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Moblin

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Everything posted by Moblin

  1. Thanks Raziul! Video recap: As far as their wakeup options go. 1. If they backroll you still land in time to meaty 2a or whatever you want because you follow them with the airdash, sometimes it even beats them out of their backroll. 2. and 3. Forward roll and late tech can be hard baited by just landing and 2b, they kind of just side swap you if you don't so be careful. The cool thing is you can tell if they have Emergency teched or not before you input the airdash. 4. Quickrise (lol) gets beaten by it iirc. Because late tech beats it, this is something to do after you've gotten them to respect your knockdowns and teching with j.2C safejump oki. It gives very strong mixup. Don't try it if they always are in the habit of late teching. This is usable because not a lot of people know to late tech appropriately here. The standard combos off this setup: j.b, j.a, land 2b > Enma > BnB loop. j.b, j.a, land 2b > Gurren, 3c For more damage off the j.b: You can get more damage by doing: AD in j.B ---> ODC, j.b, land Renka (1) > Zantetsu (1) > Kishuu, 3c > j.c Hotaru etc. for an overdrive combo that is unburstable. If they block the AD j.b, what would have been the combo route also becomes pressure. You can j.b, j.a, land 2b for strong high-low mixup that is hard to DP through. Or you can triple overhead with j.b, j.a > Tsubaki which can go to Tsubaki-Hotaru > AD overdrive. This is much easier to setup in 1.1 when we have the option of doing low-to-the-ground BnB loops like in the vid, but there are also ways of setting it up in 2.0. I was watching a JP hakumen that was knocking down with hop Agito for the oki in 2.0. He was also using it to catch back rolls which is really weird... but anyway >.> The best part of this video setup is they are still holding to tech usually after the Gurren because they don't recognize the knockdown situation, so the opponent (unless you play them all the time) almost always will Emergency tech. Other setup for this oki: If you end a combo with just 5a, j.b > agito you can get the same airdash oki but it's more obvious. So in that situation the opponents that know the matchup will always late tech. Or they will wakeup > DP every time. DP is j.D vulnerable as you airdash in, but if they start late teching then you've just get to reset pressure on the ground.
  2. Okay, I'll invite you right now and start the replay. The agito oki setup is at the end of the last round.
  3. It's a short clip of me ending a midscreen combo with air hit gurren -> hop agito, and then AD'ing in with a j.b, which confirms into j.a, land 2b, Enma into another loop which ends the match. It looks really slick and is a good example of the mixup opportunities Hakumen has with meter. I am in the process of changing my internet provider, so I will have it up and running by tonight. Add me on PSN: Moblinator I am not sure if you can send replays or what to do to get it to you one of you guys.
  4. Hey Raziul or someone else, I have some replay footage I'd like to make into a .gif or a short youtube video. It showcases some oki off Agito knockdown that we were talking about a few months back. Is there anyone with a capture card I can send the replay to?
  5. Are we talking about if Hakumen uses Yukikaze and Mu's DP hits it, or are we talking about MU DP'ing to dodge the followup of Yuki?
  6. True, the Tager was probably thinking Hakumen would use an aerial for a meaty. Either way, it's one of the more hype things I've seen in the latest batch of vids.
  7. Can someone please explain this shit to me I really wish I knew you could do that to Tager's tech wheel before now. http://youtu.be/gH2NELOo7to?t=10m
  8. Not unless they are already knocked down by CH 3c or something, since Renka just staggers now. (Will renka be able to combo from CH 3c?) It's less complicated than you think when Hakumen has a distortion counter that covers both highs and lows. It's a bit like blocking Rachel mixup, except there are holes. So after Hakumen gets 4 stars, it becomes a 50/50 between him catching Tao's mixup attempt and Tao baiting it out by either delaying a hit or throwing. An example of this is when Tao throws multiple yukikazes during the match. And then one time, the Haku actually read the throw and TK Hotaru'd for a combo, which was great as well. But my favorite part was when he started catching onto Tao's backrolls and 6c'd her out of the backroll --> Shippu to win the round. kreygasm
  9. Congrats Mac, you survived BBCP1-1.1 without learning any of the combos and now it's come full circle. lmfao But yeah, OD is gonna be even better along with Mugen. So it's going to be a lot of trying to disrespect pressure and turtle until you can get a good confirm into OD. https://www.youtube.com/watch?v=FtPFG-_5Ksk this is a really entertaining match between Haku and Tao in 2.0. When Hakumen won it was because he made a smart read into unburstable 5k - 8.5k. And if he didn't, he lost. Seems like how it will play out a lot unless you outskill your opponent by a large margin already.
