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Spark

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  1. Spark

    [CF] Hakumen Video Thread (Updated 07/16/2016)

    It's linking me to an Azrael vs Bang match video.
  2. Ask any game play related questions about Hakumen here. Also people who are answering questions posted should quote the entire question. If you're new to Hakumen read this! Common problems / Solutions: 1. You keep missing the first j.2C > 5A. - You have to hit with j.2C as late as possible and then hit with 2C as late as possible to make this part easier or you can replace j.2C > 2C with j.2C > 5B which makes the rest of the combo much easier at the cost of ~200 DMG. 2. They tech at j.B > j.2A near the end. - This will happen if your starter is a non-CH level 4 move or if you took too long to get to the 623AA (ie. j2C > 2B > 623AA). Easiest way to fix this is to do 5B instead of 2C at the start or just do 5A > j.B > j2A at the end without doing the 5B. So it turns out you can still get this combo to work off a level 4 starter > 623AA. Either you have to do j.2C > 2C as soon as possible which makes the follwoing j.2C > 5A harder or the j.B > j.2A at the end just has to be done quickly. I'm not 100% sure yet. Without fatal counter Ragna, Jin, Litchi, Relius, Hazama, Bullet, Tager, Terumi, Azrael, and Amane. With fatal counter Hakumen, Mu, Relius, Makoto, Hazama, Kagura, Bullet, Ragna, Litchi, Tager, Terumi, Azrael, Amane, Jin, Arakune, Tsubaki, Valk, Bang and Nu. It depends on how fast you can get into the loop. For example if you do 3C > RC > 2C you can get 3 reps of j.2C > 5A, but if you do 3C CH > 2C you only get 2 loops even though it's the same combo and the same starter. The proration of starters do not matter only the type of starter(S, N, etc.) and how long you take to do the combo.
  3. They just have to be really close to you when you 6A them. Also CHing with the 6A seems to make it harder.
  4. Spark

    [GGAC+R] Robo-Ky Changes and Discussion!

    Assuming they don't FRC you can actually punish the tatami mat with the punch super.
  5. Delay your airdash after hotaru to get them to be lower when you do j.2C. Same with the second question if you air dash as soon as possible they'll end up behind you after doing j.2C > 5C.
  6. The timing is the same for everyone.
  7. 5A > 5B at the end doesn't work on some characters.
  8. You can still do the 5A > 5B > j.B > j.2A > dj > j.2C > Agito ender with a 5C starter the timing is just strict.
  9. It's when you cancel Hakumen's dash into the special.
  10. CP Hakumen frame data http://www.dustloop.com/wiki/index.php?title=Hakumen_Frame_Data_(BBCP) The amount of untechable time you have for combos is based on the starter of your combo and how much time has passed when your attack connects. A better hitstun explanation. http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Combo_System
  11. Updated the OP post. You actually still can do the full ender with a 5C starter the timing is just harder. CH means counter hit.
  12. You're not connecting the 5A > 5B when using the 2C version because you're missing one rep of the loop. You're doing 623AA > j.2C > 2C > j.2A > j.2C > 5A > 5B > Ender instead of 623AA > j.2C > 2C > j.2A > j.2C > 5A > j.2A > j.2C > 5A > 5B > Ender. It worked when you did the 5B version because doing 5B doesn't launch them as high.
  13. Spark

