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Posted

You might think that becuase you can cut projectiles much earlier and much later than the active frames.

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Posted

wut

how does that even work lol

It's just the animations that make them seem like they should have a lot of active frames.

Posted
wut

how does that even work lol

It's just the animations that make them seem like they should have a lot of active frames.

The frames during the animation in which Hakumen will cut a projectile is completely separate from the actual active frames, some moves cut before they're active, some after, some during.

Posted

Well, that explains why sometimes I'll try to cut a Lambda wheel and eat a counterhit even though I know that the move should have had time to reach its active frames.

Posted (edited)

Then that takes me back to my original assumption which is that I was too close. The projectile cutting only works if Haku's hitbox is not in the projectile's range.

In other words if Lambda wheel hits the tip of Haku's knee:

ha234_06.png

Haku getting hit will override the bubble effect and you will just eat damage.

Edited by mAc Chaos
Posted

Well he does lean forward for 3c, though I suppose he can always 6d it.

Posted
Interesting. I wonder if I can consistently put a wheel in that spot. I guessing that if you 2D instead, you would be further back and the wheel would whiff initially?

That is why I told you I had trouble deciding if I should 3C or 2D when it was in that ambiguous range during our matches and sometimes I would get CH'd by choosing wrong.

Posted

I made a bunch of slight bomb whiff setups to beat out 2d and Spark always just 6d's them instead wwww

Posted

The good thing about 2D is that just one 2D will cover the entire wheel. 6D doesn't last as long so you have to do it twice. Online I mess up the timing for that half the time since it has to be perfect and get hit. So I usually go for 2D if I want to be safe.

But yeah.

I'll just do that more, or focus on jumping out if it's far enough away.

Posted
I made a bunch of slight bomb whiff setups to beat out 2d and Spark always just 6d's them instead wwww

Awwww. That sucks. 6D would probably easily deal with my sickle set-up if that is the case. Guess I just have to accept I can't mess with Haku on wake-up with my 236D

Posted
The good thing about 2D is that just one 2D will cover the entire wheel. 6D doesn't last as long so you have to do it twice. Online I mess up the timing for that half the time since it has to be perfect and get hit. So I usually go for 2D if I want to be safe.

I get what you're saying tbh. I can do it offline in practice pretty easy, but online I get cut up.

Also, cause I've never tried it, does Yuki catch the wheel? Cause 6D > Yuki might be qt3.14tactics.

But shit, I've really been neglecting Hakumen lately. Been having fun with Wolfman.

Posted
I get what you're saying tbh. I can do it offline in practice pretty easy, but online I get cut up.

Also, cause I've never tried it, does Yuki catch the wheel? Cause 6D > Yuki might be qt3.14tactics.

But shit, I've really been neglecting Hakumen lately. Been having fun with Wolfman.

Due to Yukikaze's 28 active frames, it's likely that the wheel will initially whiff, then activate the latter portion of the catch when it moves slightly.

Posted

From what I remember, you can OD cancel any normals that are special cancelable, but you cannot OD cancel specials.

Posted
Unless it's renka (1)>kishuu I'm guessing.

What do you mean? The only thing you can cancel Kishuu with is Emma, right? o.o

Posted (edited)

Renka(1)/Zantetsu(1) > Kishuu, [Tsubaki > ]Hotaru > AD and Kishuu > Enma > jcc are all of the good specials to OD combo parts iirc. Also, I wonder if Drive Enma > jcc > OD works.

And on a related note, we apparently have enough time to be able to do 5C air knockdown > cancel OD > step Tsubaki > Hotaru > combo.

And actually answering the question, no, I'm pretty sure we can't cancel into OD from our specials.

Edited by itsme
Posted
The only thing you can cancel Kishuu with is Emma, right? o.o

Wait what? Kishuu is the command dash, and that can be cancelled into a plethora of moves lol.

Posted

Are you sure? You can't cancel moves that whiff normally, and Kishuu isn't an attack. Canceling into Enma is a special property of Kishuu.

Posted

Couldn't you just do Renka(1) > Kishuu, Activate OD after Kishuu animation and still continue the combo due to the untechable time?

Posted
Couldn't you just do Renka(1) > Kishuu, Activate OD after Kishuu animation and still continue the combo due to the untechable time?

This is what I'm referring to.

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