  10. Seems like you could take the old combo thread and just delete some combos /salty But then Mugen combos are gonna be hype
  11. I'm pretty sure once it comes out on consoles in JP there will be an overview of the optimal Mugen combos/confirms/situations soon after that. It's probably too difficult to grind out what the optimal Mugen combos are at the arcade cabinets when people just want to play.
  12. Not exactly a match or a combo video. But probably better than both of those combined. http://www.nicovideo.jp/watch/sm25512113
  13. LMFAO Mac, you are on a roll lately We've had 2D > unburstable 7.5k since CP 1.0 though. Lol
  14. I plan on at least subbing izayoi once 2.0 hits as well, Hakumen will always be my hakuna matata guy though. Looks like it's up to us to figure out optimal Mugen combos then... Surprising that the Japenese players haven't figured out this tech yet.
  15. Have we been able to find any optimal 2.0 Mugen combos from Japanese vids?
  16. True, it might be something worth pursuing though. Another situation: I've had the regular grab off 2d be blocked because the opponent hit it with a jump cancellable move and then jumped and blocked. 2d ---> Cancel into Renka would be pretty useful as well for the low to catch them while they hold up. Maybe that's probably why they changed Renka into stagger I feel like. Otherwise it's an easy staircase combo off a 2d since Renka comes out really fast. Way too OP for me The risk and reward of using stars just doesn't seem worth it to me when Mugen > OD combos look so strong in 2.0 though. Especially since there are lots of ways that you can confirm into 7-8k without having to Mugen > OD in neutral and hope for a cheesey hit. Birth of Turtle Hakumen in 2.0? Idk.
  17. 2d enma follow up has always been viable against characters that don't have lots of multi-hitting attacks. If it's possible to get it to be exactly the same, I wonder what the execution requirement is like to just manually cancel into Enma out of a 2d catch in 2.0. You can't immediately jump cancel OD it into 7k anymore, but it might still be worth it. edit: Also liked your new mugen vids today. That's going to be really, really fun when 2.0 rolls around.
  18. I see, I guess I forgot most of the changes since I've looked at them. Are there now only certain specials that can be cancelled into from a counter? I know Yukikaze, Renka and Zantetsu are possible, but I didn't know you couldn't use certain specials
  19. I was almost starting to get the Fatal Agito follow-up after j.d to work, too. Does anyone know if you can cancel into agito after a successful j.D in 2.0, just manually?
  20. Cuz 6a is cancellable into Mugen and this is the version where Mugen only costs 4 stars, which he obviously knew. Good burst imo
  21. Are the combos in the combo thread up to date? I notice the last time it was edited is back in December. If not, where can I find a semi-comprehensive list of (optimal) sin combos and confirms?
  22. Well Both OD and Mugen have some invincibility don't they? OD on wake-up is also an option I see a lot of Japanese Hakumens do. If you want to keep pressuring hakumen as he comes out of OD you might eat a yukikaze to the face, or if he predicts that and knows you'll grab, he can just tsubaki and you're done. PRFARMY is the best troll Hakumen out there, 2.0 is exactly his style tbh.
  23. I agree, think the general gameplan is to play conservatively against zoners and try to win the old fashioned way. Then at 10% life, pop OD, pop Mugen, and win the round by closing the gap with Shippu and doing IAD agito crossup > 9K
  24. Rachels that know the Hakumen matchup have option selects for counters in 1.1 anyway, especially on wakeup. Doing 2D on wakeup against rachel is almost useless if the Rachel knows the meaty option select I'm mostly sad about no meter gain for countering projectiles. But I am really hype for trolly OD Mugen comebacks and the new 4C in the tager matchup.
  25. With Kishuu losing its invuln, I imagine Hakumen's neutral will leave him with a few more stars than usual. Since you're not going to use Kishuu as much to get in. Not to mention, when I'm getting dominated in a round I usually have 8 stars at the end of 2-3 combos, which is perfect for wake-up > OD or OD in neutral > mugen to scumbag the round. With 2.0 Nu being the way she is, there should be an option to just start the round full screen with 10% hp and 8 stars and OD.
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