SimpleKiss Posted February 24, 2010 Posted February 24, 2010 In that case, check these out and see what you can tell me. You given him too many free jump-ins. If you were more on point with that those matches would look much more lop sided. Notice how the only way he gets damage is when you let him get close from a jump-in. And of course, Tager is great at punishing your fuck-ups. That's why he dominates so hard against less skilled players. And of course pros fuck up too. But, assuming you dont make a mistake and play really really lame, this shit's almost free.
AleXander Posted February 27, 2010 Posted February 27, 2010 anyone know the best input for the hotaru dp kick when being pressured? is it 2147k or 2144k? and a good combo afterward?
Sophisticat Posted February 27, 2010 Posted February 27, 2010 ^ From the sound of it, you're talking about CT, right? This thread is for CS. In any case, it's the same for both. Hotaru can be done either off hop or TK'd. Which one you use depends on where you are positioned. Use TK if you want to take advantage of the other guy trying to pressure you, hop forward if you want to put on the pressure. You can do just about any combo off of it. You can do falling.C, 6c -> shippu, 5c -> gurren -> 6c, etc. Personally, I go for falling.C when I can.
mAc Chaos Posted February 27, 2010 Posted February 27, 2010 You given him too many free jump-ins. If you were more on point with that those matches would look much more lop sided. Notice how the only way he gets damage is when you let him get close from a jump-in. And of course, Tager is great at punishing your fuck-ups. That's why he dominates so hard against less skilled players. And of course pros fuck up too. But, assuming you dont make a mistake and play really really lame, this shit's almost free. What, how did I miss this. Oh, okay. Yeah, I was watching it and noticed there were a few times where he jumped in, and I didn't try to hit him, which I thought was weird. I think I'm so busy mindgaming in those matches that sometimes I forget to do things. That and he doesn't jump high all the time, so I didn't have time to 2C... but I can 6A it. What I'm afraid of, is 2C or 6A'ing him when he's real close, basically guaranteeing he'll land right next to me, then getting 720'd or 360'd from the blockstun of the move I gave him. So usually I try to use those only if I'm at the furthest range, otherwise I try to move back far enough to reach that range.
Sophisticat Posted February 27, 2010 Posted February 27, 2010 ^ Hotaru. Jump if he blocks, j.b or IAD out or something. He wants to trap you, trap HIM!
ludwig van Posted February 28, 2010 Posted February 28, 2010 (I just scanned through this topic, and didn't see this posted yet so feel to insult me if it has already been posted ) Yesterday while playing CS w/ a Hakumen player, we found out that Hakumen can cut through bursts, creating one of his circles of doom. Not sure how practical this is, but it might be useful to know
SimpleKiss Posted March 2, 2010 Posted March 2, 2010 2C no longer cuts projectiles. This isn't that much of an issue because of new 4.C and J.C but just be aware of this.
WallJumpMan Posted March 2, 2010 Posted March 2, 2010 2C no longer cuts projectiles. This isn't that much of an issue because of new 4.C and J.C but just be aware of this. called it
ryokoalways Posted March 2, 2010 Posted March 2, 2010 2C still cuts projectiles. Frame data indicates this.
AleXander Posted March 2, 2010 Posted March 2, 2010 if it is possible it must be really unreliable. I cant seem to do it. I even had Jin Jump up and do his ice projectile at face level and i just kept getting counter hit.
ryokoalways Posted March 2, 2010 Posted March 2, 2010 Yes, it's unreliable, and has always been unreliable because of the bad hitbox. It's good for things really high and directly above you. Any horizontal displacement/lack of height means they can hit your hand when the move is coming out. I've said already, 2C is a bait/combo piece. Don't use it as AA/cutter.
SimpleKiss Posted March 2, 2010 Posted March 2, 2010 Yes, it's unreliable, and has always been unreliable because of the bad hitbox. It's good for things really high and directly above you. Any horizontal displacement/lack of height means they can hit your hand when the move is coming out. I've said already, 2C is a bait/combo piece. Don't use it as AA/cutter. Where did you access the CS frame data? I want to look at it, because I spent about half an hour testing 2C out on arakune bell bugs with buddy and couldn't cut it once, even when it was right above me. Bell bugs can still be cut, so if 2C still cuts projectiles they nerfed the shit out of the frames that it cuts, because I can 2C bell bugs easily in CT. EDIT: I sound like a huge douchebag in this post. No disrespect Ryoko and I know your information is almost always on point.
