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Moblin

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Everything posted by Moblin

  1. Moblin

    Hakumen CPEX > CF changelog

    I would like to second Schneider's suggestion. It's hard to tell what got nerfed and what got buffed without the values from CPEX as well. I wonder if anyone with the time would be able to fill that information out. Is the necessary CPEX data all on the wiki?
  2. Moblin

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

    Ex-Haku vs. Haku god FT5 [03/26/2016] Tenchi(Izanami) vs. Poropiccho(Hakumen) FT5] [3/21/2016 BBCF HWB Katanafore (Hibiki) vs Pikotsu (Hakumen) FT5] [3/28/2016 BBCF HWB Yoshiki (Λ -11-) vs Chibaken (Hakumen) FT5]
  3. Moblin

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

    Can you do both? i actually really enjoy your posts and keep up with every one. Putting them in the beginning topic doesn't alert me to videos that I might have missed like one of your posts does.
  4. Moblin

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

    You might want to add Ciel and especially Camelia to the notable players list. Camelia has gotten really good lately.
  5. You have to confirm into OD later in the combo now. Like 3c ch, 5c > od used to work but not it doesn't. Now I see guys like Poropiccho do CH 3c, 2b > Gurren, IAD j.b, j.2a, land 5C > OD and still get a bunch of damage. I would safe your OD confirm until you get a combo in the corner. It's much easier to do an OD combo in the corner because you have access to j.c > ODC, hotaru or even (corner confirm into 6c), 2c, j.C > OD, Tsubaki > Hotaru. Lots of damage and otherwise you're just trying to get them into the corner with smart midscreen hotaru confirms if you can, and random confirms into Gurren > Zantetsu if you can't.
  6. For a more specific answer, the staircase in CP1.1 right now: Launch them up with 2c or 5a: j.b, j.2a, double jump, j.2c < Agito In CPE it's still in, the moves you use are just slightly changed. Watch some of the new vids in the video thread to get an idea. The actual term for it is the escalator of justice
  7. It's funny that you're getting thrown for a loop because you don't have to learn it. His loop will be out in 2.0 anyway Combos that you should learn, based on the frequency I get them: OD combos from all the normal starters. Things like 5c > ODC > anything depending on how many stars you have, whether it's a air/ground hit, proximity to the corner, etc. 2b late gatlings into 2a to get some nice easy frametraps going. Learn to confirm every 2a or 2b you hit with into at least 3C for knockdown. 2a is not worth confirming outside of corner. Just 3c and hop forward or setup a mixup. More stars for you. 5a anti-air confirm into staircase is super easy, gains meter or knockdown if you want it. Practice that because his staircase is just barely changing in the next version. One thing that is going to be huge (from the looks of it) for 2.0 hakumen is an air confirm into Hotaru > AD > stuff. Random Counterhits in the air from j.B or even j.a are almost always confirmable into Hotaru. Then you can airdash and continue the combo. Has tons of corner carry and will be even more meter efficient when 2.0 hits, but is still viable to do now. Learn when you can Kishuu to get closer to continue pressure. Everyone expects kishuu > Grab, but it's the mixup to start with. Then do Kishuu > 5c or something to bait jump outs, pre-emptive throw techs, stuff like that. Movement/Neutral: Work on his movement, his hop is actually really good for movement in neutral, and you can almost treat it like a wavedash to outspace some moves in neutral and punish. Hop everywhere like a justice-infused bunny. Just be aware that no invincibility means it is only a spacing tool. His airdash is very good and fast. Learn to IAD j.a, j.C. If you j.a immediately after the IAD, the j.C will come out right before you hit the ground every time. That's all I got for now
  8. It depends a lot on the character you're fighting against. Many of them have good AAs that can be a j.b after a blocked agito, but most of the time you can probably do a falling j.b before they can react, especially if they just barely block a crossup Agito.
  9. 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
  10. 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
  11. I think that's what he meant, yes. It's decent if the character they are playing as subpar air normals that you can bait/beat out. It's not really reliable though but it's better than spending a hard-earned star on Agito sometimes Going back to CT style combo enders
  12. It depends on which air-tech they use. They can neutral, back, or forward tech in the air after the J.2C. You pretty much need to predict which tech they will use to apply pressure to them after they tech in the air. Neutral tech will let you set up 5a oki most of the time. If they forward or back tech, that pops them up a little bit in the air, making them too high and too far away for any 5a resets/oki/pressure.
  13. I think a combination is definitely helpful. The difference between knowing what move to use in practice mode, and what move to use against a scary opponent who isn't letting you think or breathe is night/day. Learn basics like 2a x whatever into 3c, learn what the majority of your moves do and what they're used for, and then unbind your D button and hop into some matches.
