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Everything posted by Moblin
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Is there frame data on how fast Hakumen leans back during his sword super? I've dodged what looked like meaties with the stepback on it.
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That was cool! Some of the links you used I had never seen before in OD combos. I also liked your use of matchup specific starters like OD'ing through the DDs of the characters. I like combo videos that are educational too.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Moblin replied to Anne's topic in BlazBlue Gameplay
If we were indeed the ones to bring it to their attention, that means Ciel and Poropiccho found out about it just a couple days ago when I tweeted the video at them, then they somehow got the word out, and the patch hit right after. So they either knew about it already and it was queued up, or Arksys is extremely fast at fixing undeserved nerfs in the form of bugs. Like 3 days fast. -
Hey our bad, have some extra meter gain. Fuck your 1f 6D though
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I wonder if the glitch also affected his meter gain while getting hit as well or if that's just a buff
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If hakumen IB's her j.2d, he can 2D the second hit for free. From everything at, or above IAD height So if she IADs over you and does j.2D and you IB it, just 2D the second hit. If you block it in the air or she accidentally lands in front of you, the second hit of her j.2D may not hit. Only press 2D if you successfully block the crossup while standing.
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[CPEX] Blazblue: Chronophantasma Extend News and Gameplay Discussion 3.0
Moblin replied to Anne's topic in BlazBlue Gameplay
As far as I understood it, only the metergain on hits in a combo were halved. If I had to guess it probably means an extra 3-4 stars in a round on average, depending on how many hits you land. Not that crazy of a fix, but it definitely helps, especially if it's been there the entire time. -
Good to see it was on the wiki already. It's especially important and useful with Hakumen 5C, and then I realized not a lot of us knew about it so it's definitely worth bringing up. It's already helped me immensely with my OD confirms.
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I'll use this opportunity to explain an OS Mac and I found from a JP players' twitter a few months ago. Now that Hakumen relies on hard reads more than ever, hitting with 5C > OD is often the best thing you can do when you're backed into a disadvantageous matchup. It's what a good Hakumen should try conditioning his opponent for as soon as the round starts. How to use it: When you hit with 5C and want to ODC, hit 5C > then ABD right afterwards. NOT 5C > release 5C > ABCD. Why to use it: A lot of the time, your 5C trades with an aerial or jab. They still get hit, but instead of going into Overdrive, Hakumen bursts them away. The OS works like this: If you hit 5C clean, then Hakumen will ODC. If your opponent manages to trade with your 5C and both of you are hit, then Hakumen will not burst. You can then wait until the hitstun is gone to ODC (if they hit you with a j.a or other weak move) Or just confirm a combo, and it saves your OD for later.
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I have no idea what he's saying here though. https://twitter.com/hydeist__ciel/status/612177155779264512
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I linked Ciel's twitter account to your glitch video. He said he'd look into it. Guess that's the most we can do about it as of now.
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I don't think the glitch actually loses Hakumen that many stars. His tier list would be the same with or without the glitch. I am just feeling the itch to pick up a secondary. I will always play Hakumen. edit- and it may actually be a console only glitch. I don't have the evidence to back any of that up right now though In the process of picking up izayoi for Hakumen's bad matchups.
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What I gleaned from the video was just the hits in a combo. Which admittedly is much better than a passive cut. If it was half the passive meter gain too, someone would have probably noticed it way before now. Which is why it's kind of still up in the air as to if this is a glitch or not. Either way, I'm switching characters until this gets hotfixed or something. Tiers are one thing, but I don't want to play with an unintentionally nerfed character due to a glitch. That's literally just picking up and fighting with a crutch to me.
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Do we have any idea how much we lose in a normal winning/losing match? Hmm... It seems like it's only a difference of a couple stars. But it might be much more. idk
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Is the passive gain that is also cut in half or is it just the meter gained per hit in a combo once hakumen hits them after getting hit?
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You restore my childlike hope for the good of humanity Mac. I wonder how much meter per round we're actually losing. It's probably not huge...
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Is there someone who knows the twitter account or contact information that can get a confirmation on whether or not this is a glitch? If anyone can check out a match video that was done in a JP arcade and see if the phenomenon is still present on the arcade version, that would be a telling sign that it is a glitch and not an intended mechanic.
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Wow, nice work on the video. I have no idea why that is happening.
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This might be just redundant fodder, but I made a list of every notable combo I saw Poropiccho do in his casuals. Not sure which of these are already in the OP. Agito CH, j.b, land 5c, 2b > Gurren, IAD j.b > j.2a, land 2C, j.2a > j.c (2633) (2) Grab, Hotaru > AD late j.b, land 5C > Gurren, 6C (2908) (3) Corner grab, hop hotaru > ad low j.c, land 6c, 5c > Gurren, 6a >6b (3605) (3) IAD j.a > either j.b or j.c is still important and useful j.D > 5b > j.c Hotaru, late j.2C, land 5c, 3c (3160) (2) If he baits a DP he won't hesitate to OD on their wakeup 2b > Gurren, 2a > 6a > 6b on crouchers 6b CH: 2c > j.c Hotaru > AD low j.2c, land 6a > 6b, 5a (staircase)> j.b > j.2a > j.c > j.b j.2a air CH: 5B > J.C hotaru, AD j.2c, land 5C > Gurren > ender Yukikaze from the corner: kishuu, IAD j.2a, j.c wallbound, land 5c, 5c gurren, ender If he needed damage from CH c3, he just did 2b > Gurren > Zantetsu 3c CH: 2b, 5a, 5b j.c Hotaru > AD j.2c, land 5c. 3c (3038) better than regular?? more corner carry? Mugen combos: 6c normal hit in corner: 6c (point blank) > Mugen, 5a > Renka(1) > Zantestsu(1) > Kisuu, hop Agito > Hotaru > TsubakI, land 5c > Enma > Super (7565) 6c fatal > Mugen, Zantetsu(1) > kishuu, hop Tsubaki, land 2C, TK tsubaki > hotaru > AD j.c > Agito, falling j.c, land 5C, Renka(1) > Super (10049)
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I think it's a safejump setup too, so mostly it's the same thing as Agito, falling j.C. It's just a setup you can use in the corner after 6a > 6b. To answer your question though, if the j.b catches a roll out you can easily do j.b, land, 5a > 5b into escalator of justice or j.c hotaru.
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I love the mugen vid you put up, much appreciation for that. On top of the roll-OS in the corner, I've seen Tenchi do something besides 5C after 6a > 6b. It seems 6a >6b, jump, falling j.b also cover rolls in the corner and probably leaves you with higher frame advantage as well. So now we have two options to use against rolls and oki in the corner.
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In CPEX i see porophiccho and Film doing a lot of 5c option selects for rolls, and it works really really well. I can break down what i've seen later.
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[CPEX] Hakumen Video Thread 2: Electric Boogaloo.(Updated 6/9/2015)
Moblin replied to BlackYakuzu94's topic in Hakumen
Yes, but go ahead and ask in the gameplay discussion instead of here, since it's just the place to post videos. -
I always TK'd a Tsubaki when I hard read a grab anyway, so i'm not sure when Haku can use backdash on wake-up any better than that. But it's a good QoL change for TRM setups perhaps. Backdash --> 5C can work to bait out a panic-grab during pressure.