zdravkelja Posted April 18, 2011 Posted April 18, 2011 I don't have the game but I don't think it's very practical, I've rarely seen anyone spends more than 2 or 3 after counters. I've seen 6C after 236B>263A>6C cancel and Hotaru. Maybe Tsubaki. Followup combo 2C>j.2A>j.2C>2C etc..
zreb Posted April 18, 2011 Posted April 18, 2011 Parries prorate too much for high-meter combos. Look for magatama-efficient ones instead to capitalize on the fact that parries grant a star.
Re4L14124c Posted April 19, 2011 Posted April 19, 2011 I feel CS2 has a more morphic play sense than CS1 in that it's not as bad to splurge stars after counters; the damge for 5D>2C>214A>2C>j.2A>etc is actually not that bad, and if you use hotaru after that instead of j.2A you'll most definitely get corner, which you can reset or continue. Even despite the proation I think it's still worth (especially since you gain one star back). There's a bigger emphasis for Hakumen to send the opponent into the corner, so if you can't get into 6C otherwise, find other moves that do...is probably what you should do.
Sophisticat Posted April 19, 2011 Posted April 19, 2011 ^ If anything, mag is much more precious now. Midscreen damage is crap so you don't want to spend for corner carry when you have perfectly good options. Off any counter, I'd say meterless is now the way to go. So something like: counter -> 2c -> j.2a -> AD j.2a -> j.C would now be the bnb. Save the mag for corner oki/mixup options to really dish out the pain. And yes, Shippu is a waste. If they upped its minimum damage it would do much to make it more optimal, but it's not the case.
Re4L14124c Posted April 19, 2011 Posted April 19, 2011 the difference is that you gain stars so much easier now, though, don't you think? If you get corner pressure (which Hakumen can kind of do better now) stars will be easy to get, right? Also, only 2D goes into >2C>j.2A>66j.2A, I think, 5D needs a 2C>gurren>2C if you want to get to the second j.2A. And I agree, I haven't used Shippu seriously since CT, it's just not worth it.
Schneider-X Posted April 19, 2011 Posted April 19, 2011 I believe 5D >6A>j.2A>ad>j.2A>j.C, I think I saw it in one of the Acho videos. 6D seems to be the most rewarding counter now since you get roughly 2.4K and close to 2 stars of meter from the follow up. I found that the only time Shippu was good in CS was after 2D, since if they bursted you could hold shippu and it would still hit them during recovery. Would have liked it to get higher minimum damage in CS2, but it seems pretty useless now even in the above situation since it will do very little damage if they didn't burst.
mAc Chaos Posted April 19, 2011 Posted April 19, 2011 the difference is that you gain stars so much easier now, though, don't you think? If you get corner pressure (which Hakumen can kind of do better now) stars will be easy to get, right? Also, only 2D goes into >2C>j.2A>66j.2A, I think, 5D needs a 2C>gurren>2C if you want to get to the second j.2A. And I agree, I haven't used Shippu seriously since CT, it's just not worth it.No way, you don't get stars easier. IB nerf means less heat gain for one, and star gain is slower too.
banshee Posted April 19, 2011 Posted April 19, 2011 Also, only 2D goes into >2C>j.2A>66j.2A, I think, 5D needs a 2C>gurren>2C if you want to get to the second j.2A. That's correct, from what I've seen so far you're too high to hit with the second j.2A. Most of those Hakus just use 5D > 2C > j.2A and then air dash into j.2C to continue with the pressure.
zreb Posted April 19, 2011 Posted April 19, 2011 5D >6A>j.2A>ad>j.2A>j.C Does not work, 6a doesn't have enough untech time. 6a -> 5b doesn't even work off 5d.
