Is there a trick to the falling C j2c combos. I mean I can get the falling C out decently enough but the combo meter always turns dark when i try to relaunch with 2C
although i was able to pull off
C,623a a, j2c,j2c,air dash, j2c,j2c,j2c I know it’s not he best damage but i just can’t get any of the j2c,falling c, 2c combos to connect properly.
You’re probably doing the falling jC too early. You need to wait a little bit to let the opponent get closer to the ground. Wait too long and he’ll tech out of it though.
I’d suggest turning the enemy tech option on in the training menu, launching him and see where he techs to get a feel for the timing on it.
I remember someone mentioning either here or on dustloop to look for when Hakumen’s knees lift up to his chest as a visual reference.
I just bought the game finally since I have cleared all my bills out the way and I have to say that haku men is my dude. I see that the only people I had a hard time fighting against on the hell level was tager and v-13 i am picking her up for my second character.
welcome to the blazblue worldy~
and i’m glad you picked haku-men. Haku-men rules. remember though, tager, you might get better at facing… but v-13… know her moves and such or she’ll just totally destroy you if she’s even slightly learned. :lame:
anyways on a side note:what do you guys punish ice car-slash downward thingy with? This is without instant block because… well i’m not good at it yet, i’m trying but i’m not xD
i try for 3c which fails so… ya just askin.
Yes, welcome welcome, great to have another player to add to the ever-growing community!
Anywho, to answer the question, you would probably be smart in using 214b>236a>wall bounce>6c for some guaranteed damage for very little stars, but there are a bunch of other ways you can punish B or C ice car, I would mainly start any combo to punish B or C ice car with 214b and go from there, also, TK 214b is good if your near the corner, to set them up for a big air combo. But also, watch out for Rapid Cancels! They may be trying to bait you into punishing ice car so they can get a counter hit on you and set up a huge combo!
Also, youtube is your friend. Search for Haku-men vs Jin and see what comes up. Also, look at the online replays for Haku-men players. BB’s replay system is sweet, so that’s always very helpful.
woah i think i discovered something odd but can someone with a bit more experience test it out?
well i was in training mode again and i was thinking… i wish charging shippu was a bit more useful… and then i realized!
can someone please try 6d ->full charge shippu? I seem to be getting it off but i’m probably forgetting something the scrub that i am. If it works though… Say goodbye to half your health Nu :party:
EDIT:if you cancel the 6d into shippu immediately, it will combo but it will only do 3k dmg. The thing that irks me is that the thing goes gray, does that mean they can tech? I have all tech options on in training…
so if you want the full 5500 dmg to come out, you have to delay it a little. But when the shippu does 5500 dmg they don’t tech before that, it doesn’t combo. But if they get up and the shippu lands it does 4400. So confusing x_x
MORE EDIT:it seems that it doesn’t have to be the corner, since shelling out big damage means they don’t recover? Of course i’m probably missing something ridiculous here though o_o
hmm… but why doesn’t the ai tech? I have all the tech options on quick, neutral, enabled and whatnot…
and the one where the meter goes gray is the one you DON’T want. you want the one where they just lie there… and you bring it down on them for full damage? it sounds a bit too good to be true now that i think about it…
EDIT:nvm it doesn’t seem to be working so well. you CAN tech out of 6d. AI just wakes up stupidly. wonder why. maybe they forgot to put it as an option? I’d still like for someone to test it out a bit more though… i don’t trust myself o.o
6D doesn’t guarantee a full charged Shippu. That was one of the first things I tried when Hakumen got unlocked in arcades. I’m pretty sure nothing guarantees a full charged Shippu.
236A(wallbounce)>632146[C] is a somewhat better, but still gimmicky, setup. I guess it works better against other Hakumen’s, since he has no invulnerability on his backdash.
I’m guessing that’s why he says it’s kinda gimmicky…
on Hakumen=they might counter
other people=they’ll backdash
:sad:
maybe in the next version they’ll speed up shippu :3
~wistful thinking~
EDIT:on a side note, what do you guys punish arakune’s dive downwards with? It’s like ridiculously spammable, it seems pretty freaking safe to me… but i keep getting it spammed on me Dx
more EDIT:does 2c beat taokaka’s diving super semi-cleanly? I’ve had it beat it with luck from both far and close range… shrugs
ya Ive tryed everything to get a fully charged shippu just dont have enough time. Your best bet is to just throw if out and if they block and stand close just let it charge. Otehr wise just throw out the guaranted damge
awesome. i’m lovin all the videos you find ^^ or make? :wow:
Because of that video i REALLY wanna learn how to IB a lot. I remember readings somewhere about somebody saying block the first hit of a string and then hit back a lot. can someone elaborate on that for me? Couldn’t some of the hits go through some of the holes of you mashing back? D:
i’m a pad user if it changes anything…
If you block the first part of an air-tight string you’ll block the rest of it without having to hold back. in this time, you can tap back for free instant blocks. A lot of Nu’s attacks can be blocked then you can tap back for a lot of meter. Like her 6C and 3C (I think those are the ones).
Nu’s super is another one, if you block her gatling gun laser super thing. you can easily tap back and get like full meter (not really, but a crapload).
When you see things coming at you, try to block as late as possible. Sure you’ll eat stuff you shouldn’t, but remember your aim is to improve. How can you ever be good at IBing, if you never try to IB?
IBing exponentially helps on block strings, because you IB enough, you can stick out a 2D or a 6D and catch them. This will make them afraid if they see you flashing white a lot in their strings in the future. This in turn gives you some breathign room on overly aggressive players. This is all oversimplification of course, but that’s the mindset behind it.