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Posted

^ Haku's counters.

@Ryoko: That's a bit of a depressive, though interesting read. On the other hand, Haku's going to be more fun this time around.

Would you say he's worse than in CT now? Back then we had 6a/b and meter/dmg was decent. Doesn't look like he's got much going for him now...

Posted
^ Haku's counters.

@Ryoko: That's a bit of a depressive, though interesting read. On the other hand, Haku's going to be more fun this time around.

Would you say he's worse than in CT now? Back then we had 6a/b and meter/dmg was decent. Doesn't look like he's got much going for him now...

What Ryoko just said, I'd also like to add that even though I haven't played CS2 yet, from what I've seen, Hakumen looks like he'll still be a solid character. You have to consider the fact that a lot of other characters lost a lot of midscreen damage, too. Not just H-Man.

CS2 is going to be about corner-carrying then taking their life. Hakumen has all the tools he needs to take someone to the corner, with plenty of corner combos that hurt.

Posted

Thank god 5D is comboable now, that's going to make putting them in the corner a bit easier. He has plenty of tools to put them in the corner: grabs, hotaru, j.C, counters, etc.

This just means we work harder for our wins, which shouldn't feel too foreign to us.

Posted

Is it just me, or did the timing for j.C change? Seems like they wait longer before throwing it out in the corner combos. Or maybe I just forgot.

Posted

That's because combos in the corner end higher in a sense, so they delay it long enough for them to land and do a 5c corner knock down.

If you observe in earlier videos, they did jc immediately after and then the opponent was too high and 5c knock down would whiff.

Posted
jD is still good in this regard

I think I'll miss comboing off of this the most seeing how I used j.D a lot more than 5D and 2D, 6D being close to 2nd most used. jD>2C~jC, jD 5C 5C~ will be missed A LOT.

Posted

I've been wondering this for a while. In CS2 Gurren (214A) links into 3C from standing hit, which would mean on standing hit it would have to be at least +9. In CS1 with the 25F special hit stun on standing hit it would be +4. Anyone know what they changed to make this possible? The most likely one (and most beneficial) would be that they removed 5 frames of recovery from 214A so that it is +9 on standing hit, which would also mean that it is +2 on block now.

Anyone that can read JP see anything on the BBS about this?

Posted

I've always just assumed the recovery on gurren is reduced, since gurren entry seems to be safe. This could be an illusion due to less stop frames though.

I will look around.

  • 1 month later...
Posted

some vs Platinum trivia: the bubbles can be cut, and in particular, can be yukikaze'd. just in case anyone was wondering (sorry if it was already posted elsewhere).

Posted

well, being able to cut it is one thing, and being in a good position/situation to do it is another. still, just wanted to put it out there.

Posted

I would think it is very beneficial to cut the bubble, but then again what do I know about the match up. Does the bubble have an special properties?

Posted
I would think it is very beneficial to cut the bubble, but then again what do I know about the match up. Does the bubble have an special properties?

Treat it as an any other air unblockable (FD works) projectile.

Posted
you can dash after super jumping? I don't remember that being the case. A-cho no.3 round 20 (in video thread, bottom of page 12 first video rachel v hakumen)

Indeed, this has always been the case.

  • 3 weeks later...
Posted (edited)

CS2 PSP got leaked, took the liberty of digging through Haku's new challenge mode in case anyone's interested in seeing it. (Mission 1 and 2 are still the same specials and supers junk)

Mission 3:

-4c 214a 3c (costs 1 star, 1394 damage)

-41236c 5c 214a 6c (costs 4 stars, 3757 damage)

Mission 4:

-5d 5c 214a 6c (costs 1 star, 2128 damage)

-2d 66 5b sj.2a 66 j.2a j.C (costs 0 stars, 1791 damage)

Mission 5:

-6d j.2c 2c sj.2a 66 j.2a j.C (costs 0 stars, 2410 damage)

-5c 623aa j.2c 2c sj.2a 66 j.2a j.C (costs 2 stars, 3136 damage)

Mission 6:

-2b 2a 5a 5b 214a 3c (costs 1 star, 1285 damage)

Mission 7:

(Air throw) -BC j.2c 2c j.2a 66 j.2a j.C (costs 0 stars, 2737 damage)

Mission 8:

(Corner) -BC 2c j.2a j.2c 2c j.2a 66 j.2a j.C 3c (costs 0 stars, 3105 damage)

Mission 9:

(Corner) -66214c 66 6c 66 2c j.2a j.2c 2c j.2a 66 j.2a j.C 5c 3c (costs 3 stars, 4907 damage)

Mission 10:

-Lv.3 6C 214214b 236b(1) 41236c(1) 623a x4, 236b(1) 41236c(2) 632146c (costs 8 stars, 10365 damage)

About the mugen combo: By the last zantetsu, it's 6800 ish damage. Using shippu seems to have near 100% guaranteed damage but ends mugen state. Dunno if that's news or not! I didn't know it, but I haven't been aggressively keeping up or anything.

It's not as fun to watch as CS1 Mission 10.

Edited by zreb
Posted

from framedata about mugen:

30% char combo rate, no breaking gp, after using 9 stars gauge consume quicker and shippu ends it, 100% guaranteed shippu damage. And something forgot.

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