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Posted
haku have 13F hitstop on 6A, opponent 16F afaik. He can 3F earlier cancel 6A into 6B/drives, than opponent use burst or CA. After this haku have rest of active frames and recovery and opponent have 20F blockstun.

Could u make it clearer please ?

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Posted
haku have 13F hitstop on 6A, opponent 16F afaik. He can 3F earlier cancel 6A into 6B/drives, than opponent use burst or CA. After this haku have rest of active frames and recovery and opponent have 20F blockstun.

Could u make it clearer please ?

i think what he/she means is if hakumen uses his 6A and the opponent blocks it, hakumen is stuck in 13 frames of hit stun while the enemy is stuck in 16 frames of block stun. I believe what he is also saying is hakumen can cancel his 6A on frame 3 into 6B.

Posted

I always get confused by hitstop and such too.

I'm going to take it upon myself to create the EX combo thread. If you guys have any combos, send em my way or put them here again so I can combine it all.

Posted
I always get confused by hitstop and such too.

I'm going to take it upon myself to create the EX combo thread. If you guys have any combos, send em my way or put them here again so I can combine it all.

Cool. Let me know if you want any help with it

Posted
hmm.. just realized 3c can hit an air opponent with good timing. And of course it's unblockable.

you can't combo it anymore without RC on CH. There is no reason to use it.

about 6A: csex guide says nothing about hitstop, so you must not worry about this anymore. Though in csex your opponent can use reversal on ib in 6A>6B string=(

Posted
you can't combo it anymore without RC on CH. There is no reason to use it.

Yes I know that, lol. It's just something funny I didn't realize. I really need to look at hitboxes. :gonk:

perhaps saying there is no reason for it isn't necessarily true, if you know you it will CH. You could do it whilst couching, so your hitbox is lower, and the 3c hitbox has a pretty nice reach, so perhaps it has use. Plus it's always just good to know every tiny thing about a character

Posted
perhaps saying there is no reason for it isn't necessarily true, if you know you it will CH. You could do it whilst couching, so your hitbox is lower, and the 3c hitbox has a pretty nice reach, so perhaps it has use. Plus it's always just good to know every tiny thing about a character

3C CH on air opponent isn't untechable in csex. And it works bad as low profile AA, compare to Arakunes 2B. If your opponent gets hit by 3C in air he is doing something wrong.

Most hitboxes are same in cs2.

Posted

how do u guys pressure opponent ? I have difficulties in close gap and pressure opponent since haku attack is not fast and hard to construct block string. Any advice ?

Posted

Is it possible to do something like, 3C, 2B > Gurren, hop 5B (or 5A), j.B > j.2A > IAD j.B > j.A, 2C > j.2A, IAD j.2A, j.C?

Posted

too high up if you do 5b, you can do ch 3c>2b>214a>hop>2c>j.b>j.2a>air dash>j.a>j.b>2c>j.a>air dash>j.a>j.c, at least i think its too prorated for j.b>j.a

Posted

So I'm having quite a bit of trouble with the whole J.B -> J.A -> 2C and J.A -> J.B -> 2C links mid combo, any chance I could get somebody to test if this combo works on everyone? General advice on how to do either link would be appreciated too. I'm obviously not delaying something enough since I can't do the combos, I just don't know what to delay @__@ .

(1) Back Throw > Gurren > IAD J.B > J.A > 2C > J.2A > AD J.2A > J.C [2617/1.4]

--------------

Also saw this combo the other day, anybody care to give it a try? I think it used J.B > J.A, though I don't remeber...

(1) CH 3C > 2B > Gurren > J.B > J.2A > AD J.B > J.A > 2C > J.2A > AD J.2A > J.C [2953/1.9]

I think the trick is to do the first J.B at the apex of the jump.

Posted

For j.B j.A at least, delaying the first j.B and then delaying the AD j.B are pretty much the only parts to worry about for the 2c combos. You can also do the j.A pretty late on most of the cast so long as it actually comes out before you land (important for doing the 5c combos.) A good AD j.B will connect pretty low to j.B's hitbox and with the opponent pretty close to the ground.

From what little experimenting I did with j.A j.B, it felt like delaying the first j.B was even more important than the j.B j.A version.

Can't get hands-on with the CH 3c combo right now, but I'm interested in it.

Posted
So I'm having quite a bit of trouble with the whole J.B -> J.A -> 2C and J.A -> J.B -> 2C links mid combo, any chance I could get somebody to test if this combo works on everyone? General advice on how to do either link would be appreciated too. I'm obviously not delaying something enough since I can't do the combos, I just don't know what to delay @__@ .