Sophisticat Posted April 19, 2011 Posted April 19, 2011 That's because it's 5D -> 6a -> 5a -> j.2a -> etc.
zreb Posted April 19, 2011 Posted April 19, 2011 (edited) On a semi related note, I could've swore there's some setup (not off parries) where you can do 2 6as (as in like 6a 5a 6a), but it may have been 5a 6a 5a instead that I'm thinking of.. Edited April 19, 2011 by zreb
Re4L14124c Posted April 19, 2011 Posted April 19, 2011 (edited) No way, you don't get stars easier. IB nerf means less heat gain for one, and star gain is slower too. doesn't drive gets you 1 star? On a semi related note, I could've swore there's some setup (not off parries) where you can do 2 6as (as in like 6a 5a 6a), but it may have been 5a 6a 5a instead that I'm thinking of.. You're thinking of the air cancel combo, I think. 6A>5A>6A>j.A>j.B>etc. Edited April 19, 2011 by Re4L14124c
C0R Posted April 19, 2011 Posted April 19, 2011 doesn't drive gets you 1 star? At best that's still only two or three extra magatama a match, which is negibile in comparison to the static gain nerf and the IB nerf.
YukiBlue Posted April 19, 2011 Posted April 19, 2011 In response to that drive question. I find that the only times I touch the D button with Hakumen is for a Yukikaze/Light of Judgement, Like IB'ing Sturm wolf from Valkenhayn, The extra magatama isnt worth gambling with the possibility of giving your opponent a free combo/Distortion/astral whatever.
Re4L14124c Posted April 19, 2011 Posted April 19, 2011 In response to that drive question. I find that the only times I touch the D button with Hakumen is for a Yukikaze/Light of Judgement, Like IB'ing Sturm wolf from Valkenhayn, The extra magatama isnt worth gambling with the possibility of giving your opponent a free combo/Distortion/astral whatever. That's just a difference of playstyle, not capability, though. I mean, I use zanshin a lot.
Sophisticat Posted April 19, 2011 Posted April 19, 2011 You can always train yourself to j.D overheads. Counter is there to punish overly predictable and aggressive players, so be sure to use it to keep them off you. [...] may have been 5a 6a 5a instead that I'm thinking of.. That's the one.
Ronin Jinobi Posted April 20, 2011 Posted April 20, 2011 You can always train yourself to j.D overheads. Counter is there to punish overly predictable and aggressive players, so be sure to use it to keep them off you. actually since j.D has no more combo follow up in cs2(at least I haven't heard of any) I mainly use j.D to catch someones burst now. Starting to 6D overheads instead now. but that's just me ~_~
Re4L14124c Posted April 20, 2011 Posted April 20, 2011 Starting to 6D overheads instead now. but that's just me ~_~ I'm going to have to learn to stop doing j.D, too. Do you actually have disadvantage afterwards, or is it equal?
Ronin Jinobi Posted April 20, 2011 Posted April 20, 2011 It's not really disadvantage it's just.....like really different. Let me see if I can't find a video of it
rtl42 Posted April 20, 2011 Posted April 20, 2011 no disadvantage, but you don't really have much advantage, either. don't use j.D anymore, learn to counter with 5D and 6D.
Re4L14124c Posted April 20, 2011 Posted April 20, 2011 It's not really disadvantage it's just.....like really different. Let me see if I can't find a video of it don't mind about it, I know what it looks like, I just wanted to know if there was some property.
Ronin Jinobi Posted April 20, 2011 Posted April 20, 2011 (edited) don't mind about it, I know what it looks like, I just wanted to know if there was some property. essentially it's like you're "falling" with the opponent after you use it, no real disadvantage if it lands(unless you j.D'd through something that has invince frames like a DP) but again no real options after it lands. Nowhere near as useful as cs1 j.D :/ no disadvantage, but you don't really have much advantage, either. don't use j.D anymore, learn to counter with 5D and 6D. ^ Basically this Edited April 20, 2011 by Ronin Jinobi
Facidi Posted April 20, 2011 Posted April 20, 2011 Can you cancel j.D into Hotaru in CS2 ? I remember it was possible in CT (useless in CS1)
Recommended Posts