Urichinan Posted June 27, 2011 Posted June 27, 2011 (edited) In order to land 6A as a followup to 22C you need to negative edge the dash, so you need to input the dash before you can actually dash, so she'll do it quicker and you can land 6A. It's very difficult but also has very good return for her mid-screen combos. Like Symphony stated, watch me video if you are having troubles with the timing for 6A > 22C and if you are continuing to have trouble with anything let me know and I'll try to record it for you. Edited June 27, 2011 by Urichinan
suzumiya4ever Posted June 28, 2011 Posted June 28, 2011 Thank you so much guys, I shall now go practice hahah
Moy_X7 Posted June 29, 2011 Posted June 29, 2011 I can't do the Hammer Loop Variant at all. The opponent isn't stunned on the ground as long as in the sj.B > j.C > JC > j.C > j.D version when they get slammed on the ground. Are you supposed to delay something? Is it done off a specific launcher?
Urichinan Posted June 29, 2011 Posted June 29, 2011 I can't do the Hammer Loop Variant at all. The opponent isn't stunned on the ground as long as in the sj.B > j.C > JC > j.C > j.D version when they get slammed on the ground. Are you supposed to delay something? Is it done off a specific launcher? Most of the time it's done off of Fatal combos, that's the only time I've ever seen it used, so I'm sure it has something to do with extended hit-stun.
Moy_X7 Posted June 29, 2011 Posted June 29, 2011 That explains it, I thought it was just my execution, but then again my execution is balls most of the time lol.
ShadowFiend Posted June 29, 2011 Posted June 29, 2011 is it me or but combo'ing 6c into 22c, it's much harder on bang? :/
Halcyone3 Posted June 29, 2011 Posted June 29, 2011 ive done hammer loop variant without fatal. From what i saw when playing with it in training mode, delay the first j.C right after super jump until she is at the peak of the jump, or almost to it, and if u can, also delay the 2nd j.C a bit. Every time i did otherwise i wouldnt get lvl 3, but after i started doing that i was getting it consistently. Maybe j.C slows her upward momentum or something so u end up lower by the time u do j.D and miss lvl 3.
A.X.I.S. Posted June 29, 2011 Posted June 29, 2011 is it me or but combo'ing 6c into 22c, it's much harder on bang? :/ Its the exact same on everyone, if you feel you are dropping it on bang then just practice on him. I had difficulty on murakumo's and thats what I did. Now I can't get the hammer loop to work on Hazama lol. Second J.c keeps whiffing or the hammer misses, its as if he is built to troll loli.
Furok Posted June 29, 2011 Posted June 29, 2011 against hazama and hakumen, add a 6A after any otg 5C in a hammer loop. example: 5c 236b 5c 2c 214c 6c 22c 5c sj.b j.c dj.c j.d 5c 6a sj.b j.c dj.c j.d 5c 632146c
Urichinan Posted June 29, 2011 Posted June 29, 2011 against hazama and hakumen, add a 6A after any otg 5C in a hammer loop. example: 5c 236b 5c 2c 214c 6c 22c 5c sj.b j.c dj.c j.d 5c 6a sj.b j.c dj.c j.d 5c 632146c That prorates the combo too much, it works on Hakumen and Hazama, you need to delay your second j.C a ton or else it won't connect.
Sakaku Posted June 29, 2011 Posted June 29, 2011 (edited) The 6A of the combo above doesn't prorate the combo too much, it does 7196 damage. But it doesn't work with 5B starter. @below: I'm aware of that, I just wanted to point out 6A wouldn't prorate the combo too much. Edited June 29, 2011 by Sakaku
Urichinan Posted June 29, 2011 Posted June 29, 2011 The 6A of the combo above doesn't prorate the combo too much, it does 7196 damage. But it doesn't work with 5B starter. I'd rather learn a EXTREMELY small delay for more damage, guaranteed to work for every variation and can be done anywhere on screen. (5C > 6A will push them too far back to do the loop mid-screen) And so should everyone else.
ShadowFiend Posted June 30, 2011 Posted June 30, 2011 yeah it's always bang or the lambda/u-12 Turbo 5C. Works like a charm. LOLOLOL
Minijote Posted July 2, 2011 Posted July 2, 2011 Good morning! I have a question about the Plat frames data (I'be been through the "how to read a frames data" thread but I still don't understand some columns). About the Counter Hit column : I thought it to be the frame advantage you have when you hit in CH however it seems not to be the truth since I can't link two 6B together even with a 48 in the CH column (48-20(recovery)-20(startup)=8 ; so if I understood the data right, it would have worked I guess). Can someone explain to me what untechable means? Also, what is the fastest move in the game? For example, 5B has a -5 frame advantage. Does it make that move a safe one or is there someone capable of punishing a 5 frames move? Sorry if those questions are stupid, I come from Tekken and frames in 3D fighting games seemes to be a little different ^^ (there are different values for block/hit/ch but we don't give a fuck about the startup and active frames). I apology for my english. I understand it quite well but the way it is teached to us in france make us very bad when it comes to speaking it :D.
