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Posts posted by Atuin

  1. next time tager guards your jump ins and you don't feel like getting punished, use hotaru instead.

    hell, i'd wager as to say any time tager guards your jump in, following up with hotaru is always a good idea. he can't really bait it with anything and the worst that happens is he guards it (it's safe on guard) and you spent quarter meter. whereas the best case scenario is that it lands and then you do whatever combo you want (5C zantetsu, 5C enma dustloop, 6C shippu, basically whatever).

    are you absolutely sure its safe? i could have sworn i've been atomic collider'd on block. maybe i was whiffing tho. I'll definitely practice it tho, if you think that is always the better option. They need to give hakumen some moves that make RC worth while. and maybe something to help him move on the ground. in fact, he needs jack hound for 3 magatama. :eng101:

  2. I agree, 6C is never going to beat out other characters that can zone, like arakune and rachel, you are much better off finding the holes in their zoning and dashing in on it. 6C is mainly used as a massive punisher on safe whiffs. Especially if you are close enough to do a 6C(ch)>Renka lead in for a 9k combo.

  3. yeah i believe you can actually get counter-thrown during the active frames of Kishuu, so you'd be dashing into your own grave against a tager or anyone who knows what you're up to. I've been playing around with the applications for RC's especially using them to create better mixup or safer ways for hakumen to get the opponent exactly where he wants them. I'm sure we all understand why RC's are sort of silly for hakumen, but i can't help thinking they must have an important use for him somewhere, something that gives him an edge when the enemy least expects it. all the same, my tests have been inconclusive. Someone who is more pro than I should be doing this.

  4. Only thing i've figured out to do with RC for haku is mixup, but that's generally only worth pursuing if you get a strong yomi, and its only worth practicing once you've run out of other things to practice. It's also nice for saving your ass sometimes. Example: in one match, i landed an airdash>j.C way early against Tager, and i was like, oh gosh im gonna eat a tager buster, so i RC'd and used another falling.C to put more space between us, landed then did 6C>Shippu and won the round. In retrospect, RC was actually not the only option to save me there, i probably could have just poked him, but it was a safe option and it worked out well. But in terms of combos i haven't seen anything that makes the stars worth RC'ing rather than just using a special cancel.

  5. perhaps im just terrible, but what is the timing for the second A in 236 A, and why in the combo vids is it a launcher?

    because for some reason i cant even get that basic combo off :(.

    do you mean 623AA? as in uppercut A>A? or quarter circle forwards A? because what you are seeing in a lot of combo videos is probably those two moves done in quick succession.

    my box rrod'ed, so I can't double check, but iirc it should work on everybody. the timing on the 6C is character specific

    did it rrod like this?: http://kotaku.com/5345567/distressed+look-360-up-for-sale-on-ebay


    if so, are you okay?

  6. anytime you can get off a renka in the corner, you can get an air combo. usually something like Renka>2C/5B>air combo. I prefer other other kinds of air combos, but the j.2C loops are great if you don't have stars. also if you are midscreen or pushing the enemy towards the corner, you can use a counter-hit 6B to get them into the air and then push them to the corner. At the right distance you will finish pushing them to the corner with a j.2C and then air-dash and land another j.5C or j.2C(x2) that looks like this: 6B(ch)>jump>falling.C>2C/5B>jump cancel>air combo

  7. Tager and hakumen both have kind of wacky hitboxes. I think their hit box changes in size pretty dramatically once they are in hit stun, or on the ground. Both of them can get out of a lot of people's ground combos where no one else can, but air combos tend to be just as hard on them, if not harder because of how big they are. uhh if you want to see what i mean, litchi has all those long, juggle-you-across-the-stage kind of combos, and Hakumen can get out of most of em pretty early on. But good luck getting out of ragna's ground-to-air centric damage options.

  8. yeah i agree, i don't think i understand what the hang up is. Oh unless you are trying that combo on tager. Tager can tech out of a lot of hakumen's ground combos where other people can't. Also if you are in mugen, almost anyone can tech out of your zantetsu>5C loop.

  9. edit: i dunno if someone else mentioned it qwerty mentioned on srk that after tsubaki falling B will allow you to hit them when they're flat on the ground, and when you land you can do 5b and they'll be popped up again and then you can jump cancel into B and then again into C. a fun combo i made up was (unless it's already on the combo page? o_o probably not because it's crap damage) 5c > renka (both hits) > 2c > jump cancel > j.B > jump cancel > j.C > tsubaki > falling B> land> 5b> jump cancel > j.b > j.c> hotaru> j.C

    It's 7 stars for like 5000 damage or so but it looks super cool if you pull it out in a match. Of course you have to be in a corner, and i would rather just do renka to double zantetsu stuff :P

    There are ways to do that combo for less stars, and it doesn't require corner, it usually requires counter hit tho. For instance: (CH)6B>jc.falling.C>2C>jc.B>jc.C/B>tsubaki>falling.C>2C>sjc.airthrow>falling.C>5C

    3 magatama.

