whitevoid
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Everything posted by whitevoid
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It's not impossible but your strategy is basically... 1) Don't get cursed. - If you do this, you probably will win. 2) Don't get hit while cursed. - If you do this, you probably will win. If you fail this simple 2 step strategy, you lose the game. But the thing is if you can succeed at this simple 2 step strategy, then you are just at a significantly higher level of skill (at least in terms of that match) than the other player. So "strategy" is sort of moot when you are basically good enough to block everything.
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It's too bad it's not coming out for the PS3. I'd rather play this (despite not knowing 80% of the cast) than MVC2, but alas.... tis not meant to be.
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Oh, I have no idea what that means. Though the hit stun note explains why you can combo off of a CH 5A. I was unaware of the zetaboard's data having been wrong before. Are there any other Hakumen misprints? (Or just in general if you know them)
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I have no idea what that guard recovery frames mean, but it doesn't mean that. Block stun is determined by attack level. http://s1.zetaboards.com/blazblue/pages/03#attacklevel 5A is lvl 1 for 11 frames of block stun, -2 for active (the frame where it hits doesn't count I guess), and - 6 for recovery, leaves you at +3 frames on block (which is the SD number on the chart).
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I'm not 100% sure on this but I think it's at least 4 frames of jump before the move comes out, because jumps take 4 frames. I don't think TKing moves cuts into jump frames. And backdash cancels earliest at 8 frames with, as has been mentioned, no invulnerability. Why would you waste orbs with it for an anti-air anyways? Hakumen has plenty of good anti-airs with much better damage options than hotaru provides. Has anyone tried it out in the Tager match-up? The main reason why I'm thinking to use it more there is that it puts you in the air to avoid his throws and has invulnerability to beat out his slower moves. It whiffs less against Tager too since he is so tall.
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it never launches. well unless if they have been knockdown or already launched. 2C does combo into j2C and jC (i think it combos into jC) on standing hit if that's what you were asking. I'm not sure if you can follow that up with anything tbh.
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You can throw in block (or hit) stun. It's just a wider escape window. In any case the throw executes same speed regardless, so it's always the same reaction time to see the throw. I usually use the frames to walk forward a little bit. Unless if they are mashing on jab, you're own jab (usually use 2A) should be able to beat them out. And if they are mashing on jab you have the frames to get a CH throw which is inescapable. Wish Hakumen had a good karathrow...
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Should also try out 214B(1), 623AA, etc etc... It is about right for the damage at 4 stars. I'm starting to go: 2 Stars 623AA, jC, 2C, j2C 3 Stars 214B, 236A, 6C 4 Stars 214B(1), 623AA, jC, 2C, j2C 5 Stars 214B(1), 41236C, 5C 6 Stars 214B(1), 41236C, 5C, 236A, 6C 7 Stars 214B(1), 41236C, 5C, 623AA, jC, 2C, j2C The big efficiency drop is between 4 and 5 stars. Most efficient use of a star is off of Throw, 236A, 6C. You can still do 214B(1), 41236C and 214(B), 41236C, 236A, 6C and 214(B), 41236C, 623AA, JC, 2C, j2C off of a Throw, but it doesn't scale like normal combos would, doing around 4+kish and ~5kish and 5+kish.
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hehee... i do that off the dash, but i start at 2 for TKs. I'm inconsistent with it, but I'm trying to phase out 214B, 236A out of my system and do more 623AA combos. The part of me that resists learning it is the part of me that knows I'm just going to do the other combo instead. On that note, A (CH) B links and it's not too hard. Trying to get into the habit of that as well. What's the Mugen combo btw?
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it's just 214C, you don't need the "63" I use 236A, 41236C and 236A, 623AA sometimes. Not sure if that's the best move or not.
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Yeah, that's where I'm having now problems too. But the thing is even at that point, I think you are still doing more damage than just linking to 214B or at least comparable damage. I forget. But yeah, I know what you meant. But yeah, nice videos. I forget 6A (and 6B for that matter) a lot as well. But you look fairly solid.
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niiice video. I'm definitely having to upgrade Noel to my main... waayy too much good stuff to practice as just my alt.
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Some 623AA combos are worth it though. A tip that has been helping me on timing the falling jC (if that is your problem) is to watch Hakumen's knees, for me it's sort of right around when his knees go into his chest. I'm the sort of a person who needs a visual cue to time stuff, I can't just clock things internally. I also like being offensive with Hakumen, mainly because I know that eventually I will be forced to be defensive. But with Hakumen, I definitely feel you have to have a balance. Getting an early lead helps a lot because they can't just play safe, but sometimes due to orbs you just have to pull back because its not cost efficient to go offensive at this point.
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Distortion Drive execution frames read X+Y with X being frames before the super flash and Y being frames afterwards?
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if you can do the j2C stuff you probably don't need this combo but... Anti-Air CH 5A, 5C, 236A, 6C, 632146C Anti-Air CH 5C, 236A, 6C, 632146C
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nice. i was wondering how they did that. Is there anything you can get of a 214D, with a RC maybe?
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dunno if this is scrubby or not, but i like looking for jD. maybe when i get more time in I'll be able to IB or 6D/2D better, but at the moment i just don't know opposing movelists well enough. but when they jump at you (and usually I find they need to do so to close back in), jD works fairly well. don't spam it, but usually when they are jumping at you they are not thinking empty jump if they have you locked in the corner. it's also a 1 frame counter and will counter everything in the air, so you can jump in with them and react to whatever they do and not have to worry about what they are doing (except for throws). you can also B+C+D and it'll escape throws.
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why only non-projectiles... why?! oh well, throws is a nice little bonus though. and I for one will be using this for style points whenever I can. is it active frame 1? (looks like it...) doesn't help against Nu, but might be useful elsewhere. or at least, i'll try to use it elsewhere.
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edit: nevermind, read somewhere else it doesn't counter projectiles.
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Are you sure? I thought for the other counters you can counter projectiles, it's just that you might not hit them with the attack follow through. I was wrong on heats too, they operate on actual health.
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does anyone know the properties of Hakumen's Astral Finish? what frame active, how many frames active, H/M, M/L, H/M/L? it does 3600 on Nu (since Astral Finish health percentages operate on the health bar not actual health... I think?), and from how it looks it seems like once the counter connects the Astral Finish itself is completely unavoidable. being able to counter Nu at anywhere on the screen would to my mind would nearly make this a fair match-up. the 100% heat is really easy for Hakumen as well, since you gain it passively.
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it's somewhere. i don't remember where, but i remember reading about it. basically they make it harder to combo in Mugen because you have infinite orbs (which kinda defeats the purposes). I think basically 41236C is instantly techable after the 2nd hit.
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... which has no relevance at all because Hakumen's gauge is not a heat gauge. I probably blow at least around 4-5 "overdrives" worth of orbs with Hakumen in a round, which is a lot more than I ever have available with any other character.
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Air throw have a 27 frame escape window, nearly half a second. If they don't break them, great, but would probably only work online with some lag.