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Everything posted by itsme
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Also, for the 5C Renka(1) Kishuu Step 2C Hotaru combo, the timing is really tight as hell between the 2C and sj Hotaru. This will take a while before I get used to it..
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I just tried the old tsubaki mugen loop in the corner and sadly it doesn't work. I'm kind of sad you can't do it anywhere any more though the new mugen loop is easier to do.
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Man, all those 5C starter ones get to me every time.
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I really think its just that your level of critique rose just like Blade says. I always have the same thought when I'm watching pretty bad plays from some Hakumens, but then I also know there are a lot of stuff players can miss during the match compared to the things the spectators see.
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I think it's グレイ Gurei. Can't be sure because I can't tell if its a ku ク or a gu グ. Edit: On a second look, I think it is Gurei. Also, the second NSB Hakumen is Nikki ニッキ.
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Don't forget Mugen IK combos and jD/2D Burst grab. Also, I guess it's still nice that 6B is RC-able now.
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6C RC 6C is god tier trolling with Haku on aggressive opponents. I've done it to my "experienced" friends during friendly matches and they usually burst out of it because they think I can extend that shit. Also, 6B RC 6C corner loop. Does it work?
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Is it me or does the new BnB add an extra j2a j2c before the usual ender?
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IIRC, Hakumen along with Ragna was listed on many of the tier lists as right around the middle, so he's still at a decent level. I miss special cancelable forward throw but the new combos looks much more flashier because the opponent flies over everywhere with Hotaru and Tsubaki, as well as DAT Kishuu.
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That pink Hakumen is PRFarmy. One of the new and pretty good Hakumen I've seen in CS2. EDIT: Also, is it me or was Kakyuu play a bit too turtely in the new vids? He got aggressive when he needed to but I'm seeing him getting out stalled because he turtled too hard in almost all of his matches.
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Yeah I know what you're talking about. I'm still excited at the potential we have here though, especially midscreen Tsubaki combos. I'm not joking when I say I was kind of disappointed at the damage potential Hakumen had shown before this combo video.
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Kind of iffy at the 5C part but pretty sure we'll always find ways to fit that 5C in. I was actually excited once I saw the midscreen follow ups and 5k+ damage, can't wait for the console release!
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Thanks for the info. I really wanted to know if Shippu really did do that much as an ender in Mugen because of after seeing one video of a Haku doing decent damage after Mugen activation and he surprised everybody with the sudden HUGE damage slapped on at the end. Also, Hakumen's CS1 Challenge 10 felt really redundant to me after the hilarity of Tsubakicoptr.
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I remember more of 0 in CT (HURR MU) while tenchi more in CS.
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They had a mini-tourney to celebrate his confirmed graduation or something and dude was apparently drunk. Even within the video, the commentator is joking about how overhead weak tenchi was at that moment.
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Oh god those Tenchi videos. If he really was drunk in those matches I wonder how he would have played sober.
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Just checked and noticed there's no CS2 Combo section yet (pretty sure most characters don't have one too) but I'm wondering if anyone know where the term "Zool" type combos (ズ-ル式) came from because that's where I found the command inputs and info for the combo. It apparently means you don't land from a Hotaru (may be from anything else too but I really don't know) and continue off the combo into the j2C. Just wondering because these terms maybe widely used later and it peaked my interest from its weird naming. Source = http://www.nicovideo.jp/watch/sm13622479 The comments have one point where a person asks if you land after the Hotaru and at where another comment states that it is "Zool" type, which does not require landing.
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So I was bored and watched the same video on nicovideo and saw what may be the actual combo recipe: 1) 5C > Renka (1) > Kishuu > 66 > 2C > sj Hotaru > (before landing) air dash > j2C > 2C > sj2A > j2A > jC 2) 5C > Renka (1) > Kishuu > 66 > 2C > sj Hotaru > (before landing) air dash > j2C > 2C > sj2A > j2A > jC > landing 2C > sj2A > air dash j2A > jC > 5C > 3C Just posting seeing how I missed it as a sj Hotaru and also confirming the air dash is BEFORE landing on the ground from the Hotaru.
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Oh okay. I've been pretty annoyed lately at eating stuff like Noel's 6B on wake-up when I know I could 6D that all day. Also, completely forgot about the 5 frame buffer, thanks for the info guys.
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A quick question just because this has been bugging me since I started Ranked: when you're about to eat a wake up meaty or something like Lambda's 5C spam on Neutral Wake-up, can you do 6D on wake up or at the very first frame in order to catch it? I've been able to do it on most occasions offline but online it seems to be a 30-70 kind of thing, almost always eating it in my face and was wondering if this is just input lag issue or if its something that really doesn't work half the time.
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^Air dash after a low Hotaru? Never considered but looks great seeing how bad the damage nerf hit Hakumen. Great input, especially that hop 2C.
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As many of you may already know, adding the code #t=XmYs after a YouTube link will start the video automatically from any point in the video. X representing the number of minutes as m represents minutes and the Y represents the seconds as s represents the seconds. As an example, the Buppa one which starts at 2:18 can be written http://www.youtube.com/watch?v=TnmjAhyHTyc#t=2m18s and this should automatically start the video from that point in time. This is just something I wanted to point out to make the viewing a bit more faster.
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I think I'll miss comboing off of this the most seeing how I used j.D a lot more than 5D and 2D, 6D being close to 2nd most used. jD>2C~jC, jD 5C 5C~ will be missed A LOT.
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^For the first vid I can make out Kyomusou or something along that line. Edit: apparently its spelled 虎無僧 from the chart in the last part of the videos.
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Just wondering, didn't 0 switch to Mu or is that another 0?