ryokoalways Posted December 8, 2009 Posted December 8, 2009 Something else I want to mention: Due to the reduced recovery on 5C, if you manage to land 5C on an airborne target at a decent height, you can follow with 2C before they can tech off the ground. hotaru> (high point) 5C>2C, for example, which is good because it saves a magatama inbetween 5C and 2C for combos of that variation.
qwerty Posted December 8, 2009 Posted December 8, 2009 something i've noticed is that a lot more than ct, people are doing air combos consisting of j.A and j.B. did they loosen up the timing for those? i remember in ct you had to late gatling them and they didn't give all that much damage (especially considering you could do a dustloop off of just about anything) but i've been seeing a lot of those in every cs hakumen matchvid thus far.
rtl42 Posted December 8, 2009 Posted December 8, 2009 what is the input for Akumetsu? and could someone (JackG?) try to compile info into the first post? even if it's a list of bulleted points, it's better than having to scan through the entire thread every time you wanna look for something.
MadRhetoric Posted December 8, 2009 Posted December 8, 2009 it was changed to flash-kick, 2(charge)8D
ryokoalways Posted December 8, 2009 Posted December 8, 2009 something i've noticed is that a lot more than ct, people are doing air combos consisting of j.A and j.B. did they loosen up the timing for those? i remember in ct you had to late gatling them and they didn't give all that much damage (especially considering you could do a dustloop off of just about anything) but i've been seeing a lot of those in every cs hakumen matchvid thus far. I think it's just an instance of why not take the damage when it's given. Not to mention jC allows good screen control so it's always good to have that. To be honest though, I think there are better options available, and it may be habits working for now.
Zerxion Posted December 8, 2009 Posted December 8, 2009 What about counter invincibility then? I'm pretty sure I see no white circles on that.
JackG Posted December 9, 2009 Author Posted December 9, 2009 what is the input for Akumetsu? and could someone (JackG?) try to compile info into the first post? even if it's a list of bulleted points, it's better than having to scan through the entire thread every time you wanna look for something. Yes, sorry about that. Been a busy 2 weeks as of lately. After this week finals will be done and I can go about pruning the Hakumen threads so that I can pretend I'm a decent moderator again.
ryokoalways Posted December 9, 2009 Posted December 9, 2009 First day I was told step jump was removed. Now I'm told it's there. Someone go test that out.
qwerty Posted December 9, 2009 Posted December 9, 2009 since i'm gonna get my hands on cs at the end of the month, i may just do that.
ryokoalways Posted December 9, 2009 Posted December 9, 2009 Here is the thing my friend sent me. 5B/5C/whatever>enma>j2C>2C>super jump j2A>jC>step jump j2A>jC>step jump j2A>jC>gurren>5C
MadRhetoric Posted December 9, 2009 Posted December 9, 2009 if that combo works that's INSANE, someone needs to test that asap
Brotrr Posted December 9, 2009 Posted December 9, 2009 I may be totally off but hasn't something like ......super jump j2A>jC>step jump j2A>jC been done already? It was in some really recent vid posted, don't remember who was playing. But then again it just looked like a regular jump to me, I don't know how to tell if it's a step jump.
ryokoalways Posted December 9, 2009 Posted December 9, 2009 What has been seen so far is sj j2A>jC>land>regular jump j2A>jC>land>jC what we are looking at is Sj>j2A>jC>land>hop forward>jump during hop j2A>jC>land>hop forward> jump during hop j2A>jC>etc
fossil Posted December 9, 2009 Posted December 9, 2009 Getting oki off this new corner loop sounds pretty dope to me.
rtl42 Posted December 9, 2009 Posted December 9, 2009 it was changed to flash-kick, 2(charge)8D oh sorry, i forgot to ask: what are the necessary conditions to get it off? (how much tension? is it round/wins dependent? does it depend on my/the opponent's health bar? etc.)
qwerty Posted December 9, 2009 Posted December 9, 2009 with all astrals it's in the last round (meaning you have to be 1-1 in a best of 3 match), when you have 100% meter and your opponent i believe is at 35% health. or whenever your portrait flashes white. that's also a good indicator.
Brotrr Posted December 9, 2009 Posted December 9, 2009 Not true. It doesn't have to be the last round anymore. You can do it if YOU have one more round to win.
MadRhetoric Posted December 9, 2009 Posted December 9, 2009 oh sorry, i forgot to ask: what are the necessary conditions to get it off? (how much tension? is it round/wins dependent? does it depend on my/the opponent's health bar? etc.) When you only need one more round win to take the match (opponent's wins are irrelevant in CS), the opponent is at 35% or less health, and you have 100% heat and at least 1 burst. Like qwerty said your portrait will flash white when you can do it.
qwerty Posted December 9, 2009 Posted December 9, 2009 oh, i didn't know you could do them before the last round now.
kenn305 Posted December 10, 2009 Posted December 10, 2009 Yes it's there. He slashes one of bang's projectiles in the shadow vs... i forget. Think it was unknown... o_O It goes away once the enemy gets hit by it. (the bang got hit right after so I'm unsure how long it stays or if it moves...) http://www.youtube.com/watch?v=qHD6GDMZKBY in this video? You meant Kaqn???? One of the best Ragnas?????
rtl42 Posted December 10, 2009 Posted December 10, 2009 who cares if it was Kaqn???? question marks????
MisoSowee Posted December 11, 2009 Posted December 11, 2009 Took the words from my mouth... Why would Ragna matter in Bang vs Hakumen? :P Anyways could someone explain a little further this step-jump and/or link me to a post that did? Thankies in advance. Doesn't have to be in-depth... simple is good :3
BladeOfJustice7 Posted December 11, 2009 Posted December 11, 2009 Kishuu>enma beats or rather "stuffs" hells fang. Just saying that since, kishuu>enma is being used alot more compared to ct I find at least. Maybe due to the easier input change for guren which makes to easier for both attack to be performed.
MadRhetoric Posted December 11, 2009 Posted December 11, 2009 Kishuu>enma beats or rather "stuffs" hells fang. Just saying that since, kishuu>enma is being used alot more compared to ct I find at least. Maybe due to the easier input change for guren which makes to easier for both attack to be performed. no, ease has nothing to do with it, especially not at a high level its the fact that if you land enma you're guaranteed your 2 stars back from the combo. Not only that but unlike the old j.C finish, new j.C finish gives better oki and movement than 6C. People have also started doing renka (1) > kishuu~enma off of 2B and 2A and the like, because instead of spending 3 stars for gurren > 6C you spend 4 but get back 2 and have better damage and positioning.
Brotrr Posted December 12, 2009 Posted December 12, 2009 You can't combo off of a non-CH 3C in CT right? Cause in a recent CS vid I saw 3C > 2B > Gurren > 6C EDIT: Also, seems like the new option off a 6D is fully charged 6C > 2C > aircombo. Does this do more damage than the usual walk a bit forward > falling j.C (CT) > 2C > aircombo? I would assume so.
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