From my experience in working with these, they are very strict. With that being said, for combos such as:

236B1>623A>2C-DOWNED>JB>delayJ2A>ADJA>JB>2C>sjJ2A>ADJ2A>JC=3645

and

CH3C>2B>214A>66>2C>JB>J2A>ADJA>JB>2C>sj J2A>ADJ2A>JC=3217

It is extremely important that the initial 2C>JB>J2A be delayed as long as possible. If every input of these isn't delayed as long as possible, you won't even have a chance. I consider the top combo as being match practical as there is more leniency. The bottom combo I don't consider match practical because if any section of 2C>JB>J2A fails to be delayed as long as possible, the combo will drop. Compared to the standard BnB of CH3C>2B>214A>66>2C>JB>J2A>ADJB>J2A>JC, you net an extra 250 damage. Risk not worth reward IMO.

Posted

delaying the j.b isnt really difficult, i can do it even with netplay lag

you can actually do ch 3c>2b>214a>hop>2c>j.b>j.2a>air dash>j.a>j.b>5c>2c but you dont be able to connect any j.2a's

funny trick would be to do 214a>2c after the 2c to make them tech in air and then air throw combo

Posted
I consider the top combo as being match practical as there is more leniency. The bottom combo I don't consider match practical because if any section of 2C>JB>J2A fails to be delayed as long as possible, the combo will drop. Compared to the standard BnB of CH3C>2B>214A>66>2C>JB>J2A>ADJB>J2A>JC, you net an extra 250 damage. Risk not worth reward IMO.

The reward isn't so much the damage but the extra corner carry. I will agree that holding off on doing those until you've mastered all the intricacies is a good idea though.

------------------

Thanks for the help guys. So I'm getting J.A > J.B > 2C down now, but I'm still having trouble with J.B > J.A > 2C. Namely, the opponent is teching in-between J.A and 2C. Any tips on how long to delay the J.A? If I try to delay the J.A any longer than I currently am, I just end up landing... Do I have to delay something else longer in order to get it to work?

Posted (edited)
(1) CH 3C > 2B > Gurren > J.B > J.2A > AD J.B > J.A > 2C > J.2A > AD J.2A > J.C [2953/1.9]

I think the trick is to do the first J.B at the apex of the jump.

http://www.youtube.com/watch?v=71cV8zQeWBA

It feels pretty necessary to do 669 for the j.B and not just a normal jump. You may have been aware!

It does feel pretty tight, however. I was having issues with doing the j.B too late, and thus getting my j.2a out too low too the ground, which made the j.A not doable after the AD j.B. I did check and it works on Arakune, Rachel, Plat, and Carl, so I don't think it's character specific (though I am wondering if a character with a large hitbox like Tager might hit the ground sooner? Didn't get a minute to check something like that. confirmed this is nonsense)

It's also pretty prorated by the end, so I'm not sure it can be followed up in the corner.

Re: j.B -> j.A problems: I'd suggest looking at the j.B j.A link in that video for some help with the timing. It helps to get the AD j.B there with them as low as possible so you have time to fall and hit the j.A right before landing. Doing so requires you to not be too low to the ground when you AD, which IIRC is the opposite of how the j.A j.B combo works (which is better when you're lower to the ground.)

Edited by dioxideUniversa
Posted

Many thanks for the followup and advice, dioxideUniversa. I didn't notice the differences between heights. I also totally forgot about the 669 jump @__@ .

Posted

Is that the new bnb off of a ch3c? What dioxide did in his little video?

no more 5a-6a-5a :D

and I'm pretty sure something like that could be followed up in the corner. The j.c could probably be followed up with a (land) (s)j2a-j2a-ad-j2a-jc-5c-3c

Posted

This might be the new BNB:

(1) CH 3C > 2B > Gurren > HOP 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3217/2.1]

You might need to delay the 2C a bit. Works on all characters. I'd like some help for testing out the J.B > J.A version. Probably doesn't allow for any follow up in the corner

Actually kinda surprised nobody thought it up yet =__= .

Posted
This might be the new BNB:

(1) CH 3C > 2B > Gurren > HOP 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3217/2.1]

You might need to delay the 2C a bit. Works on all characters. I'd like some help for testing out the J.B > J.A version. Probably doesn't allow for any follow up in the corner

Actually kinda surprised nobody thought it up yet =__= .

The j.B, j.A version works but it's tough. Hakumen's gotta be flying under the radar. Combo does 3229DMG. I'd just do the combo you posted since it's a easier, but that's just me.

Posted
This might be the new BNB:

(1) CH 3C > 2B > Gurren > HOP 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3217/2.1]

You might need to delay the 2C a bit. Works on all characters. I'd like some help for testing out the J.B > J.A version. Probably doesn't allow for any follow up in the corner

Actually kinda surprised nobody thought it up yet =__= .

I take back what I said about this combo not being match practical. Now that I've had more experience with it, its alot easier to understand where the links need to be. As you mentioned earlier, the corner carry is important. Simultaneously, if one fails to delay one of the inputs long enough, the combo can be salvaged with the old bnb of:

CH 3C > 2B > Gurren > HOP 2C > J.B > J.2A > AD J.B > J.2A > J.C

With enough experience, you can totally tell if you delayed the inputs long enough to complete the combo. If there's a doubt, combo can be salvaged. And yeah, surprised this wasn't mentioned already.

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