Haku-men's specialized Heat Gauge, also known as Magatama, is a unique characteristic of Haku-men.
Haku-men builds his gauge slowly overtime, if no action is performed. Landing attacks generate a portion of a Magatama (up to a max of 8 Magatama, or the equivilent of 100% Heat.) Countering attacks with his drive generates 1 Magatama per counter, except for 6D. Instant Blocking generates 1/3 of a Magatama. Cutting a projectile generates 1 Magatama.
However, all of his special moves consume Magatama. Here is a list of which move consumes what.
Gurren - 214A (1 Magatama)
Renka - 214B (2 Magatama)
Kishuu - 623A (1 Magatama)
---> - Enma - A (1 Magatama)
Zantetsu - 41236C (3 Magatama)
Tsubaki - j.214C (3 Magatama)
Hotaru - j.214B (2 Magatama)
Kokujin: Yukikaze - 236236D (4 Magatama)
Kokujin: Shippuu - 632146C (4 Magatama)
Kokujin Ougi: Mugen - 214214B (8 Magatama)
Aku Metsu - 28D (8 Magatama)
Now for how useful each for it's cost.
Gurren is a fantastic move for it's cost, and is used in many combos for it's wall bounce properties, outside of combos, it's use is very limited.
Renka is one of Haku-men's best uses of Magatama, fast, hit's low, and leads into two of his best combos. Renka can be cancelled at any time into Kishuu, so for his most essential combo, his Falling j.2C combo, it goes Renka (First Hit) > Kishuu > Enma.
Kishuu is a good move itself, providing limited invulnerability, but outside of combos it also has limited potential, especially with it's follow up Enma.
Zantetsu has lost some of it's wham in Continuum Shift, and is generally not used, the 3 Magatama has better uses elsewhere.
Tsubaki can be used from a hop cancel or in air, but it's generally not the best idea to try to start a combo with it. However, on counter hit, Tsubaki leads to an incredible amount of damage.
Hotaru is hands down the BEST use of Haku-men's Magatama outside of combos. On Fatal Counter, you can land combos of 5k+ damage, with ease, in most cases breaking 6k or 7k. During combos, Hotaru has very little use.
Kokujin Yukikaze, Haku-men's distortion counter, is very flashy, seems neat, but at it's cost, is not worth it. There are better uses for the gauge.
Kokujin Shippuu has almost no use outside of combos, and even in combos, very limited use.
Kokujin Ougi Mugen is a great follow up for 6D, if you know his guaranteed kill combos. Other than that, it's a gimmick that most avoid.
Aku Metsu is his astral, and well..it's an Astral. It's a waste of gauge guaranteed, but it looks cool, and that's why people use it to finish someone off. The real thing is, if you have this much gauge sitting around, you're doing something wrong.
Friday, October 8, 2010
Our failure regarding the ACTA
http://arstechnica.com/tech-policy/news/2010/10/near-final-acta-text-arrives-big-failure-for-us.ars
Looks like our negotiators caved in on the ACTA, and while it's better than the original draft, it's still going to cause problems in the future, almost guaranteed. Take a read, it's an interesting article.
Looks like our negotiators caved in on the ACTA, and while it's better than the original draft, it's still going to cause problems in the future, almost guaranteed. Take a read, it's an interesting article.
Thursday, October 7, 2010
Interesting Article for you iPhone 4 Users
http://news.cnet.com/8301-27076_3-20018982-248.html?part=rss&subj=news&tag=2547-1_3-0-20
Apparently the iPhone cases are trapping small particulates, dirt, sand, etc, next to the glass of the iPhone 4. This causes scratches over time, which develop into cracks, which eventually shatter the glass on the phone. Good one Apple :3
Apparently the iPhone cases are trapping small particulates, dirt, sand, etc, next to the glass of the iPhone 4. This causes scratches over time, which develop into cracks, which eventually shatter the glass on the phone. Good one Apple :3
Miniature Robot Controlled by Rat Brain!
http://singularityhub.com/2010/10/06/videos-of-robot-controlled-by-rat-brain-amazing-technology-still-moving-forward/
I found this to be pretty amazing. Culturing Rat Brain cells into a network which is able to communicate with the mini-robot? That's pretty crazy stuff. What's next eh?
I found this to be pretty amazing. Culturing Rat Brain cells into a network which is able to communicate with the mini-robot? That's pretty crazy stuff. What's next eh?
Wednesday, October 6, 2010
BlazBlue Mechanics!
A quick primer on mechanics of BlazBlue that one should probably understand.
Now for what each one is.
1.) Health Bar - This one should be pretty self explanatory, this is a character's health bar, with the character portrait to the side. This hits zero, you're KO'ed.
2.) Barrier Bar - This bar represents your current Barrier Gauge left. The barrier gauge is a special gauge that's consumed by pressing Back and A+B. This form of block reduces chip damage (minor damage taken while blocking attacks), pushes the opponent back, and is able to block certain attacks that are otherwise unblockable. If you deplete this gauge, you are put in Danger mode where you take increased damage.
