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Everything posted by Moblin
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That happens to me all the time until i call it out, and instead of jumping i hop forward and 5c them out of the air into 9k. Then they tend to stop hard reading with air grabs.
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Oh i never thought of the shippu unblockable even though I used it in tourney just last week. Thanks guys
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edit: never mind, now i'm stuck on challenge #20. You have to break Azrael's guard and THEN kill him. Unsure of how to do it
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Both those moves are going to be very situational in CPEX now. Renka isn't really worth using outside of the corner because it can't lead into an easy BnB loop anymore, since it staggers instead of knocks down now. in the corner, you can confirm a lot of normal hit moves with Renka into big damage with this combo: starter(2b, 5b, j.b, even 5a or 2a) > Renka(1) > kishuu, lvl2 6C, 2c, jc j.C > hotaru > AD j.c, land 5c, 5c > gurren, 5c Otherwise there's almost always a better move to extend your combo with besides Renka, namely Gurren, and if you have the stars after Gurren, zantetsu. As for tsubaki, you should use it in tandem with Hotaru for AD combos. Those are advanced and very risky so focus on just 6b and jump-ins for overheads until you get a better grasp on when to use Tsubaki.
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Got a chance to mess around with this combo for a bit 5C CH > Zantetsu(1) > Kishuu > Walk 6A > 6B > 5A > 5A > Guren > IAD J.B > J.2A > 5C > 3C (5477) Doesn't work on: Bang, Jin, Kagura, Lambda, Litchi, Makoto, Nu, Platinum, Rachel and Taokaka With jin you just have to use 5a x3 instead of x2 and then the combo works. Every other character I tried seems to not work though
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We could consolidate the MU threads and delete/resummarize posts that were the most important. And then put those in the opening posts for the new threads. Haku is pretty unchanged mechanically except for drives. I could volunteer to do that mid-May. Haku does seem to have a cool new BnB route with the AD stuff, similar to the last game we called "EX."
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[CPEX] Hakumen Video Thread 2: Electric Boogaloo.(Updated 6/9/2015)
Moblin replied to BlackYakuzu94's topic in Hakumen
Poor N-o. Oh my god. poor n-o. That's kind of all i have to say but to be more productive As soon as my semester ends i'll be going over that mugen video that I got translated to give my take on how hard each combo is, and what i think the optimal one to shoot for should be for US hakumens, based on difficulty. -
Don't have a lot of time for analysis today, so I'll just post this up to discuss: https://youtu.be/rpPyqmFsvh0?t=4m16s Film is doing jump, late j.b, j.a for a double overhead that seems to also stuff anti-air startup and keep a blockstring going if it doesn't hit. It reminds me of the Airdash j.b, j.a mixup you can do already but much easier to do in neutral and pressure.
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[CPEX] Hakumen Video Thread 2: Electric Boogaloo.(Updated 6/9/2015)
Moblin replied to BlackYakuzu94's topic in Hakumen
A couple matches of Film have been uploaded on this channel: https://www.youtube.com/watch?v=rpPyqmFsvh0 -
I think it would be great to get a consensus on all the Mugen starters, setups, and the optimal combos once CPE hits. It seems like Mugen is viable, although niche. Previously it was both unviable and niche. A video addressing common links in those combos would be very useful.
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Remember that Mugen tech vid a couple weeks ago? I got a translator to look it over. https://www.youtube.com/watch?v=OHNtFKb5oa4 Text: BBCP 2.0 Hakumen OD Combos by Nikki (https://www.youtube.com/watch?v=OHNtFKb5oa4) OverDrive Yukikaze > Mugen > Shippu > delay Zantetsu(1) > Kishuu > step Agito > Hotaru > Tsubaki > 5C > Renka(1) > Shippu (charge level 2) [8868] 0:46 - A powerful, stable combo that can starts from the corner. Out of all the combos in this video, this is the easiest one to shoot for. 0:50 - Notes on Shippu > delay Zantetsu(1): Depending on the opponent's height after Shippu, you'll have to adjust your Zantetsu delay timing. 0:55 - If the opponent is fairly high in the air following the Shippu, you'll need to delay the Zantetsu more. If they're lower, you'll need to delay less. Missing the timing will cause the second hit of Zantetsu to whiff. 1:02 - Notes on 5C > Renka(1): If the opponent is fairly high in the air when you hit them with the OD Yukikaze at the start of the combo, they may be able to tech after getting hit with Renka(1). 1:06 - It tends to happen a lot if they're around the height of Ragna's Blood Scythe (see picture) 1:10 - This is what it'll look like (see video example) OverDrive Yukikaze > Mugen > Shippu > 6C > Shippu (charge level 2) > delay Zantetsu(1) > Kishuu > step Agito > Hotaru > Tsubaki > 5C > Shippu [8974] 1:50 - As of this writing, this is the biggest damage combo you can do out of the corner. Even though it's harder than the last combo, you only get 106 more damage. orz 1:56 - Notes on OD Yukikaze (out of corner): If the opponent's high in the air when you land the OD Yukikaze, you won't be able to finish the combo. 2:08 - Failure example 1 2:27 - Failure example 2 2:48 - Notes on Mugen > Shippu > 6C: Do this section as fast as possible. You'll have to visually confirm the end of both moves and follow up instantly. If either move is even a little behind, the 6C will drop. 2:54 - Here are success/failure examples for the 6C pickup: 3:00 - 6C pickup success 3:12 - 6C pick up failure 3:27 - Notes on Mugen > Shippu > 6C: Also, if the opponent is airborne when you land OD Yukikaze, you'll have to delay follow-ups to 6C depending on their vertical position following Shippu. 