Klein Posted April 23, 2011 Posted April 23, 2011 That's right... Man that's cool! I keep forgetting the implications Kishuu being that fast. I'll still have to play with it to what's actually usable though, never got many Enma combos off 5b even though the hitconfirm isn't TOO hard.
rtl42 Posted April 23, 2011 Posted April 23, 2011 glad to help. by the way, both of Hakumen's forward and back dash can be jump-cancelled, and just for clarity / in case you're wondering, this isn't something new to CS2.
Klein Posted April 23, 2011 Posted April 23, 2011 Thanks, I'll have to mess with that soon, probably tomorrow. Also, this goes for CS1 and 2, if I stuff an IAD with 4c, can I get 2c from that? And if not, could I get 2c from CH AA 4c?
rtl42 Posted April 24, 2011 Posted April 24, 2011 Depends mostly on the distance, but loosely speaking, I can't imagine it being very likely. The hitbox on 4C isn't particularly "safe", as your "hittable box" also extends quite a bit, so if anything, you are more likely to get counter hit than the other way around. I wouldn't recommend fishing for AA hits with 4C.
Klein Posted April 24, 2011 Posted April 24, 2011 No luck in CS1, oh well, as you'd expect I didn't ever go out of my way for it, but I was curious.
seyu Posted April 24, 2011 Posted April 24, 2011 Anyone want to help me with a CS2 combo? Atm im practicing 66>hotaru>IAD>j.2C>2C>sj>j.2A>etc. corner loop, So i set everything up, hotaru hits as FC, i can land the j.2C after the IAD easily, but 2C wont connect. I tried hitting with j2C at different heights, but its no use. Could i be missing something essential? I can combo after j2C with 5A, but it feels like im abandoning a lot of damage there, so help would be very appreciated.
YukiBlue Posted April 24, 2011 Posted April 24, 2011 I'm half asleep, so please. Please dont take this seriously. But You should replace that 2C with a TK Hotaru. Just to make it look badass. srs advice. If it doesnt connect, try starting the combo closer to the corner, so when they fall down, you kinda "Meet up" in the corner, and you dont have to travel as far to land a 2c? Plus you have the corner, so you could add anything, Really.
SansProtocol Posted April 24, 2011 Posted April 24, 2011 Anyone want to help me with a CS2 combo? Atm im practicing 66>hotaru>IAD>j.2C>2C>sj>j.2A>etc. corner loop, So i set everything up, hotaru hits as FC, i can land the j.2C after the IAD easily, but 2C wont connect. I tried hitting with j2C at different heights, but its no use. Could i be missing something essential? I can combo after j2C with 5A, but it feels like im abandoning a lot of damage there, so help would be very appreciated. Here's the part in a video with the exact combo in it. Maybe having a visual aid will help. Perhaps you are timing j.2C a little too early.
zreb Posted April 25, 2011 Posted April 25, 2011 I can do the j2c -> 2c pretty consistently. You could only be whiffing if you were not doing the j2c low enough or if you weren't hitting 2c as soon as you were able. If you're convinced you're doing it low enough, it's probably the latter. Make use of that 5 frame buffer!
WallJumpMan Posted April 25, 2011 Posted April 25, 2011 i m fucking confused in the psp version of cs2 i tested in training mode on platinum crouching 5a whiff's completely over her head but in this acho match vid http://www.youtube.com/watch?v=6U5gvzBUU4w at exactly 37:32 the platinum blocks the 5a crouching!!!!???? WTF!? :vbang::vbang::vbang::vbang::vbang:
zreb Posted April 25, 2011 Posted April 25, 2011 (edited) asdf wow I... i dunno I thought it might be her blocking hitbox being taller than her crouching hitbox but nope oh actually I seem to be able to recreate that if I block one 5a in the air and then land and do crouching block, then it connects once only. i think that may be what happened in that video :s Edited April 25, 2011 by zreb
Sophisticat Posted April 25, 2011 Posted April 25, 2011 Fuzzy block? Might simply be that the hitbox didn't "settle" into the right position at that point, so it hits.
Schneider-X Posted April 25, 2011 Posted April 25, 2011 on an unrelated note, i was just watching the latest casuals from A-cho, and it reminded of something i wanted to mention (in case it wasn't already mentioned/known): on a few characters, if you hit them with a 6D, you can just do a regular jump forward and combo into a falling j.2C; however, some characters' hitboxes (when they're lying down) are too far away for a j.2C to connect, and superjumping into a falling j.2C may take too much time, so you have to do a jump-cancelled dash into a falling j.2C: 6D -> 66 JC -> falling j.2C Do we have to do the jump-cancelled dash in this situation? I always thought you had enough time for Hakumen to walk forward a little and then jump. Can anyone confirm?
psycofang2 Posted April 25, 2011 Posted April 25, 2011 i m fucking confused in the psp version of cs2 i tested in training mode on platinum crouching 5a whiff's completely over her head but in this acho match vid http://www.youtube.com/watch?v=6U5gvzBUU4w at exactly 37:32 the platinum blocks the 5a crouching!!!!???? WTF!? :vbang::vbang::vbang::vbang::vbang: it was a fuzzy guard. her hitbox was still considered standing but her sprite was crouching.
Sophisticat Posted April 25, 2011 Posted April 25, 2011 Do we have to do the jump-cancelled dash in this situation? I always thought you had enough time for Hakumen to walk forward a little and then jump. Can anyone confirm? I've always walked forward. You can also hop. There's plenty of time for either, so it's a preference thing.
rtl42 Posted April 25, 2011 Posted April 25, 2011 i'll double-check that. it might be my imagination, but there's something about the hitboxes when they fall down that seems different from before. might just be me, though. speaking of which, what does the "spin" duration (80F for 6D) mean in the frame data -- from when the 2nd hit of 6D connects until the opponent hits the ground? or does that value include the time lying on the ground?
WallJumpMan Posted April 25, 2011 Posted April 25, 2011 it was a fuzzy guard. her hitbox was still considered standing but her sprite was crouching. lame if only haku's 5a hit croucher's
SansProtocol Posted April 25, 2011 Posted April 25, 2011 speaking of which, what does the "spin" duration (80F for 6D) mean in the frame data -- from when the 2nd hit of 6D connects until the opponent hits the ground? or does that value include the time lying on the ground? I would think it was from when the 2nd hit connects to the point where your opponent could tech/roll on the ground since there is no untechable data listed for the move.
psycofang2 Posted April 25, 2011 Posted April 25, 2011 lame if only haku's 5a hit croucher's that would be semi broken.
WallJumpMan Posted April 25, 2011 Posted April 25, 2011 that would be semi broken. not rly its like plus 3 on block now and its not like HOPumen can dash 5a for pressure or anything. It doesn't even have that great horizontal reach either unlike a certain character *cough bang cough*
seyu Posted April 25, 2011 Posted April 25, 2011 Thanks Yuki, Sans and zreb for the help. i can get it now consistently. I guess it was a mix of not hitting j.2C low enough and 2C early enough. Gotta work on my execution:3
WallJumpMan Posted April 26, 2011 Posted April 26, 2011 OMG I JUST NOTICED THE GREATEST FUCKING CHANGE IN CS2 HAKUMEN TO EVER HAPPEN 6 B IS RAPID CANCEL-ABLE
Sophisticat Posted April 26, 2011 Posted April 26, 2011 6b RC -> 6b RC -> 6b? I think I'd do 6b -> RC -> Shippu for kicks. Or there's always the classic: 6b -> RC -> Taunt. Still not gdlk like CT 6b end-of-round finisher.
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