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Everything posted by Moblin
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I see what you mean, however 6c has always been our corner combo move anyway, not zantetsu. Zantetsu helps, but haku does and will continue to do damage in the corner without it. Renka(1) -- kishuu > 6C should still be all we need to do tons of damage in the corner. If not, hotaru got a p2 buff from 82 to 92 as well for j.C > Hotaru corner combos. I think delaying a counter into yukikaze will mess with zoners a lot, like we saw an example of against Mu in the video. Seems like a lot more mindgames come into play. Not to mention it would be useful on character's oki where they safejump the counter - in some instances they may not be able to land, and jump back up in time to dodge the Yuki. Otherwise, I think neutral is overall buffed to hell. Random Yukikaze from across the screen after seemingly just activating a regular counter, a quick 4c that is confirmable into damage is great too, even if it got a heavy p1 reduction. All these combined with Hakumen's already amazing j.C will enable him to use footsies in neutral even more while we wait to get more Mags. Although if Kokonoe doesn't receive substantial nerfs, I'm excited to pick up a secondary for that matchup.
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CH 3c > 2b > Gurren > Zantetsu works if I recall. The first slash of Zan is huge and will catch them on the wall bounce, but the timing is strict and it's probably character specific.
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Anyone find any Arc Revo videos? Apparently a notable hakumen, (chin or film) was in the 4th placing team.
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Hey guys, where can I find a list of BnBs and basics for Akihiko in Ultimax?
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[CP] Hakumen VS Kokonoe: Don't Help Me, Professor Kokonoe!
Moblin replied to mAc Chaos's topic in Hakumen Matchups
That's crazy. Seems like you could do some hilarious mind games with when you're going to tech. Most Kokonoes don't try to confirm anything when 3c is blocked, at least in my experience. They just kind of shark around until they get a hit. I'll try this against my local kokonoe player sometime soon. Cool find! -
[CP1.1] Hakumen Video Thread (Last Updated 9/9/2014)
Moblin replied to BlackYakuzu94's topic in Archive
An in depth discussion on the kokonoe matchup would be great. I've played plenty of good koko's but I'm still not really sure of how to approach neutral. Close range is much more straightforward. -
So I've been seeing a lot of japanese hakumens use some cool tricks and pseudo-openings in the neutral game. One thing in particular is while in neutral around 2 hops away, IAD'ing over them with a j.a and then using j.C. It seems like if you use j.C right after the j.a with the right timing it will hit a standing opponent and still leave you relatively safe if it whiffs at the end of your airdash. The j.a probably covers the possibility of them jumping too, in which case you can lock them down with j.a > j.a > j.b into some air-to-ground mixup. The IAD is fast and looks unreactable, so as long as you don't abuse it, it looks like a tricky option to use in the neutral game. The j.a covers their jump and gives you a j.C at the end if they remain on the ground. I'll mess around with this when I get any friendlies in this week and report back. Examples of this are prevalent in this video in particular: https://www.youtube.com/watch?v=CjjRKir-NC8
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[CP1.1] Hakumen Video Thread (Last Updated 9/9/2014)
Moblin replied to BlackYakuzu94's topic in Archive
I feel ya, I played Pain's Koko for quite a few friendlies at Evo and it was pretty rough. He agreed the matchup was probably at least 7-3 in Koko's favor, iirc. -
[CP1.1] Hakumen Video Thread (Last Updated 9/9/2014)
Moblin replied to BlackYakuzu94's topic in Archive
Nice job!!! Congrats on your placing! Kokonoe is an exceptionally hard matchup for Hakumen. I could talk about that matchup for days and still not get any closer to understanding what exactly I should do. -
[CP1.1] Hakumen Video Thread (Last Updated 9/9/2014)
Moblin replied to BlackYakuzu94's topic in Archive
God damn, how much does Tsubaki in Mugen do again? like 3.8k? -
[CP1.1] Hakumen Video Thread (Last Updated 9/9/2014)
Moblin replied to BlackYakuzu94's topic in Archive
I've noticed the void doesn't completely protect us anymore on the 3c CH fireball punish combo. What do we do to remedy this after the 5c? Pre-patch I'm pretty sure 3c CH, 5C > Zantetsu was never interrupted. I could be wrong -
It's not so much the wallstick itself, as the spacing/timing to do the wall stick so that double 5c will work in the corner. I always misjudged where Haku's wallstick hitbox was so I dropped the combo. I also gave away quite a few rounds by nervous-throwing on wakeup and getting Counter Hit, but that was nerves. Which is something much broader I need to work on
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https://www.youtube.com/watch?v=rxfnXwpLHjo So I get to Evo, go to my first casuals room for my first matches in Vegas, and this newb sits down next to me Turns out it was Spark >.> This isn't so much a plea for critique, but I thought I might as well post it here. I had a lot of fun playing against a better Haku than me and I learned a lot edit: two things I especially learned about my combo routes is that 6b normal hit > RC > 6C in the corner works and I should have used it and that Haku is actually really hard to do j.C > 5c wall stick. The only haku dittos I had played up until then was Mac, and I'm not sure if I tried many OD combos with wall stick in them online. I dropped a few round-winning combos because of my inexperience there.
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Depending on how high they are when you hit with 5c, you could 2c or kishuu > 2c, Gurren, kishuu 6a > 6b ( lol), more grounded stuff. If 5c has good p2, my guess is it's probably not even a nerf to average BnB damage, once the right combo routes are found.
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They're saying j.2a hitstun has been reduced dramatically, so I think the loop as it exists now is actually out. Enma > 5c is probably going to be the way to go. It's only a loketest though.
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So apparently some changes for the loketest have been announced already? What do you guys think of Hakumen's changes (if there are any?)
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What exactly is he doing there with the TRM? It's kinda confusing. I also love that j.a > j.b > Agito sets you up perfectly for a max-range 2b or an airdash j.b that's really hard to block. It's really useful to use against people that don't delay tech (everyone should against Hakumen)
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[CP1.1] Hakumen Video Thread (Last Updated 9/9/2014)
Moblin replied to BlackYakuzu94's topic in Archive
Can you super flash buffer kishuu on reaction to the supers, or do you have to have buffer it before the super flash starts? -
Does it make a difference what order you do OD > Mugen in? Like is there a difference between OD > Mugen, or Mugen > OD?
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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
Since it has that "pop" property where any hitbox will pop it, you have to hit a specific part of the bubble to make a void, I think. This specific part is somewhere near the middle. I've had more success with coming down on top of a bubble with j.2c and getting a void than anything else. -
Just hold back when you're frozen, in case Jin drops the combo. If he's doing his silly little reset setup, you're gonna have to guess. He'll either high, low, or grab and it's very hard to react to. Sometimes I just mash Yukikaze
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Apology man pulled off a win with OD > Mugen > Bullshit and so I'm very happy
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If you end up hitting with renka, you might as well learn the airdash combo off of it from Extend. Just practice, and the timing will come to you naturally after a while. Renka, IAD, j.b, j.a, (land) 5C, > kishuu, 2c 5b, j.2a, j.2c > Agito
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If people are mashing our of your 2b > kishuu, replace kishuu with Gurren and make it a frame trap. Then when they start respecting that you can go back to 2b kishuu mixup
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I thought I was doing less damage.... j.a has got to be my favorite anti-air too. Easily confirmable into Hotaru or even falling j.B > 5c if it's rising j.a J.c I am surprised about though? It still does ridiculous damage as a starter