    [CP] Hakumen General Info

    Normals - Brief overview of the changes from Extend to CP. A Normals: 5A - Lost the ability to gatling into 6A, and on hit no longer launches as high on normal or counter hit. 5A CH > 5C is still possible, though harder to confirm and the damage is much lower than before. Still a fast anti-air that's useful against some characters, although the risk vs reward makes it not really worth it. 2A - Now gatlings into 2A, 2B, and 5B much faster than before. This really helps the up close game against Tager because with this change Tager can no longer IB 360A in between 2A > 2A. Can now late chain/combo into 3C which lets him get knock down without spending meter. Bad P2 means it's no longer the go to move for hit confirming. 6A - Has a worse P1 and is now -4 on block instead of -2, so it's more risky to use in block strings. Lost it's wall bound effect. j.A - Can now gatling into air throw. So it's now useful for air TRM setups. Other than that no real changes. j.2A - Now jump cancelable and knocks the opponent upwards instead of back. Still good for cutting projectiles. B Normals: 5B - P1 buff. No other changes as far as I can tell. 2B - P1 and P2 buff. It is also level 3 meaning you can combo into 623AA even if they're standing. Got 4 extra active frames, but went from +2 to -4. This should be the go to move for hit confirming. 6B - P1 up to 90 from 50. On CH now ground bounces so you can combo off it with RCing. j.B - Lost a few frames of untech time and it's hitbox is not extended all the way on it's first active frame. C Normals: All C normals in general got proration buffs and damage buffs. Just pointing this out now so I don't have to mention it for all of them. 5C - Hasn't changed from Extend. 2C - Launches higher than before. Still has long untech time on CH. 6C - Lost a small amount of damage from Extend. Although it now fatal counters even when it's uncharged. Level 3 forces fatal counter. 4C - Can be canceled before starting up by press A. No longer in CH state for the entire duration of the move. Fully charged 4C CH combos into 6C level 3. 3C - Can now combo into 5C or 2C on CH and it's start up got sped up from 9F to 8F. On block it is -12 so it is pretty unsafe. j.C - Got the biggest damage buff from 900 to 1300, now causes wall stick if the opponent is in the corner, and it is back to being level 4. Although the mook does not mention it, it still has landing recovery. j.2C - Does not launch an airborne opponent up even on CH. So it's really hard to follow up with a 5C or 2C on air CH. Otherwise it's pretty much the same. Drives: All drives can be canceled into Enma by hitting A as the counter catches something. They also will give Hakumen one star just for activating. Also drives are no longer unblockable. 5D - Lasts a really long time if held, but also increases the recovery. Can combo afterwards with Shippu. 6D - Has long start up, but really short recovery. Has the best prorate of all the drives. 2D - Pretty much the same as before, but you can only combo afterwards with Shippu. j.D - Has a minimum height and can be comboed off of now. You can get one rep of the j.2A > j.2C > 5A combo off of it. Other: 6AB (Counter Assualt) - Same as before AB (Crush Trigger) - Launches on hit, ignores character combo prorate, and can be held. Doesn't seem that useful outside of combos, it's expensive having to spend 2 stars to break their guard and then at least another 2 just to launch them. Throws: BC - Now staggers the opponent instead of knocking them away. This lets Hakumen get a meterless combo with knockdown off throw, the downside is that this combo isn't any better in the corner. 4BC - Hasn't really changed you can still RC the first hit to avoid the big prorate on the second hit. j.BC - Can still special cancel, RC, or OD to avoid the big prorate on the second hit. Has more recovery on hit. All air throws seem to have landing recovery on whiff. Specials: 214A (Gurren) - The P2 was buffed a small amount. When it bounces people back from the wall they don't seem to be as high up. 623A (Kishuu) - Same as before. 623AA (Enma) - You cannot cancel into enma late into kishuu anymore. The cancel window is so small that you pretty much have to hit A immediately after 623A or else it won't come out. It's pretty annoying for match ups like Rachel where you need that extra bit of range to reach her when she is summoning or shooting a cannon. Also according to the frame data it doesn't have any upper body invincibility any more. D(A) (Enma) - Has better prorate than the normal version and can fatal counter. The game considers this and 623AA as the same move so make sure not to use both in the same combo. This version also has no upper body invincibility. 236B (Renka) - It no longer has any bonus prorate. The second hit is faster so there is no longer a gap between the two hits even with IB. 41236C (Zantetsu) - Ignores character combo prorate and the first hit now grounds the opponent. The first hit is a level 5 attack so there is no longer a gap between the two hits even with IB. This also means that when canceling into 623A you're at +2. j.214B (Hotaru) - No longer wall bounds and causes Hakumen to float upwards when done. Still gives an extra air option on hit or block. j.214C (Tsubaki) - No longer slides on hit and does not have bonus prorate anymore. Can only be comboed off of if followed up with j.214B. Now can only be done once in the air. j.214A (Agito) - New move that grounds enemies on normal hit. On CH it ground bounces the opponent. Has head, body, foot, and projectile so it can be used to beat anti-airs. Can only be done once in the air. Fuumajin - Went from active for 183F to 92F. Distortions Drives: 632146C (Shippu) - Now has 4 different levels. When OD is activated the beam portion of the super is a large wave. Mugen ends when the sword portion of the super hits. 236236D (Yukikaze) - Same as before, except in OD it does around 4k damage. 214214B (Mugen) - The start up is a lot faster, but doesn't last nearly as long as before. Although in OD Mugen won't end until OD is over or the sword part of Shippu hits. Astral: [2]8D - Same as before.
  14. Wait are you doing Renka > Kishuu > 2C or Renka > Kishuu > Enma cause you shouldn't do the latter cause that's not the right combo.
  15. You shouldn't really use Gurren in blockstrings unless you're trying to frame trap with it. You don't have to just go for a mix up after Kishuu you can just start 2Aing and restart pressure. Also if they expect a throw you can do Kishuu walk forward a little bit, backdash, and 3C CH their their throw whiff. If they use throw OS just do walk forward 2A > chain into throw to TRM them.
  16. Throw stagger only lasts 45F + 8F(?) of stagger recovery and fully charged shippu is 89F start up so they have 36ish frames to hit you or get out of the way.
  17. Yeah Hakumen lost almost all his whiff cancels, the only one left is 2A > 2A.
  18. The j.C can whiff on some characters if you don't super jump, if you're just doing j.2C > j.214A it shouldn't make a difference.
  19. About 66 > Agito anyone with a 6F or faster 5A can always jab you out of any normal follow ups.
  20. If they decide to roll backwards you can't really stop them without just winging it and doing 214A or calling it out with 41236C. If they roll towards you and go through 2B it just means you did it too late, 2B has a lot of active frames now so as long as it's out they shouldn't be able to roll it since forward roll is 3F(I think?) invincible. If you catch them with 2B you can go into 5A > j.2A > j.2C > 5A for a few loops. For some characters you might have to do 5A > 5B to push them up higher.
  21. I just hold A after pressing D before the counter even catches anything. You don't have enough time to decide if you want enma or not after the counter catches. Though if they do a really slow move and you're catching with 5D you have enough time to tell if you should go for the enma version or not.
  22. Yeah I'll set it up in a bit, just got home.

  23. Sure I'll close the other thread in a bit.

  24. So far everyone just does the normal loop after j.C > 5C > 2C if j.2A > j.C doesn't work on them.

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