Moblin Posted July 3, 2015 Posted July 3, 2015 4c is still good for the footsies game like 4c CH or even just normal hit 4C > Super for a quick hard read. But don't get predictable about it because they're always just an airdash away from punishing it.
Raziul Posted July 6, 2015 Posted July 6, 2015 Is Renka(1) our best confirm for 3C CH near the corner? Having a hard time overcoming my 3C addiction from CP, the rewards were just so damn good. Here, it's obvious they really want you to work for anything more than 3k-3.5k off a 3C CH. Also, 5C air hit confirm into OD for 9k damage to snatch a round from Jin in the most evilest ways might just be enough to keep me playing this character seriously.
Moblin Posted July 8, 2015 Posted July 8, 2015 5C reads are probably the most satisfying thing about this character. Nothing is better than reading someone like a book once and taking the round. If you watch players like Poropiccho and Film, they hit so many yomi 5Cs it's ridiculous. Yomi 5C on a valkenhayn in neutral is ridiculous.
BlackYakuzu94 Posted July 8, 2015 Posted July 8, 2015 It's play play perfect or die lol. 5C does so much for us, Anti Air, good kishuu setups, best OD starter. Sent from my iPhone using Tapatalk
mAc Chaos Posted July 9, 2015 Posted July 9, 2015 I was never good at yomi 5C. Throwing it out there always made me feel so vulnerable. Aside from AAing stuff. --- I'm going to start filling out the matchup threads. At least the ones I'm familiar enough with, once I get more experience. Mainly the CT cast. The hardest part is always distilling what I learned through play into actual information. A lot of higher level stuff is fluid and debatable, so instead of getting stuck in an endless loop of trying to figure out which part is suitable for matchup advice I'll just do the basics. ie, what normals are good here, what you can punish. If you guys have any MU experience you should drop some info too. Also general strategy involved; I lost endless matches to xharakusan's Kagura before I realized I was supposed to be zoning him out instead of going in on him. Made a huge difference. Although out of sheer stubbornness I want to defeat his up close game anyway.
Schneider-X Posted July 10, 2015 Posted July 10, 2015 The last few posts should really go into the Kagura MU thread instead of being forever lost under general discussion.
BlackYakuzu94 Posted July 10, 2015 Posted July 10, 2015 Mac, you mind moving those posts or should I just make a general post about it?
WolfCrimson Posted July 11, 2015 Posted July 11, 2015 Hey guys, now that the english ver of CPEX released, I'm back to playing the H-man. I was wondering what the new frame data looks like? The frame data table in the wiki is for CP 1.1.
BlackYakuzu94 Posted July 11, 2015 Posted July 11, 2015 Hey guys, now that the english ver of CPEX released, I'm back to playing the H-man. I was wondering what the new frame data looks like? The frame data table in the wiki is for CP 1.1. yea I know, we're lazy asses and its kinda hard to get exact frame data without a mook. Off the top of my head 4C is about 10f now, lost its charge. The hitbox also got nerfed a bit. j.2A has more active frames, about 12 I think You can't link 5C/2C after CH 3C anymore If you want some more specific changes, they should be in this thread around when the game came out. And also this video https://www.youtube.com/watch?v=v4lAcDDTNtU
WolfCrimson Posted July 11, 2015 Posted July 11, 2015 Thats a good video. But I cant read Japanese. I can guess what a few of the numbers mean, but thats it. I wanted to ask about 6A specifically, what is the frame advantage on block? The new 2A>6A gatling has given me hope as to this can be used in block strings Sent from my HTC One_M8 using Tapatalk
BlackYakuzu94 Posted July 11, 2015 Posted July 11, 2015 Thats a good video. But I cant read Japanese. I can guess what a few of the numbers mean, but thats it. I wanted to ask about 6A specifically, what is the frame advantage on block? The new 2A>6A gatling has given me hope as to this can be used in block strings Sent from my HTC One_M8 using Tapatalk its -4 and seems to have the same startup.
WolfCrimson Posted July 11, 2015 Posted July 11, 2015 Oh, ok. I could swear its startup feels faster though Sent from my HTC One_M8 using Tapatalk
BlackYakuzu94 Posted July 11, 2015 Posted July 11, 2015 Trust, I felt the same way and tried to experiment with it myself. Mac helped me test out how it works, but naw.
BlackYakuzu94 Posted July 13, 2015 Posted July 13, 2015 https://pbs.twimg.com/tweet_video/CJuHlMEUkAExg5a.mp4 So let's talk about this for a bit.
chzchan Posted July 13, 2015 Posted July 13, 2015 Looks like a whiff cancellable command grab or strike grapple out of 623A that might not cost magatama. Might have low invuln. Ha, maybe they just made Kishuu a command grab or gave it some kind of new properties. Magatama gain is pretty big though so I don't even know what to think.
BlackYakuzu94 Posted July 13, 2015 Posted July 13, 2015 If it does have low invul, it'll make dealing with Kokonoe's 3C a far less pain in the ass.
mAc Chaos Posted July 13, 2015 Posted July 13, 2015 I wonder what they'll to do Kishuu then if anything. The two stars used are for Renka it looks like, after it.
Moblin Posted July 13, 2015 Posted July 13, 2015 If he has a command grab off kishuu his pressure just got infinitely better. Wow. In the current version, Here are some examples of haku tech that helps against DPs 6a > 6b ender safejump https://youtu.be/bjDLQD5awF8?t=26m53s 3c doesn't give you enough frame advantage as an ender to give safejump. Hakumens, when worried about a DP jump forward with barrier block on their wakeup a lot. Ex Camelia here: https://youtu.be/ONCYs6UnPo4?t=38m9s He jumps backward and barrier blocks to bait the DP, but the opponent respects him so he gets to airdash back in. He could have alternatively just done falling j.B after he saw the opponent was blocking. The biggest thing here is if they DP, you block and punish. If they don't DP, it means they're probably respecting you enough to continue pressure even though you didn't meaty them. Or they can hard read what you're doing and just jump and airgrab you. It's a good tool, but it's not unbeatable. Another ex by PoroPiccho where he successfully punishes a blocked DP: https://youtu.be/Kqh6kzo6ty0?t=4m46s I'm positive one of the biggest things that sets Poropiccho apart is his raw option coverage during certain situations. Look at this burst bait string: https://youtu.be/jV-5bctVDeA?t=1h8m16s Cancels the combo into Hotaru ASAP so that Hotaru will go through a burst, and then immediately after the hotaru he blocks until the last second, and finishes with j.C. Kind of godlike.
BlackYakuzu94 Posted July 13, 2015 Posted July 13, 2015 Yea, I liked that too. Something we really should practice.
Schneider-X Posted July 13, 2015 Posted July 13, 2015 Might have low invuln. I don't want to be the bearer of bad news but Hakumen is standing in the dead zone of Kokonoe's 3C.
mAc Chaos Posted July 13, 2015 Posted July 13, 2015 He's standing there at that moment. But it looks like he was moving forward away from her active hitbox area.
Moblin Posted July 14, 2015 Posted July 14, 2015 The loketest will prove this new move is a low/body/head invuln unblockable command grab that refunds 5 stars on hit and 6 stars on whiff. Arksys also saw how hype OD/Mugen comebacks were, so if Hakumen ever takes fatal damage, he is instead revived at 50 hp, the opponent is blown back and Hakumen enters OD/Mugen state automatically
Raziul Posted July 14, 2015 Posted July 14, 2015 I'd just like to have back step invincibility like the rest of the cast.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now