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Moblin

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About Moblin

  • Birthday 09/20/1992

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  • Interests
    I like playing music on my instrument of choice, and playing Blazblue on my character of choice.

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    Colorado
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    Moblinator

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  1. So like i was saying
  2. Probably for the worse haha
  3. u all suck btw
  4. Right, any combo starting with the A button is probably not going to be worth putting much of your meter into because the proration makes the combo less damaging if not impossible to complete fully. If you hit with 2a, chaining it into 3C for knockdown is essential until you land a better starter. 2c super jumping can be tricky - there are two types of situations that tell you when to super jump. If you hit them with 2C while they are airborne, you may very well have to super jump. I remember it taking me forever to get super jumping down, too, so just practice it every day. However, if you hit them with a move like 6b counter hit, or Zantetsu you can 2C and do the staircase with a normal jump because they were on the ground when they were launched. Charging Hakumen's CT was the first and only CT the did something different when charged in CPEX, as far as I remember. It launched them higher, which is necessary for certain corner combos where you want to do CT(charged), 6C. Get Central Fiction when you can and we can play!
  5. In CPEX, that combo seems pretty okay for the damage. However, I would change it to: 5b > Gurren > Zantetsu (1st hit only) > CT (charged), 2C launcher into ending staircase. After the charged crush trigger, you can also do 5C > kishuu, 2C > Ending staircase. Any other hakumens that remember CPEX combo theory can correct me on this P,S, Wanted to say, only use this combo from a good starter. short starters are rarely worth dumping magatama into in CPEX unless you want the kill/extra but inefficient damage.
  6. Curtesy of VonYaourt from the discord chat.
  7. I remember that vid too, but I have NO idea where to find it. sorry
  8. I think archiving useful stuff that is posted to the Discord on here would be a good step. But so far, there's nothing from the discord that I would post here besides maybe some combo theory
  9. Hi all, I'm looking for a one-place combo list to refer to while I practice Izayoi but this topic hasn't been updated on the first post. Is there a comprehensive list of Izayoi's combos or should I use Absol's youtube combo video? Thanks!
  10. You getting beat up by more pokes is bound to happen. Generally speaking, the Hakumen ditto revolves around remaining grounded because we actually have good air-to-air and anti airs against ourselves. Staying grounded and playing the poke game might be worth trying, but I know the matchup starts to get more aggressive after players lose patience. You should work on your staircase combo. You're good at confirming it but it should almost never drop, even in huge amounts of lag. Work on 1) Whether or not you need to super jump, 2) gatlings from j.B to j.2a 3) the jump cancel from j.2a j.c. j.B After Zantetsu(2) you should do 6a > 6b into staircase instead of 2c pretty much all the time. A bit more corner carry, more meter gain. You can do this off pretty much any starter except grab > Zan(2). Don't be afraid to meaty your opponent, and if you decide to bait a counter or reversal, just slightly delay the meaty instead of waiting for your opponent to act. Hakumen's 2A is only 7 frames, so if you time your 2a or 2b correctly it will hit them on frame 8-10ish after they wake up with 2D, and still be too quick to upback on reaction to you not doing anything. I suggest this because there were a few times that you looked like your were baiting a counter or something from him and he got to jump away for free. That's all I can think of for now.
  11. So far it's looking good. I hate talking on twitter too
  12. okay I'll try joining this. First discord group
  13. Yeah it could have been condensed quite a bit with some video editing and a list made before-hand of what you guys wanted to cover, but it was informational nonetheless. I also didn't watch a little bit of the end. Did you guys end up going into how Kokonoe can mixup Hakumen as he comes out of a counter from a projectile? As in, you summon a trap or fireball and he techs into the hitbox and 2Ds. Kokonoe can jump over the hitbox(in previous versions) or just jump in on hakumen as he comes out of the counter animation.
  14. That's a great breakdown of most of the common things in that matchup! I don't want to get too into depth lest I be told by Mac to bring it to the MU thread. But, you guys showed how the oki is very open-ended, instead of free for Hakumen just because he can 2D on wakeup.
  15. Thanks. So If I read this right, Arakune's forward dash is invincible from F5-14, but the duration is 40. So for 26 frames Arakune is vulnerable at the ending location of his forward dash. Is that correct?
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