zreb Posted April 20, 2011 Posted April 20, 2011 (edited) Nope. You have to have heat for an RC to do anything with j.D (which admittedly looks cool, but yeah). Also about advantage: when I look at it on the PSP version there is significant time that you are reset before they tech, so it seems at least you could go into pressure if you do use it. I tested a very high j.D (sj + dj) and the result was the same. They can't tech until they hit the ground. Edited April 20, 2011 by zreb
Klein Posted April 20, 2011 Posted April 20, 2011 Man, 6d being the good option is gonna feel REALLY nice come CS2. Can you still combo into Mugen from 6d?
zreb Posted April 20, 2011 Posted April 20, 2011 (edited) Yep! I saw it in an a-cho vid a while back, but whoever it was dropped the followup Will verify that you can still combo out of it. 6d -> Mugen -> Zantetsu (2) -> kishuu -> 5c -> stuff works. It looks like you can only get about 7k ish though because of the parry proration... Edited April 20, 2011 by zreb
Klein Posted April 20, 2011 Posted April 20, 2011 That's fine by me, making an opponent eat 7k for using an overhead when I've got too much meter is great. And being able to actually get damage off 4c without CH is gonna be one of my favorite things for a little while. And mirror matches being less stupid in CS2 is gonna make my day.
Re4L14124c Posted April 21, 2011 Posted April 21, 2011 Yeah...no more j.C fencing matches would be nice.
Sophisticat Posted April 21, 2011 Posted April 21, 2011 Why would mirrors be different? If anything, there's going to be more 4c since you can combo it. :< (Though that's going to be mitigated by the new ultra-quick Kishuu. )
Klein Posted April 21, 2011 Posted April 21, 2011 (edited) I don't mind the pokes but the weaker counters and having a LITTLE safe pressure is what I'm hyped for. If that matchup wasn't stupid pokey I'd worry. Edit: yeah, I'm one of those nutcases that actually likes pressuring the opponent once in a while without lol2d taking off 4k of my life free for the effort Edited April 21, 2011 by Klein
Re4L14124c Posted April 21, 2011 Posted April 21, 2011 but my eyesore was the constant j.C's, not 4C. Since airgame is weird now and j.C's hitbox is lol-one-pixel-tall I'd like to think people won't spam it all the time...even against tager I've noticed less j.Cs and more ground stuff. which is good, right? right?
Blade Posted April 21, 2011 Posted April 21, 2011 I'm still mad that 6C has repeat proration. I "live" for fully charged 6C!
Re4L14124c Posted April 21, 2011 Posted April 21, 2011 I'm still mad that 6C has repeat proration. I "live" for fully charged 6C! 6C into 6C into 6C into shippuu bnb there. Isn't the bigger problem the wall bind though? Kind of hard to repeat 6C even in corner, right?
zreb Posted April 21, 2011 Posted April 21, 2011 If you counterhit with charged 6C, you earned that damage. repeat proration makes me sad. I actually have been meaning to mess around to see how much you can 6C in the corner in a normal combo, since I'm sure that has something to do with the fact that it has repeat proration.
Klein Posted April 21, 2011 Posted April 21, 2011 If you counterhit with charged 6C, you earned that damage. repeat proration makes me sad. I actually have been meaning to mess around to see how much you can 6C in the corner in a normal combo, since I'm sure that has something to do with the fact that it has repeat proration. Agreed, and yeah, it's probably there so that if someone does corner Tager or Rachel hitbox trolling or something like that, it's impractical. Not that I'd know though, haven't watched much CS2 stuff since it came out or impoted a psp copy -_-
zreb Posted April 22, 2011 Posted April 22, 2011 (edited) I've only ever legitimately used it if they were in the corner and trapped by a void zone, but even then there are better options (what are they going to do, not block it?) Watch some CS2 vids! They are fun! Edited April 22, 2011 by zreb
Klein Posted April 22, 2011 Posted April 22, 2011 Yeah, especially Chin and Kyomusou in my experience. But, I'm getting kinda burned out on Hakumen. I've spent a year with the guy so everything's kinda become natural and boring. Maybe picking up Mu and having CS2 come out soon will help, otherwise I'll just move to GG for a while. Any advice?
zreb Posted April 22, 2011 Posted April 22, 2011 I subbed Mu for a little bit. Stein setups are fun and her corner pressure is veeery scary in CS2. She's kind of reliant on steins for mixup/approach, but she kind of goes both ways between rush and space control. I can't comment on GG!
Klein Posted April 22, 2011 Posted April 22, 2011 Yeah, probably just need to watch some CS2, get hype, and figure out Baiken and Mu's combos. Thanks man. (non hakumen just feels unnatural)
Ronin Jinobi Posted April 22, 2011 Posted April 22, 2011 I can't comment on GG! gg da bess. That's why I'm always bringing a setup to meetups dude ~_~
rtl42 Posted April 22, 2011 Posted April 22, 2011 gents, Hakumen CS2 info only and discussion therein, please.
Klein Posted April 22, 2011 Posted April 22, 2011 gents, Hakumen CS2 info only and discussion therein, please. Sorry, so, how's the proration on anything-214a-5b-enma combo?
rtl42 Posted April 23, 2011 Posted April 23, 2011 (edited) interesting, i hadn't noticed 214A comboed to 5B. i'll try it out next time i get the chance to. Edited April 23, 2011 by rtl42
zreb Posted April 23, 2011 Posted April 23, 2011 Apparently it does (on the PSP, at least). You can 214a -> 5b several times in a row on stagger, even. 214a -> 5b -> 623aa -> j2c -> 2c -> sj.2a -> 66 -> j.2a -> j.c = 2618 Off 5b = 2505 5c = 3310 j2c -> 5c = 3371 2b = 2093 It's a little bit more damage than the standard enma combo, but the gains for the extra star spent don't seem too huge.
rtl42 Posted April 23, 2011 Posted April 23, 2011 yeah i was looking at the frame data after Klein posted that and realized that it just barely links. never thought of that before. incidentally, Klein: the frame data is "unofficially" available on the website: just go to the current Hakumen frame data page, then edit the URL of the folder to "cs2". You can then see the various P1 and P2 values (if that's what you were primarily asking about) in the tables. -------------------------------- 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 and then it'll combo. for a clear demonstration, watch Kakyuu's Hakumen against Yumekami's Platinum: http://www.youtube.com/watch?v=kMGRby5QbKs at 17:55 and 18:04.
Klein Posted April 23, 2011 Posted April 23, 2011 Awesome, thank you very much to both of you. I might use that when I don't want to go for 5b-623aa directly or when I only have three Magatama with a 2b hit. And nice find rtl42, I didn't even know you could jump cancel Hakumen's dash.
banshee Posted April 23, 2011 Posted April 23, 2011 I might use that when I don't want to go for 5b-623aa directly or when I only have three Magatama with a 2b hit. Hm, correct my if I'm wrong but I think 2B > 623AA connects in CS2
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