Kujikawa Posted July 3, 2011 Posted July 3, 2011 I can't answer you first question. However, I can tell you that Platinum's (And pretty much everyones) fastest move is 5A. Jabs - 2A, 5A, J.A are always the fastest normals. 5C, 2C, J.C 3C are always the slowest. Also, I have another Pan question. With the ender 5D > 3C > 632146C in the corner, what is the best way to combo into this without using; 5D, J.D and 236D? Thanx.
A.X.I.S. Posted July 3, 2011 Posted July 3, 2011 MS just use the normal bnb of course you may have to omit 5C>2C>bubble>6C>22C in some cases. FYI frying pan OTG off heart car so be creative and go for there. I don't think I answered your question right though. @ Minijote: I can't answer your question as well as I want to but you should try checking the system notes, its self explanatory in this case.
Halcyone3 Posted July 3, 2011 Posted July 3, 2011 5C, 2C, J.C, 3C are always the slowest. funny u should say that in this particular character forum. Platinum's 5C is faster than quite a few of her non-C attacks. C attacks are not always the slowest, usually yes, but not really always
Kujikawa Posted July 3, 2011 Posted July 3, 2011 funny u should say that in this particular character forum. Platinum's 5C is faster than quite a few of her non-C attacks. C attacks are not always the slowest, usually yes, but not really always Arh yes. I was just trying to get the general point across. Thanks for pointing out that error.
Urichinan Posted July 3, 2011 Posted July 3, 2011 Arh yes. I was just trying to get the general point across. Thanks for pointing out that error. That's not even a general point though, most characters of C attacks that are faster than some of their B and D moves. EX: Hazama's 5C, 2C, 3C are faster than 6B/6A Lambda's 5C(xN) are faster than her D swords Mu's 5C, 2C, 3C and 6C are faster than her 6B Makoto's 5C© is faster than her 6B Tsubaki's 5C© and 2C© are faster than her 6B(B) So no, it isn't a common factor.
Kujikawa Posted July 3, 2011 Posted July 3, 2011 (edited) That's not even a general point though, most characters of C attacks that are faster than some of their B and D moves. EX: Hazama's 5C, 2C, 3C are faster than 6B/6A Lambda's 5C(xN) are faster than her D swords Mu's 5C, 2C, 3C and 6C are faster than her 6B Makoto's 5C© is faster than her 6B Tsubaki's 5C© and 2C© are faster than her 6B(B) So no, it isn't a common factor. Ok yes I get what mean. Thank you for correcting, I'll just shut up now :L I blame it on that bitch Rachel in tutorial mode who tells you otherwize. Edited July 3, 2011 by Kujikawa
soujiro seta Posted July 7, 2011 Posted July 7, 2011 (edited) I had a bunch of vids bookmarked with tricks, but unfortunately my harddrive crashed, so I can't post them anymore , but here I some I found recently. Incorporating these into your game is crucial if you want to mind&$^% your opponent. With 50 heat you can do a plethora of things off 236B 236B RC swallow moon (j.B)/(barrier cancel B+C/2B/) 236B RC j.B (instant overhead) etc. If it's blocked you can TK swallow moon after you land to make them think you're attacking low. Or you can swallow moon right after j.B into another j.B or barrier cancel swallow moon into whatever. Or you if you have a pan you can j.D once you land. So practically with 50 heat, off 236B our opponents have to look out for instant overhead j.B, low 2B, or tk swallow. Show them no mercy. I also had a vid with a situational inescapable setup. It has to do with having 3 normal missiles equipped, 50 heat, and hammer coming up. You release all 3 missiles close to your opponent, and make sure they have to block them. Go install hammer immediately once the missiles are released. Your opponent if forced to block the missiles, regardless of if they try to jump out. J.D after they block the missiles, and they'll be hit by slidehead. If they jump to block missiles wait till they're about to land to get them with slidehead. This is a free combo if you are close to the corner. I have a question, why does 2A connect after j.D hammer. Does 2A connect after lvl 2 hammer on all characters? I would test it but my cousin is using my 360 right now. Edited July 7, 2011 by soujiro seta
Cirno Posted July 7, 2011 Posted July 7, 2011 Does 2A connect after lvl 2 hammer on all characters? Yes.
space and time Posted July 7, 2011 Posted July 7, 2011 I need help playing Platinum. Is anyone working on the gameplay guide? I'm really tired of getting my butt kicked, but I have no idea what to do.
Urichinan Posted July 7, 2011 Posted July 7, 2011 I need help playing Platinum. Is anyone working on the gameplay guide? I'm really tired of getting my butt kicked, but I have no idea what to do. The gameplay guide should be done soon, now that Cirno is back we can get stuff up and running. =)
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