Brotrr
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Everything posted by Brotrr
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I wouldn't worry too much about it.....everything works on Carl in CS. And it's only Throw > Gurren combo that doesn't work IIRC...all the other combos work.
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You should never ever combo INTO a throw. It's stupid and will only work against newbies or online when it's laggy.
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Honestly, all of Hakumen's combos are pretty easy. The only hard ones are anything involving Gurren > hop > 5A/5B, but you can just do Gurren > 6C anyway. For the j.C loop, honestly there's not really a trick to it. Once you do it twice in a row you can do it a hundred times in a row. Sounds like crappy advice but that's seriously how it is. As long as you have an idea of the general timing you'll be able to do it eventually.
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Yeah seriously, when I see Zakiyama do the 6Ds it seems like they can't tech out for an eternity. Does it have to be Fatal Counter? EDIT: In the Japanese Hazama combo wiki I see some combos that end in > 4DA > 214B. What the hell does that mean? You retract the grapple and....214B? On the ground? Wut?
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No it doesn't. He did it in reverse. I'm also interested in any 6C CH combos, mainly because sometimes I accidentally 6C instead of 3C and for some reason it hits them.
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I agree. I'm having the same problem. I think you just have to do j.2C a split second earlier than you would in CT. Just from visuals it feels like enma is the same to me.
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So what are these unique Zantetsu situations anyways? Seems like the only times I ever use it is right after a renka, and it looks like an enma followup with the new j.C finisher gives better positioning at the end than doing renka > zantetsu.
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So what's the deal with Zantetsu with the damage nerf? Still worth doing for 3 stars? Seems like there are a lot of better options now.
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What's the deal with beginner mode? The burst icons are replaced by the beginner icon and sometimes a bar appears underneath it.
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Sticks don't work like that. Neither does the analogue stick for fighting games. When you push left, it's either all the way left or it's neutral. There's no middle ground.
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Someone else should probably go more in-depth but just some things I noticed 1. Stop throwing out so many wake-up renkas 2. Goes without saying, but finish combos (lag-related?) 3. Don't go fishing for j.Ds 4. Learn some grammar
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Brotrr replied to Wolf Pup TK's topic in Archive
Counter assault = 6 + AB -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
Brotrr replied to Wolf Pup TK's topic in Archive
You should never ever have to use CA. End of story. Do a 623D or something if you're feeling too much pressure. -
Insecurity issues
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I noticed you doing a lot of black beat combos off freezes. Big example was near the end where you did a throw, then 6C. You would've been punished with a decent combo every time if that Noel player could get out of the ice. Otherwise seems like an improvement over your last vid.
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Go read up on it yourself. Not very hard when most of the CS Rachel threads explain everything.
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Got a question bout his new flash kick astral. You don't have to buffer it on the ground? There's a vid where Gozaru (I think) jumps, lands, then immediately does his astral.
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The brush strokes were honestly probably only supposed to look good and define his special moves from his normal moves. That's about it.
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j.B? j.C (now j.2C)? Goddamn, please research a bit before asking this stuff. EDIT: In response to smooshman
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If you catch something within the 1st fram of Haku's Yukikaze, it becomes a super yuki that's undodgeable and noticeably faster.
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She's definitely gotten a lot better over the last month though, there's no denying it. I still have a faint glimmer of hope. As long as she's not in Rachel tier I'll be happy.
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From what I can tell, Yukikaze is like CT Haku's. Catches everything except lows. If you catch a projectile during Yukikaze's 1st active frame, it will be undodgeable. Otherwise you can superjump out of the way.
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As a Haku player, I'll just say that your friend could be doing a LOT better. He's using C moves as anti-air and as a counter to your 2D? He should be doing his real counters on your 2D and sledges and 6A as anti-air. As with all Haku players, don't randomly throw out sledge and 2Ds. You'll get harsh punished. Best thing to do is just to simply out-patience him and punish mistakes.
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The yellow Hakumen in the latest CS vids (his name starts with G IIRC) always tries to land the second 5C but usually fails, so this combo might be a bit hard to pull off consistently. Could you get rid of the second 5C or do you absolutely need it for renka/enma to hit?
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I'd also like to know this.