so I usually just use 6b more once I see they're mashing or pay attention to when they want to mash buttons. Kishuu in the middle of pressure should be used sparingly since it eats up stars whenever you do it. If I personally see my opponent is good at teching grabs, and I want a grab or to throw off their defensive momentum I go for 2a>kishuu>grab. Otherwise 6b is usually enough to throw off people's momentum or stagger 2a>tick throw. I could go on and on about this but let me know if you or anyone else wants me to expand specific things I stated above. EDIT: Guren does anything good for me, I guess it's because Montreal doesn't backdash :/
  13. That made me chuckle a bit.
  14. That's pretty funny. Almost as funny as KEG being mistaken for me, due to a lack of lightning and darkness.
  15. Heartless, who thought you were Brice?
  16. Hmm you seem to be right, it's also interesting to note, based off the mook info, that Kishuu is now frame 1 upper body invincible. According to the above info 6d now has a recovery of 6 frames, which is a huge improvement from 26 frames. But has a start up of 17 frames as opposed to CSEX which was 1 frame. It's still not reliable though for punishing wakeup options.
  17. As long as he's not trying to poke you with these block strings, aka doing them at max range, he'll get caught by enma. If he's trying to out poke you and spaces out the timing of his gatlings, then you might whiff Zanshin-Enma. Normal enma usually clashes with jesus kick. Counter enma, will most likely depend if you're doing counter enma off death spike, then 5b will most likely win. As I said before you must be careful about what you want to "enma" off a successful activation of Zanshin. If the opponent is stuck in frozen in place off a successful Znashin activation or they're too far to enma to hit them, they can punish you for doing that. That's basically it. Are you reading this on the CP frame data wiki, because I ahven't seen any useful CP info on Hakumen that i can recall. Counter enma certainly doesn't have invincibility anymore, but I'd be surprised if they removed it from the normal one as well. Enma also has upper body invincibility. Here's an example of how Zanshin-Enma works in a match. http://www.youtube.com/watch?feature=player_detailpage&v=c3dE25AVztg#t=547s EDIT: It's used more as a gimmicky counter, since it comes out so late, you can catch certain wake up options since it doesn't have any recovery after the Zanshin active frames end. Though it -is used sparingly. That same video I posted of Chibaken he uses it somewhere to beat Jin's wakeup D-DP.
  18. Counter magnetism drive attacks and press "a" and proceed to do at least 3k for great justice. Here is an example: http://www.youtube.com/watch?feature=player_detailpage&v=i8ifJwOiFvQ#t=282s Zanshin still activates immediately, so you can't reactively do that. You must proactively RC and most likely jump otherwise Hakumen will still catch you.
  19. Sorry, I should be more clear: When I say "activate" it refers to it countering something, it may not hit the opponent but the "grab" from the counter has been activated since something hit Hakumen during Zanshin's active frames. Like how Zanshin would be activated by countering one of Nu's swords fullscreen, but the grab itself that is activated didn't hit Nu because she was too far. Nevertheless just because Zanshin's ability to be blocked now and having a significantly smaller hitbox, doesn't mean the opponent can autopilot around it during their block string. Also the ability to activate enma off any ground counter can lead to at least 3k depending on your meter. We also have the ability to cancel Zanshin catches with Shippu, which prorates MUCH better, now leading to damage slightly above 4k. So overall we need to be better at blocking but counters can lead into more explosive damage than ever before. And at least Zanshin can't be punished after it's been activated like some of Baiken's counters in AC. Also the catch after a successfully activate Zanshin counter, is still invincible to attacks, but if you do enma (by pressing :a: after Zanshin has been activated) you can be hit out of that if say, the opponent put a projectile oki setup and is blocking. mAc posted a video of a Makoto laying a Comet Cannon for oki and hakumen went for an enma after Zanshin caught comet cannon, and he ended up eating a counter hit for doing that. So it's not just free autopilot willy-nilly damage.
  20. Not more than 15 I would say. Hence why Johnny is the coolest pedophile. EVER. Yes.
  21. Yup, once you land a successful counter, whether it hit the opponent or not, will give you one magatama.
  22. It still does but just not so ridiculously as it has up to CSEX.
  23. Dogura vs Jin (I think N-O's Jin): http://www.youtube.com/watch?v=vT7FTgCRVWc them FC combos lol. Dogura vs N-O's Rachel: http://www.youtube.com/watch?v=JQNlltXEj9k It seems like a bad matchup for Azrael. I also find tahichi gets more damage off Valiant Chaser and most combos compared to Dogura but Dogura has more effective use of Azrael compared to Tahichi.
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