3.) Burst Gauge - The Burst Gauge in Continuum Shift is different than in Calamity Trigger. At the start of the fight, each player has one stock. When a player loses a round, they gain another stock, up to a maximum of two stock. When you burst (A+B+C+D) one of two things may happen. If done while an opponent is striking you, you will perform a Defensive Green Burst, which will knock the opponent off from their combo (note, this sometimes cannot be performed during certain attacks). And when used when not being struck, you perform an Orange Offensive Burst, which if it hits the opponent, the opponent will be launched into the air, vulnerable to combos. You are alloted a maximum of two bursts within a fight, once used, they will not restock.
4.) Guard Primer Gauge - This is the Guard Primer Gauge, which replaces the Guard Libra system in Calamity Trigger. Each character has a set amount of Primers, this is character dependent. As you can see in this picture, Haku-men has six Guard Primers, Tager has ten. Offense oriented characters tend to have fewer, as well as smaller characters. Certain moves, when blocked, will remove a Guard Primer. When all Guard Primers are removed, it performs a Guard Crush, which leaves the player in a vulnerable state for a very long period of time.
5.) Round Time - Time left until the round is over, no explanation needed. At the end of the timer, whoever has the highest health wins, or if health is tied, the round is a draw.
6.) Heat Gauge - The Heat Gauge is much like the Tension Gauge from Guilty Gear, in that it's a gauge used to execute specific moves, in this case, Distortion moves. However, the way it's built is completely different. Heat is built through several means, landing attacks on an opponent, blocking attacks from the opponent, being struck by the opponent, Instant Blocking (essentially, blocking a split second before a move lands) an opponents attacks, or being at 20% or lower life, you will slowly generate heat. There are two exceptions to the standard Heat Gauge. These are Jin Kisaragi's Gauge, which builds exactly the same as everyone else's, except he is able to expend 25% of his gauge for special attacks using his Drive, and Haku-men, who does not have a standard Heat Gauge, but instead has Magatama. Haku-men's Heat Gauge warrants it's own explanation.
Haku-men's heat gauge is divided into 8 Magatama. Haku-men's gauge also replenishes itself constantly, unless a move is consumes Magatama, which pauses the gain for a moment. All of Haku-men's special attacks take Magatama, ranging from one to all eight Magatama. When Haku-men lands either his 5D, 2D, or j.D counters, he gains one Magatama. Cutting a projectile with an attack also generates one Magatama, and Instant Blocking generates 1/3 of a Magatama. Haku-men is extremely reliant on his gauge, and requires Magatama to perform the majority of his combos.
Now for what each one is.
1.) Health Bar - This one should be pretty self explanatory, this is a character's health bar, with the character portrait to the side. This hits zero, you're KO'ed.
2.) Barrier Bar - This bar represents your current Barrier Gauge left. The barrier gauge is a special gauge that's consumed by pressing Back and A+B. This form of block reduces chip damage (minor damage taken while blocking attacks), pushes the opponent back, and is able to block certain attacks that are otherwise unblockable. If you deplete this gauge, you are put in Danger mode where you take increased damage.
3.) Burst Gauge - The Burst Gauge in Continuum Shift is different than in Calamity Trigger. At the start of the fight, each player has one stock. When a player loses a round, they gain another stock, up to a maximum of two stock. When you burst (A+B+C+D) one of two things may happen. If done while an opponent is striking you, you will perform a Defensive Green Burst, which will knock the opponent off from their combo (note, this sometimes cannot be performed during certain attacks). And when used when not being struck, you perform an Orange Offensive Burst, which if it hits the opponent, the opponent will be launched into the air, vulnerable to combos. You are alloted a maximum of two bursts within a fight, once used, they will not restock.
4.) Guard Primer Gauge - This is the Guard Primer Gauge, which replaces the Guard Libra system in Calamity Trigger. Each character has a set amount of Primers, this is character dependent. As you can see in this picture, Haku-men has six Guard Primers, Tager has ten. Offense oriented characters tend to have fewer, as well as smaller characters. Certain moves, when blocked, will remove a Guard Primer. When all Guard Primers are removed, it performs a Guard Crush, which leaves the player in a vulnerable state for a very long period of time.
5.) Round Time - Time left until the round is over, no explanation needed. At the end of the timer, whoever has the highest health wins, or if health is tied, the round is a draw.
6.) Heat Gauge - The Heat Gauge is much like the Tension Gauge from Guilty Gear, in that it's a gauge used to execute specific moves, in this case, Distortion moves. However, the way it's built is completely different. Heat is built through several means, landing attacks on an opponent, blocking attacks from the opponent, being struck by the opponent, Instant Blocking (essentially, blocking a split second before a move lands) an opponents attacks, or being at 20% or lower life, you will slowly generate heat. There are two exceptions to the standard Heat Gauge. These are Jin Kisaragi's Gauge, which builds exactly the same as everyone else's, except he is able to expend 25% of his gauge for special attacks using his Drive, and Haku-men, who does not have a standard Heat Gauge, but instead has Magatama. Haku-men's Heat Gauge warrants it's own explanation.