  14. @CrismonStarDust Only hop during pressure when your opponent respects you enough to not hit you out of it. I don't recommend using Hotaru in pressure at all, because on most characters hop > hotaru will whiff if they simply stay crouching, giving them a free punish. Hotaru is punishable on whiff. Hotaru only when you hard-read a jump out or DP. (Hotaru'ing through Litchi's DP gives me a large amount of satisfaction). Onto your questions: When you have them in the corner, 90% of players will barrier block until you seem far enough away, and then attempt to jump out or use a move in an attempt to free themselves from the corner. Do some 2a and 2b, and watch to see when they like to jump out. For me, the opponent usually tries to throw out a move or jump out when they block just the tip of Hakumen's 2b. If they're barrier blocking it pushes him quite a distance away, and gives them enough time to jump out. This is when you cancel 2b into Gurren or Renka. Gurren, if timed correctly, will counter hit any move that they attempt to use and also catch their jumping frames. Renka hits low, and will hit them as they hold up on the control stick to buffer a jump after they block the 2b. Try these and see if they work out for you. After you hit them a couples times with these frame traps, your opponent will stop jumping or mashing when you're at this distance. This is when you can safely hop back in for free, because they're expecting Gurren/Renka. As far as mixup goes, Tsubaki is worth using by itself. It does 2800 damage for 3 stars and it incredibly fast for an overhead. A pseudo high-low 50-50 you can try is forcing them to block 5b, and then TK tsubaki for 2800, or Renka for the low. Tsubaki > Hotaru combos exist and do a ton of damage. Visit the combo thread if you want to try and learn them.
  15. Makes sense I suppose. I actually don't hate this change as much as I thought I did. It's going to force you to sit and block to get stars before you can do much damage, which is what I think of when I consider Hakumen's intended playstyle. Also makes sense to go for silly resets rather than use a hard-earned Mag on Agito now, as well.
  16. Hakumen's drive is still very usable as a call-out or bait in CP. Overall, the ability to land a counter has been nerfed. They're able to be blocked and he can't frame 1 counter overheads without Yukikaze. However, the reward you get out of a counter has been buffed to an extreme. With just the simple Drive > Shippu super you get 4k, unburstable for 4 stars, 1 of which you obtain from the drive triggering. You can also use the new Enma follow up to get a Fatal Counter for huge damage, and with overdrive, 7k+ unburstable. Overall Hakumen's gameplay remains the same but he lost a lot of his "legit" ways to open up his opponent. Personally, I feel like I play my games a lot more as waiting for my opponent to make a mistake rather than forcing him into making one.
  17. Assuming you're talking about normal hit 3c, you have to condition them to neutral tech first before you can hop closer to them on 3c knockdown. If they like to tech roll past you, just 2b after 3c and you'll get a BnB loop for about 2k and another knockdown every time. It gets trickier if they decide to tech roll away, but 2b --> airdash in on them as they tech is good. 2b hitconfirm on roll away is really hard. But if they do it every time, predict it with Gurren. Gurren will hit them every time and you can confirm that gurren > kishuu > 5c for big damage or 2c for loop.
  18. If the hardest part for you is the link between j.2A and j.2C, with the double-jump cancel, it is probably in there. What you said about the j.2A might be your difficulty. If you double jump late, hakumen won't be able to hit the landing 5A even if you hit the following j.2C. Basically: Waiting for the j.2A to hit and then inputting 9 is probably too late. You need to have the 9 input buffered as you hit them with j.2A. after that it's just a matter of getting the timing down on the j.2C. edit: oops, I didn't even realize you're not the same person that asked the question. If waiting to hit the j.2A gives you a good, consistent BnB performance then it doesn't matter what the optimal way is. But if you're not consistent at this part of the combo, it might be the j.2A > jc that is the weak link.
  19. Keep practicing, Hakumen's BnB loop is actually really difficult. Try delaying the J.2a after the 2C, OR Make sure you are jump cancelling the j.2A immediately. If you jump cancel it late it will mess up the combo. First frame jump cancel is ideal - input j.2a and immediately hold "9" or up/forwards before the j.2a even comes out to cancel it on the first frame. Good luck
  20. What is the advantage of superjumping in the last part of Hakumen's BnB as opposed to normal jumping?
  21. When you're getting up, block low and don't press anything. Watch your opponent. If he hits low, you block it. If he uses an overhead, you can react quick enough, with practice, to block high. If he throws, you can reject it if you're quick enough. Block until you seen an opening to escape by jumping and barrier blocking, or by throwing out a counterattack - usually 2a or 3c if you are feeling lucky. When he is getting up, time a 2b or a 2a to meet him the split second that he recovers. With hakumen you don't have a lot of moves to hit your opponent while he's blocking, so you have to be smart and try to throw out a move when he thinks it's safe to escape. This move is sometimes 2b, 3c, or gurren (214A). If you notice he mashes buttons after he gets up, hit him with a 3c and learn to combo from that. Hope that helps. These are general guidelines but they don't take dragon punches, command grabs, or other things into account. Try to get inside our opponent's head and recognize what he likes to do and when. Watch videos in the video thread. All the hakumen players in those know what they're doing and you can learn almost all the basics of how to play by watching what they do.
  22. Quick question: After someone hits 5d or 2d, how long is the window for pressing A to get FC enma to come out? Do you press it once or hold it? Can you do it on reaction or do you have to have already decided whether to use enma or the regular counter before the move hits?
  23. Moblin

    [CS2/EX] Hakumen Info and Discussion

    The hard part is just hit confirming the 2a. In CS2 it's barely worth following up, but in Extend you can get 3k midscreen off 2a easily. Can't wait for Csex!
  24. Moblin

    [CSE] Hakumen Video Thread

    hey guys, I just combo'd from yukikaze without cancelling it with kishuu or enma. Is this already confirmed?
  25. Moblin

    [CSE] Hakumen Video Thread

    Why do hakus using mugen from throw do 6a wallbounce before 6c ---> mugen? Wouldn't grab --> 6c ---> Mugen work just as well and have less starting proration once you start tsubakicopter? That combo vid was amazing btw.
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