    The idea is you bounce them up with 6B, and let them hit the ground, then you jump on them and as you are falling you pick them up with a falling C. After that you can do alot of different combos, i wrote one out here that is a variation on yours, with a possible extension if you can land the air throw. Total damage is quite good with the air throw tacked on the end.

  10. Hakumen is just as deadly without his sword. His 6B and gut punch grab could easily kill a man.

    Ware wa SIX BEEE!!! Not to mention his air throw does like 2k unprorated damage :eng101:

    But yeah, like i said in another thread, Hakumen x motorcycle armor. Hakumen riding a motor bike, with his sword... awesome.

  11. http://www.youtube.com/watch?v=QLihwTbGTiA <- props to Mike Z and 10starz

    http://www.youtube.com/watch?v=75sS8F66idI <- this one took me a bit to figure out what i was seeing, but it's really funny.

    These videos both demonstrate how hakumen is really good at punishing supers due to his ability to whip out his D-counter or Yukikaze during super freeze. Also he can cancel a lot of things into yukikaze during super freeze, which makes him able to bait supers and punish them. discuss amongst yourselves.

  12. I think that is a neat find, blade, I love to find good setups for haku's air throw since it is sooo deadly. but i do agree that starting a combo with that is kind of a bad idea, unless you have no stars, but even then there is usually a much easier/safer option for same or better damage. His air throw shines when you plug it in after your proration is huge. If you manage to get it at the end of a long combo, your enemy is looking at eating another 2500 or so damage, when all of your other damage options would be reduced to double digits.

  13. someone should make a Hakumen/Ragna video using this song:


    how many hakumens do you guys run into in ranked matches? i've only seen a couple so far.

    i wonder what it is that deters people from hakumen. He's by far got some of the coolest character design. And Toshimichi Mori said in an interview that he is the oldest BB character because he created him back in high school or something. :toot:

  14. BAIT THAT 6A. Seriously, this bitch's antiair is so stupid good, ...

    jin's got good anti-air too...

    makes you wonder what they were teaching em at the academy.

    *imagines Jin and Noel shooting skeet all day long*:psyduck:

    hahaha... and then they would shoot down a plane on accident.:yaaay:

    Some noel players (noobs) can be baited into using an optic barrel if you put some distance between the two of you, this tends to be a good trap for landing a HF or Carnage scissor from the right distance. kind of lame, but its a good way to make new noel players try to actually learn how to treat her right.:toot:

  15. That's a lot more than Rachel it kills. It's most of the cast. Bang, Haku-Men, and Tager would survive. Maybe another 11.5 k HP character I'm forgetting too.

    that combo kills bang ded... proof: http://www.youtube.com/watch?v=tgcQD5elWYA

    hakumen is at the end of the video, starting at about 6:35. But i recommend watching tho whole thing :eng101:

    as for getting into Mugen and moving right into this combo, i imagine his 6D would give you a sizable chunk of time to attempt it. But to pull off the whole combo, you have to not waste ANY mugen meter at all. i mean, look at how much he had left at the end.

  16. nice, 2 RCs in a fairly solid looking combo. Bet that makes you feel sexy when you pull that off, especially against someone like arakune, who seems like he's got a lot of lockdown potential of his own. its neat how it uses the grabs to tack on a little extra damage towards the end, even though it costs him a truckload of heat. Does he do that because the grabs aren't effected by proration? Because if that's not the case i cant see how trying to throw in a carnage scissor or BK would be a worse option.

  17. have you ever played a human before or just the CPU?

    I've actually only played against humans, but i've only gotten to play a little bit, so im really trying to learn all i can from videos... and dustloop :keke:

    is it possible to go to blood kain D loop from around mid screen?

    maybe something like from mid screen ...3C > BK > C > D > dash > D loop?

    i know it's possible from edge of screen, but if it's also possible from mid screen...


    when i got that to work, i think it went black heat and my opponent just wasn't teching right or something, we were both new to the game when i pulled one of those off. From what i've seen, getting into BK durring a combo from midscreen and moving the opponent to the corner and starting D-loop would either take very careful (probably character specific) timing delays, or just isnt possible without the enemy goofing up.

  18. ...if you don't use it very carefully, you can actually hurt your chances of winning...

    I think that makes it so much more interesting :kitty:

    ...also fair

    on another note, im fascinated with the 5B, 6D, j.D (loop) pressure string that ragna can do against most average and large opponents, seems to be quite effective. But i can see that it isn't perfect. In fact, well timed reactions from the enemy seem to be able to reliably break out of it, especially bang and hakumen, because of their counters. Does anyone have experience with using this (sort of) lock down technique? if so, do very many people break out of it?