Haku-men's heat gauge is divided into 8 Magatama. Haku-men's gauge also replenishes itself constantly, unless a move is consumes Magatama, which pauses the gain for a moment. All of Haku-men's special attacks take Magatama, ranging from one to all eight Magatama. When Haku-men lands either his 5D, 2D, or j.D counters, he gains one Magatama. Cutting a projectile with an attack also generates one Magatama, and Instant Blocking generates 1/3 of a Magatama. Haku-men is extremely reliant on his gauge, and requires Magatama to perform the majority of his combos.
Tuesday, October 5, 2010
On Haku-men's Drive, Zanshin
The distinguishing feature of Haku-men is his drive move, known as Zanshin. With it, Haku-men is able to literally counter any attack in the game. The tricky part of course, is timing.
There are four Basic Counters, one Distortion Counter, and one Astral Counter.
The four Basic Counters are as follows.
5D - Haku-men's standing counter, this move has a longer startup than his other counters, thus requiring better timing. However, it is active for a longer period of time. The problem with this move, is it's absolute lack of being able to combo anything afterwards.
6D - Haku-men's forward counter, this move catches the opponent, and then shoves them forward. This move causes the opponent to become "dizzied" in a sense, allowing Haku-men to follow up with fairly decent combos. This move has almost no startup, but a short window during which it will catch a move.
2D - Haku-men's crouching counter, this move is much like 6D, it has a very fast start up, but a short window in which to actually counter the attack. 2D will flip the opponent to the other side of Haku-men, causing them to bounce off the floor. 2D doesn't combo as well as 6D, but it's still possible, generally 2D is followed up with 5C > Renka.
j.D - Currently Haku-men's best counter in game, j.D is much like 6D and 2D, fast start up, small window. Haku-men catches the opponent, and launches them into the air. The beauty of j.D is that amount of time the opponent is unable to tech out, which lets Haku-men perform VERY punishing combos. The average combo after j.D does roughly 4500 damage, which is a huge portion of someone's life.
After those, Haku-men has a Distortion Counter.
236236D - Kokujin Yukikaze! - Haku-men's Distortion counter, has almost no start up, is able to catch projectiles and still trigger, catches high and low, and does a large portion of damage. Unfortunately, due to the nature of it, it does not combo well. It's a flashy move, but it doesn't get a lot of love.
And lastly, his Astral Counter
Down Briefly, then Up D - Aku Metsu! - Haku-men's Astral is just like his Distortion counter, same type of window, same basic concept, only it's even flashier, and of course they die if they're caught in it.
There are four Basic Counters, one Distortion Counter, and one Astral Counter.
The four Basic Counters are as follows.
5D - Haku-men's standing counter, this move has a longer startup than his other counters, thus requiring better timing. However, it is active for a longer period of time. The problem with this move, is it's absolute lack of being able to combo anything afterwards.
6D - Haku-men's forward counter, this move catches the opponent, and then shoves them forward. This move causes the opponent to become "dizzied" in a sense, allowing Haku-men to follow up with fairly decent combos. This move has almost no startup, but a short window during which it will catch a move.
2D - Haku-men's crouching counter, this move is much like 6D, it has a very fast start up, but a short window in which to actually counter the attack. 2D will flip the opponent to the other side of Haku-men, causing them to bounce off the floor. 2D doesn't combo as well as 6D, but it's still possible, generally 2D is followed up with 5C > Renka.
j.D - Currently Haku-men's best counter in game, j.D is much like 6D and 2D, fast start up, small window. Haku-men catches the opponent, and launches them into the air. The beauty of j.D is that amount of time the opponent is unable to tech out, which lets Haku-men perform VERY punishing combos. The average combo after j.D does roughly 4500 damage, which is a huge portion of someone's life.
After those, Haku-men has a Distortion Counter.
236236D - Kokujin Yukikaze! - Haku-men's Distortion counter, has almost no start up, is able to catch projectiles and still trigger, catches high and low, and does a large portion of damage. Unfortunately, due to the nature of it, it does not combo well. It's a flashy move, but it doesn't get a lot of love.
And lastly, his Astral Counter
Down Briefly, then Up D - Aku Metsu! - Haku-men's Astral is just like his Distortion counter, same type of window, same basic concept, only it's even flashier, and of course they die if they're caught in it.
Laptop Heat May Cause "Toasted Skin Syndrome"
http://www.informationweek.com/news/healthcare/mobile-wireless/showArticle.jhtml?articleID=227700045&subSection=News
Found that to be a pretty interesting read, apparently the heat when working on a laptop for extended periods of time can cause damage to the skin. Note to self, never do any long assignments on a laptop.
Found that to be a pretty interesting read, apparently the heat when working on a laptop for extended periods of time can cause damage to the skin. Note to self, never do any long assignments on a laptop.
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