Spark Posted March 2, 2010 Posted March 2, 2010 I've cut Hazama's j.2D with 2C before when he was directly above me. Before this I also thought it was impossible to cut things with 2C. I've also had it clash with the chains and not cut.
CrimsonDisaster Posted March 3, 2010 Posted March 3, 2010 (I just scanned through this topic, and didn't see this posted yet so feel to insult me if it has already been posted ) Yesterday while playing CS w/ a Hakumen player, we found out that Hakumen can cut through bursts, creating one of his circles of doom. Not sure how practical this is, but it might be useful to know It's possible to auto-bait/option select against bursts with j4A/jC in combos, especially in some weird situations, but I can't think of any guaranteed setup for it off Haku's standard combo starters. Happens more often against bad bursts that you probably could have just blocked/avoided and punished anyhow, though I guess it's more demoralizing to have your burst portal'd sometimes. As for people having trouble cutting projectiles with 2C, 2C is like the crappiest move to try to do that with since it turns you into a huge hittable hitbox asking to be counter-hit by the incoming projectile... and then it hits/cuts. If you manage to cut a projectile with it on purpose in a real match without getting killed for trying, you should use that luck on the lottery instead. It's doable and I understand the temptation to try to use 2C against Jin EX ice since it seems like it should work but that's just a good way to eat a ton of damage since, while 2C CAN cut it, it usually doesn't 'cuz Hakumen is too busy getting hit. Also, back throw RC whatever combo is fairly big damage. Too bad it costs so much bar.
WallJumpMan Posted March 3, 2010 Posted March 3, 2010 ^ actually 2c wud be really helpful for cutting arakune's party bug or rachel's coconut things (as if ppl play rachel in cs) but since it cant its kinda of a let down
mAc Chaos Posted March 3, 2010 Posted March 3, 2010 I only used 2C to cut Arakune's curse clouds, and that's history now so...
WallJumpMan Posted March 5, 2010 Posted March 5, 2010 Since Mugen seems faster would gold burt> Mugen> renka(1)> rape combo work? if it does work it may be somewhat practical -_-
ryokoalways Posted March 5, 2010 Posted March 5, 2010 no it doesn't work. They aren't floating for long enough. Also, not enough time to do full charge 6C, so that option is also not available. mugen is still exclusively off 6D. On another note, I actually don't think it's possible for opponents to get out of 2A>6AXn unless they IB. So as a pressure string and set-up piece it should be better than before.
mAc Chaos Posted March 5, 2010 Posted March 5, 2010 So, the CS color palettes are making the rounds in the other character forums. Which one do you like best? Is it true that in Guilty Gear the older colors from previous games get ported over too? I like a lot of his CT colors...
A.X.I.S. Posted March 5, 2010 Posted March 5, 2010 the purple one looks perfect for me, purple is a pimping color indeed.
WallJumpMan Posted March 5, 2010 Posted March 5, 2010 no it doesn't work. They aren't floating for long enough. Also, not enough time to do full charge 6C, so that option is also not available. mugen is still exclusively off 6D. On another note, I actually don't think it's possible for opponents to get out of 2A>6AXn unless they IB. So as a pressure string and set-up piece it should be better than before. I AM DISAPPOINT it would have been really hype if u cud just gold burst and fuck em up also is 6a special cancel able? if it is than the opponent would have to guess(or react) whether they should block high or low if u 6a> 6b (high) or 6a> renka (low) also McDonalds hakumen ftw
ryokoalways Posted March 5, 2010 Posted March 5, 2010 No it's not special cancellable. But considering it's +5 on block, on top of 5A and 5A/2A>6A gatlings, 6B/Renka mix-up option is still valid.
Sophisticat Posted March 9, 2010 Posted March 9, 2010 What are Haku's reliable grounded non-meter anti-air options now? 6a is out, so something has to replace it, and I haven't found anything definitive in all the vids I've seen. He now seems to rely mostly on j.C, but that's not a grounded option. Also, combo-wise, what's going to be the new dmg/star ratio? It's roughly 1k/star mid-screen from what I've seen since he now gains back a bit more than in CT. Am I correct in thinking this?
ryokoalways Posted March 9, 2010 Posted March 9, 2010 He doesn't have one. If he did he would be S tier. As for combo selection, it's more situational based at this point than dmg/meter use ratio.
WallJumpMan Posted March 9, 2010 Posted March 9, 2010 5a is decent anti air if u get counter hit u can go to 5c > combo also 2c against tager is pretty good but overall he doesn't have any reliable anti airs
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