Darkrush Posted November 20, 2015 Posted November 20, 2015 Do we still accept player impressions? Hibiki day 1/2 impressions by Huey : https://twitter.com/huey253/status/667777492225286144
Darkrush Posted November 20, 2015 Posted November 20, 2015 Not much new information, but it does confirm stuff about move properties and what not.
BlackYakuzu94 Posted November 21, 2015 Posted November 21, 2015 Probably got a slow ass startup then.
Monarch Posted November 21, 2015 Author Posted November 21, 2015 That would explain why I've seen Hibiki's able to backdash after it without being punished. But I wouldn't get too happy, as seen [url=https://youtu.be/ZnqUZYbreJ0?t=1h47m47s]here it's punishable on instant block.
Darkrush Posted November 21, 2015 Posted November 21, 2015 One thing about j.C, I've heard people say it could be a safe jump after a knockdown. Its been pretty good to punish rolls too like here : - https://youtu.be/qU1eCXrvWsM?t=2m13s - https://youtu.be/qU1eCXrvWsM?t=13m15s It still speculation and probably needs to be tested further, but it would make sense.
Dazardz Posted November 21, 2015 Posted November 21, 2015 Wow, it actually did catch the roll. j.C is looking nice. Some people that tried him said he had no presence in the air, but I wonder if that's only because this is day 1/2 (3?) It makes me wonder what people should be doing after 214C midscreen. I've seen people try 214A/B, others simply ran in or jumped in with j.C. I've seen people use 5D/6D after 214C and it caught someone trying to roll backwards, but it was also used against someone that tried to roll forward and Hibiki was left wide open.
Monarch Posted November 21, 2015 Author Posted November 21, 2015 I have a hunch that 3D would be a good option after 214C, since instead of going directly forward like 5D/6D does, it tracks the opponent's position instead.
Darkrush Posted November 21, 2015 Posted November 21, 2015 People probably just need to learn the spacing for j.C and when to use it well, since it will probably affect how well a character can deal with him lol (https://twitter.com/ImtheSeo/status/668050544691314688) For after 214C, I agree 3D could be pretty good. The 214 seems like they could be good and Ive even seen people just raw 214D and catch people. Also I see a lot 236C to catch people jumping out.
heavymetalmixer Posted November 21, 2015 Posted November 21, 2015 https://www.youtube.com/watch?v=WRjmsmtwLB4&t=29m54s Yep, 214C is somehow safe on block. https://www.youtube.com/watch?v=WRjmsmtwLB4&t=1h2m45s The divekick is not an overhead . . . oh well, no TK divekick for me : /
JyakotuKurayami Posted November 22, 2015 Posted November 22, 2015 Hibiki is likely going to be my 3rd sub come CF. Loving the character from the footage I've seen.
Dreiko Posted November 24, 2015 Posted November 24, 2015 From what I've seen so far, people ignore his 6A which apparently is +. Not sure why. Also, regarding damaging combos, it seems finding ways of going into 6C route combos is the way to deal good damage so hitconfirming into it will be central to his play. I see a lot of early players not knowing how to do much at all and just do basic things into 214C but I'm sure eventually when they explore the proper routes for stuff this will change.
Monarch Posted November 24, 2015 Author Posted November 24, 2015 I'm really questioning how + on block 6A is, since I've seen so many instances of the Hibiki getting counter hit afterwards. I also remember seeing a Hibiki use 6A in the middle of a midscreen and corner combo, I'll have to link the videos later.
BlackYakuzu94 Posted November 24, 2015 Posted November 24, 2015 If he's getting after, then it's probably 0 on block or -1 or even -2 Sent from my iPhone using Tapatalk
RurouniLoneWolf Posted November 24, 2015 Posted November 24, 2015 Not necessarily. It's still pretty early and this is arcade release where people don't get to grind training mode + lack extensive training mode options. It's very possible that they get CHed because they aren't timing their next input right and are ending up - instead of +.
spiralfang Posted November 25, 2015 Posted November 25, 2015 So far I'm loving this character all his mixup potential and rush down efficiency Sent from my LGLS740 using Tapatalk
Monarch Posted November 26, 2015 Author Posted November 26, 2015 The recent videos showed some interesting things: Here for example you can see after 2C Jasu does 5D > 6D > 6BB. I wonder if this is Tager or height dependent, as we haven't seen any other corner combo that involved this. Additionally we have some OD combos: CH j.C > 5BB > 3C > ODC > 3C > 5D > 6D > 6BB > 6A > 3C > 623146C (4708) 4B > ODC > 5C > 3C > 5D > 2D > 214A > 623146C (4760)
heavymetalmixer Posted November 27, 2015 Posted November 27, 2015 Do you know why this player uses 214C as ender instead of 236C? https://www.youtube.com/watch?v=4YZmchRUlzs
heavymetalmixer Posted November 27, 2015 Posted November 27, 2015 4 minutes ago, Frost Monarch said: He made a j.C safejump. So mixup-wise is a better ender, interesting.
Darkrush Posted November 27, 2015 Posted November 27, 2015 Seems like you can usually set up more stuff after 214C than you could with command grab ender
Monarch Posted November 27, 2015 Author Posted November 27, 2015 27 minutes ago, heavymetalmixer said: So mixup-wise is a better ender, interesting. I wouldn't call it better, he's missing out on damage for the potential of mixup: yet the 236A~C ender guarantees you better damage and enough time to catch any rolls (and I haven't seen a single player roll after that ender). Just seems a bit gimmicky to me, it isn't ideal to risk mistiming the safejump and letting your opponent out of the corner like he did here.
heavymetalmixer Posted November 27, 2015 Posted November 27, 2015 1 hour ago, Frost Monarch said: I wouldn't call it better, he's missing out on damage for the potential of mixup: yet the 236A~C ender guarantees you better damage and enough time to catch any rolls (and I haven't seen a single player roll after that ender). Just seems a bit gimmicky to me, it isn't ideal to risk mistiming the safejump and letting your opponent out of the corner like he did here. That wasn't a safejump, it was a low height air dash mixup.
Monarch Posted November 28, 2015 Author Posted November 28, 2015 Which is still not a good option given 236A~C's advantages.
Darkrush Posted November 30, 2015 Posted November 30, 2015 HIbiki's damage values : https://twitter.com/ima3curry/status/669177596416946176/photo/1
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