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Posted (edited)
That magnetism is going to mess up my combos for a long time before I get used to it. The followup was way faster than I expected too. The question is which gatlings you can do it against.

For instance, Ragna does 5B > 5C, you counter the 5B. Would you be able to Enma in time or will 5C hit you.

As long as he's not trying to poke you with these block strings, aka doing them at max range, he'll get caught by enma. If he's trying to out poke you and spaces out the timing of his gatlings, then you might whiff Zanshin-Enma.

cant enma go under 5C?

Normal enma usually clashes with jesus kick. Counter enma, will most likely depend if you're doing counter enma off death spike, then 5b will most likely win.

As I said before you must be careful about what you want to "enma" off a successful activation of Zanshin. If the opponent is stuck in frozen in place off a successful Znashin activation or they're too far to enma to hit them, they can punish you for doing that.

ontop of that because of the way the drive hitstop works i think youll act before the person caught by the drive. you are canceling his drive directly from hitstop into an active attack, the fatal comes from hitting them out of the active frames of the attack that was countered no?

That's basically it.

From the frame data it looks like enma(normal and counter) lost any form of invincibility in CP.

Are you reading this on the CP frame data wiki, because I ahven't seen any useful CP info on Hakumen that i can recall. Counter enma certainly doesn't have invincibility anymore, but I'd be surprised if they removed it from the normal one as well.

Enma had invincibility? I thought that was Kishuu.

Enma also has upper body invincibility.

Here's an example of how Zanshin-Enma works in a match. http://www.youtube.com/watch?feature=player_detailpage&v=c3dE25AVztg#t=547s

EDIT:

> 6D

Someone used 6D?

It's used more as a gimmicky counter, since it comes out so late, you can catch certain wake up options since it doesn't have any recovery after the Zanshin active frames end. Though it -is used sparingly. That same video I posted of Chibaken he uses it somewhere to beat Jin's wakeup D-DP.

Edited by BladeOfJustice7
Posted
It's used more as a gimmicky counter, since it comes out so late, you can catch certain wake up options since it doesn't have any recovery after the Zanshin active frames end. Though it -is used sparingly. That same video I posted of Chibaken he uses it somewhere to beat Jin's wakeup D-DP.

Literally no recovery? Huh, that's interesting. I've actually been using 6D and 5D on other people's wakeup sometimes to catch things like ID. That could actually be better for this.

Posted
http://www.dustloop.com/wiki/index.php?title=Hakumen_Frame_Data_(BBCP)

No mention of invincibility in the mook, only meter cool down info is listed.

Hmm you seem to be right, it's also interesting to note, based off the mook info, that Kishuu is now frame 1 upper body invincible.

Literally no recovery? Huh, that's interesting. I've actually been using 6D and 5D on other people's wakeup sometimes to catch things like ID. That could actually be better for this.

According to the above info 6d now has a recovery of 6 frames, which is a huge improvement from 26 frames. But has a start up of 17 frames as opposed to CSEX which was 1 frame. It's still not reliable though for punishing wakeup options.

  • 2 weeks later...
Posted

I can't wait to start using new traps using Agito and other new stuff. My favorite is just scrambling somebody's brain with 6B / 3C mixup. Except now I can combo off both.

Posted
I can't wait to start using new traps using Agito and other new stuff. My favorite is just scrambling somebody's brain with 6B / 3C mixup. Except now I can combo off both.

Don't they both need CH to combo? But I guess everyone tries to mash out anyway, seeing as 6B is totally unblockable.

Also, did I hear somewhere that AA 6B can be followed up?

Posted
Don't they both need CH to combo? But I guess everyone tries to mash out anyway, seeing as 6B is totally unblockable.

Also, did I hear somewhere that AA 6B can be followed up?

Yeah but you don't even need them to combo to screw with people's reflexes and heads. It's come to the point where I can make people burst to stop me from hitting them with the 5th 6B.

Posted

depends on how you are spamming 6B.

you could just late tech right as 6B/2C comes out and hop back, quick get up tk hotaru/ renka/5A, neut tech hotaru/5A.

or my age old favorite: whatever tech -> grab.

Posted

As long as the connection is fine, I don't think netplay makes that big a difference.

You just have to throw in enough mixup to make sure they try and block so you can 6B them.

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