MisoSowee Posted July 19, 2010 Posted July 19, 2010 You can a. not hold it at all b. hold it just a little bit c. a little bit more d. hold the entire thing I think. o.o
Spark Posted July 19, 2010 Posted July 19, 2010 In CS there are only be 3 levels, no charge, some charge, and full charge. Only difference between no charge, and some charge is 300 damage. Full charge has long hit stun, launches if it hits them OTG, or if they're in the air. On CH the fully charged one causes fatal counter.
ryokoalways Posted July 19, 2010 Posted July 19, 2010 Another thing to keep in mind is full charge has more - (-9 compared to -6), so don't hold all the way unless you are sure you are going to get a hit.
Re4L14124c Posted July 20, 2010 Posted July 20, 2010 On that subject, can someone explain when 6C launches (same launch as a gold burst)? I'm not quite sure when it works, or if it is character specific.
Leonil_Requiem Posted July 20, 2010 Posted July 20, 2010 launches if it hits them OTG, or air hit. ??? Seriously ??? OTG = On The Ground
WallJumpMan Posted July 21, 2010 Posted July 21, 2010 Best advice I could give you is to always roll the 214 when you do a 2a (or 5a). You're hit confirming the b press not the 214 motion. Other than that practice and anticipation. i mite try that next time thank you but it seems kinda hard to that all the time after every single 2a :/
qwerty Posted July 21, 2010 Posted July 21, 2010 So, question for all you Haku players who've been playing CS so far. (Spark, etc.) How does Haku hold up compared to his CT version? Is he still gimped at neutral? Does his removal of 6A and addition of j.C give him more freedom in a match, or pigeonhole him more? From my Day 1 impressions, it seems like you're forced to just j.C zone, whereas before you could not worry about your positioning for anti-air since you'd just 6A them wherever you were and go about on your way. ct hakumen was anything but gimped at neutral (outside of top 3) if you ask me, but needless to say, cs hakumen is much stronger at neutral. stop stressing over losing ct 6A; virtually everything you used to use 6A for you now use 5A for. this applies to pressure/mixup use (now you just mash 5A and wait for them to do something) and anti-air use as well (but you have j.C so that you're not in a ground to air aa situation as much anymore anyways). your anti air game is still very strong. cs anti-airs in order of importance: j.C, 5A, hotaru, 6A, 2C. i'm still working on a cs hakumen guide (which will cover this in more detail) so stay tuned.
mAc Chaos Posted July 21, 2010 Posted July 21, 2010 Awesome. I've been looking forward to your thoughts for a while. I actually didn't think Haku had it that bad at neutral (except in some situations, like if Ragna does nothing but keep just outside my range and wait for me to do something so he can punish) but some other Haku players I know did so I was asking for their benefit since I couldn't properly evaluate it after only playing CS for a day.
Leonil_Requiem Posted July 21, 2010 Posted July 21, 2010 while playing CS, there are very few situation where i find myself on the ground. most characters have few anti air options that don't do any of the below 1. Count as a projectile in which case will be reversed 2. be out range by falling j.C 3. anti air a smart j.C Also, j.C zoning is mad important to his new style of gameplay. Although he is not as flexible anymore, his well executed pressure's the same and generally his normals are faster making him a much better poke and punish character.
Re4L14124c Posted July 21, 2010 Posted July 21, 2010 ??? Seriously ??? OTG = On The Ground That's what I thought, but 6C doesn't hit enemies on the ground, at least not so far I've tried. That's why I'm wondering if it's character specific. I did try it on Rachel, though. Maybe my timing's just bad.
Spark Posted July 21, 2010 Posted July 21, 2010 During the last part of the spin where they are falling when you hit them with 6D counts as OTG. It will hit Rachel OTG normally and maybe Tager.
mAc Chaos Posted July 21, 2010 Posted July 21, 2010 Question: 6C FC sends them flying into the air right? So why is it that sometimes I see a 6C FC but it just stuns them for a long time?
entnervt Posted July 21, 2010 Posted July 21, 2010 The only thing I found to let the enemy fly with 6C(max) is after 6D. But that`s not a FC. I tested some things with 6C(max) as FC, but the dummy always is staggered.
mAc Chaos Posted July 21, 2010 Posted July 21, 2010 In CS there are only be 3 levels, no charge, some charge, and full charge. Only difference between no charge, and some charge is 300 damage. Full charge has long hit stun, launches if it hits them OTG, or if they're in the air. On CH the fully charged one causes fatal counter. Oh, so this is what Spark meant by saying it launches them OTG.
Leonil_Requiem Posted July 21, 2010 Posted July 21, 2010 http://www.youtube.com/watch?v=AD318OfQyNM#t=0m33s explain plx
Spark Posted July 21, 2010 Posted July 21, 2010 The part where he stomps over the beam? The beam is foot and projectile attribute, and 6B is invincible to foot attribute moves.
Leonil_Requiem Posted July 21, 2010 Posted July 21, 2010 i thought they took out his low invincibility on 6B in CS? http://dustloop.com/guides/bbcs/frameData/hakumen.html
Spark Posted July 21, 2010 Posted July 21, 2010 It's still there, the frame data just doesn't mention it for some reason.
Leonil_Requiem Posted July 22, 2010 Posted July 22, 2010 thankyou, but it's official 6A has no longer an AA?
qwerty Posted July 22, 2010 Posted July 22, 2010 ^ yep you can still use it as an anti air, but only against certain jump ins and usually you only want to use it when you know it'll connect. again, 5A is your reactionary anti-air normal now.
mAc Chaos Posted July 22, 2010 Posted July 22, 2010 What if it's something with a big hitbox like Jin's j.B?
Leonil_Requiem Posted July 22, 2010 Posted July 22, 2010 hotaru seems like a better option at every turn, you can even AA trap my doing hotaru land 2C while your opponents in the air. But against jin's well space j.B, it's so slow i'm 6D-ing and j.D-ing it on reaction. Yea but i'm rarely on the ground with all the zoning im doing so hell, it sucks but there's work arounds.
qwerty Posted July 22, 2010 Posted July 22, 2010 What if it's something with a big hitbox like Jin's j.B? then you use the best anti air in the game; air instant block.
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