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Everything posted by Tofu Warrior
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Hakumen is like a 3rd Strike character trapped in BB, that's what endeared him to me right away. It's also the satisfaction I get from playing him; Tager is all about gimmicky bullshit, but Hakumen's so strategic, every move is carefully calculated. There's nothing more satisfying than a well timed drive counter. There's nothing more satisfying than frustrating your opponent with j. C, 4C etc, then baiting a rage DP or stupid mistake and punishing it for half their life. He doesn't hit often, but when he does, he hits like a truck; exactly how I like it. Man, I should have made this switch ages ago. Ah well, better late than never.
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Exactly right. Anyone who says otherwise is a filthy liar. He's the easiest to learn but amongst the hardest to win with because he has so many bad match ups, and a lot of characters can put him in a position where he really can't do anything.
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I could teach anyone Tager in 10 minutes lol.
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Why is Faust the most popular character at SBO? Most tier lists I've found put him at B or C, the highest I've seen is bottom of A. I mean, aside from the fact that he's really fucking cool and quirky. Or did I just answer my own question?
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Girlfriends have a nasty habit of cutting into LG time. :razz: I might reach on Thursday, but I have an 8 am class the next day, so we'll see.
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Someone tell the boss that SSF4: Arcade Edition will be released in December. Oh yeah and tell him it'll cost $23 000 USD for a set of 4, kthx. Apparently Capcom only sold their SF4 cabs in sets of 4, but I'm sure the boss will be able to get one board from Hong Kong like he did with vanilla back in the day. Hopefully that'll convince him to keep the doors open. I picked him up recently and got all of his combos down fairly consistently, including a few death combos off that 8 mag super lol. He's my new main, Tager's officially been demoted to sub status; I've only been playing him since before CT console release, so we'll see if I actually know how to play this game lol.
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Thank you guys so much for the in-depth answers to my questions a few pages back, I love you guys! :wgrin: You really helped up my game.
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So I should expect to be turtling the whole time until I get 4 - 5 stars? Hmm interesting. Thanks for your response!
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I have a sinking feeling that the boss won't be willing to upgrade. Btw it was good playing with you on Friday :D
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Who's going to LG tonight? :D I want to try my scrub Hakumen.
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Sort of a general question: After only playing Tager since spring of '09 (CT arcade), I got fed up with him and picked up Hakumen a few days ago. That being said, outside of Tager vs. Hakumen, I'm very unfamiliar with how Haku works. Like what's Hakumen's "mission statement?" What is he trying to accomplish? For Tager, and any grappler, it's simple: make your way in, try to land command grabs, punish your opponent for trying to avoid command grabs. Would you categorize Hakumen's play style as generally defensive? Where does most of his damage come from? From the videos I've seen, most Hakumen players turtle early in the match, in order to build stars. Rush down style play seems to happen later, when you have some meter to make guesses. So in general, does Hakumen try to turtle and zone until he can create an opening and capitalize on it? Spark does this particularly well. He plays generally defensively until he sees an opening, and then he's on his opponent like a bulldog. Hakumen players also abuse their air priority in order to play keep away or to approach. A well placed IAD j. 2C or j. B seems to pay off. I've noticed that Hakumen players deal the majority of their damage off counters, throws, TK overhead, TK DP and frame traps after 2A and 6A. Am I on the right track? The Hakumen guide is a little vague on, as the mix up portion remains empty. Thanks guys. So far my experience with Hakumen is limited to training mode; practicing combos, pressure strings, spacing, etc. I'm just trying to get a sense of what to do in a match environment. Edit: Also how often do you guys burn meter outside of combos? Like do you do 5C xx 623A as a block string and go for a throw often? And is IB > drive counter viable? I feel like my IB game is really strong, so it'd be good if I could make use of that.
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All 3 have happened and more than once I passed up a booty call on the T11 weekend, but that was like the best weekend of the summer so it was totally worth it.
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You won't believe the shit I've passed up on to go the arcade...lol.
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Haha GGs today to the few people I played. And GGs to that horse racing scrub who rage quit in the second round when I was looping 5A > 5B > 3C > Gadget Finger. Jabir's Litchi is insanity, 5K combos to super oki. I'm probably going to go again tomorrow because I couldn't stay long tonight, who will be there? I want to try and practice my shitty Hakumen, as he's definitely my new main now.
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I really appreciate the in-depth post Dio, thank you very much! And you're smart for anticipating that I would be looking for tech traps with Hakumen. :razz: I managed to work out a couple I liked, I'll post them up after a bit more testing. And I was actually planning on picking up GG, at the very least I hope to be able to compete against like Roldy lol. I'm probably going to play May though.
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Well you won't be getting any match up experience from me because even though we go to LG every Friday, we somehow manage to never play each other
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Oh shit, your memory is on another level Leo, I made a post about that like last year. :lol: I love you man
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I'm still baffled by how you can play Carl on pad lol.
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We still have 6A xx 421B...but that involves reading your mind and it's a really stupid option.
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And don't forget that people actually like broken shit. That's why the PS2 port of 3rd Strike flopped so hard, they tried patching out stuff like Urien's unblockables and "balancing" the roster and no one liked it. 3rd Strike and MvC2 still see tournament play, and those games were released in 1999 and 2000, respectively. I'd rather play a game where only 5 characters are viable, but they're really well constructed and have a lot of depth to them; a game where everyone is viable, but the devs took no risks and no one has any interesting mechanics would suck. That's why the only thing SF4 is only good as a coaster and 3rd Strike is the best SF game ever. But I digress. What's wrong with 2C? :razz: It hits behind Tager after all. I think being unable to jump cancel 6A really hurts Tager because he can't follow up with anything safe. There seems to be a general trend of adding new gatlings, so maybe he'll be able to to do 6A > 5C. But yeah, like you said, won't pass judgment until I see it in action. @mAc Chaos: There's a 4F gap between 6A and 2C, 9F if they IB, which any competent player should be able to do. So while that's his safest option, it still sucks
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Hakumen is so fun, I love turtling and zoning and just generally being a scummy bastard with him. He also reminds me a lot of 3rd Strike. Oh and dibs on yellow Hakumen, hereby known as Bananakumen.
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Trust me, you don't. Like Skye said, the game would be boring and stale. Not every character can be tournament viable, that's just how FGs are, I think not enough people are willing to accept that.
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I guess people haven't played CT in a while, so they're forgetting how easy mode/auto-pilot CT Rachel was. And CS Litchi definitely needs more effort to win than CT Rachel.
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Oh I see what you guys are saying now, I was getting the move names confused, that's why I didn't get it right away. My bad!