3:33 - If they're around the height seen in the previous failure example the combo will drop, but if they're around Inferno Divider height (see picture) it should be fine. 3:41 - Notes on delay Zantetsu(1): If you don't delay Zantetsu, there are times when the first hit will whiff but the second hit will connect (see picture). 3:50 - If this happens, omit the Kishuu and the rest of the combo should work (with a minor hit to damage). OverDrive Yukikaze > Mugen > Gurren > delay Shippu > delay Zantetsu(1) > Kishuu > step Agito > Hotaru > Tsubaki > Renka(1) > Shippu (charge level 2) [8976] 5:10 - As of this writing, this is the most damaging combo you can do midscreen. It's easier than the harder corner combo and does 2 more damage. 5:15 - Notes on Gurren > delay Shippu: Warning #1: If the projectile from Shippu doesn't hit the opponent before they wall bounce, the sword will hit instead and the combo will drop. 5:20 - You can determine whether the Shippu will land or not based on the opponent's position during the super flash (see picture). 5:26 - Here's what this part looks like when it succeeds/fails: 5:29 - Shippu delay failure 5:37 - Shippu delay success 5:52 - Notes on Gurren > delay Shippu: Warning #2: Depending on the opponent's height after Gurren, their distance after getting bounced by Shippu will change, requiring you to change your Zantetsu timing. 5:57 - What follows are comparisons of bounce distance post-Shippu OverDrive Yukikaze > Kishuu > 6C (charge level 2) > Mugen > Shippu > Kishuu > 5C > Zantetsu(1) > Renka(1) > Kishuu > Step Agito > Tsubaki > 5C > Shippu [8718] 6:45 - An easy, high-damage midscreen combo. If you're having trouble with the Gurren > Shippu pickup in the previous combo, try this one. 6:51 - Notes on 6C (charge level 2) > Mugen: If you don't land the 6C at a low enough height, you won't have enough meter from Mugen to finish the combo. 6:56 - Also, since you won't gain any meter immediately following the 6C, the Mugen will be slightly behind where it's supposed to be. 7:01 - As a result, it's possible you won't be able to land the Shippu post-Mugen even if you get a fatal counter. Keep that in mind. 7:07 - Notes on Step Agito > Tsubaki: If you insert a Hotaru between the Step Agito and Tsubaki in this section, the opponent will be able to tech out after Tsubaki. Do not use Hotaru here under any circumstances. 7:12 - Also, even if you omit Renka(1) before the Kishuu, doing Step Agito > Hotaru > Tsubaki will still allow the opponent to tech. 7:17 - Failure example OverDrive Yukikaze > Kishuu > 6C (charge level 2) > Mugen > Shippu > Kishuu > 5C > Zantetsu(1) > Kishuu > Step Agito > Tsubaki > 5C > Shippu [8283] 8:01 - Bonus: A low-effort, high damage combo. Something of a compromise. Higher reliability, and despite having 10% more scaling and no charged Shippu, it still deals over 8000 damage. 8:29 - Thanks for watching!
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http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank Gackt. Google translates Hakumen as White Surface, but I'm pretty sure that's him. 17th Dan, got 14th at the tournament?
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Apparently Film is back to playing Hakumen in 2.0? Apparently he's 17th Dan?
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Okay, thanks for checking. I figured that would be a really neat bit of counterplay in the matchup but iza has more ways of baiting counters anyway.
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It has been noted, but unfortunately it hasn't seen much use. It's prohibitively hard to do on arcade stick too from my experience. The best thing we think you can get out of it in CP is backdash Tsubaki (counter hit) combos into 2a, which you can combo into 5a, 5b, j.b > j.2a, d.j. > j.2c > Agito. It's cost efficient for the combo for the most part but it's hard to use. Definitely something to do for sweg points.
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[CP] Hakumen VS Platinum: 3 on 1 is a good handicap
Moblin replied to mAc Chaos's topic in Hakumen Matchups
Wow, does it work with 5c meaty ---> kishuu? -
Can izayoi stance cancel a 5b fast enough to avoid the catch of Hakumen's 2D or 5D if the 5b triggers it? Max range 5b: is it far enough away to cancel and dodge the catch?
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I also hit with OD yukikaze a lot, people want to keep you locked down in OD and they mess up their pressure a lot because of how scared they are. Which CS2 combos were those Mac? I can't remember those at all. All I did midscreen was Renka(1) > Gurren > AD combo. Never thought it was worth doing anything else outside the corner haha. Also Mugen will be a bit more viable in 2.0 or sure. I have no idea if it will be relevant, but it'll be viable. Especially after console release comes out and everyone has a chance to find out all the routes into it.
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Yeah i feel like those notes would be the most important. This is probably the hardest thing any Hakumen main will have to learn, execution wise, in the history of BB.
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Do we have anyone that can translate the text?
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That Hakumen disappointed me really hard. He landed a 5C on a relius later that tournament, ODC cancelled it, and proceeded to Zantetsu into mashing buttons it looked like. Btw, I've been meaning to try out corner-swaps after I get a confirm into OD while in the corner. I need to find out which starters are good for corners swaps. (Starter) -> OD > 5C (or optional gurren if they're standing) --> Zan(1) > Kishuu, 2b >Renka(1) > Kishuu under. Then you can 2C > Hotaru or just 6c if you are close enough to the corner.
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https://youtu.be/n4gbZTMjehI?t=11m8s lol