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Everything posted by itsme
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Well yeah, this has been around the jbbs for weeks now. I'm glad someone decided to make a visual guide to it and I'm surprised how long the untechable time the second hit of the grab has.
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KaraD (HK) vs. Karaage (AZ) http://www.nicovideo.jp/watch/sm19615144 KaraD (HK) vs. DAISUL (NO) http://www.nicovideo.jp/watch/sm19751560 KaraD (HK) vs. DAISUL (NO) http://www.nicovideo.jp/watch/sm19785562 KaraD (HK) vs. Nu http://www.nicovideo.jp/watch/sm19814182 KaraD (HK) vs. Tager http://www.nicovideo.jp/watch/sm19839790 Seems the guy started playing again so posting vids for anyone interested. Also in the Tager set, Tager does MTW which the guy catches with Yukikaze, but the Tager RCs and was able to jump away for free despite getting caught by Yukikaze. Could Tager always do this?
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I've seen couple though most of those were after catching projectiles. I might have seen it but forgot about it but I haven't seen much of safe jump land block and jump cancel blocking.
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So it would seem our one mag specials overrides the mag cooldown time from our other specials. I like how this strengthens offensive mag usage, I wonder if we'll get mag optimized combos where we'd stick in Kishuu, Guren or Agito for better net mags gain.
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Mugen still seems unexplored but it really looks like there's not much salvageable out of it, I kind of like how we can go into it after a full meter OD Yukikaze for a neat combo though.
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I made a bit of an error where I didn't update ┌┤ ◇ ├┐'s info because I forgot to figure out his stats since his stuff is set to private :V. Fixed and edited in the original post, sorry about that and thanks for your work :D. I try to keep the update on time though I think the ranking is slowly becoming static and it seems some people kind of stopped playing and are waiting for the console release hence their inactivity so I might not have to look into updating as often.
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You can beat out 6B on reaction with 5A but I saw her do a gatling into it from 2B and I think Takosu normal barrier guarded it so he would have been beaten out if he tried. Edit: I just tested it out now and I just realized her 2B doesn't have a gatling into 6B so 5A probably would have worked there too. I probably thought it did since I deal with it most of the time during AB2 pressure. Also, updated dan ranking up in the video thread.
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Biweekly update. Tenchi must be playing a lot of good players since he hiked up the rankings pretty well. Notable Players HAKUMEN: DAN RANKING Top 20 as of 2012-01-06 #Rank number Translated name [old name if any] <link to player's guild profile> /// Player's guild listed name /// most used colour /// Dan level /// Overall win % #1 Dainashi ni Teihyou no aru tenchi /// 台無しに定評のあるtenchi /// ? colour /// 15th Dan /// 75% #2 Komusou /// 虚無僧 /// ? colour /// 15th Dan /// 87% #3 Chan [Chin] /// ちゃん /// ? colour /// 14th Dan /// 76% #4 Konban wa Gackt desu [Film] /// こんばんはGacktです /// ? colour /// 14th Dan /// 74% #5 Hainkeru・Uufuu [natakishi] /// ハインケル・ウーフー /// ? colour /// 14th Dan /// 70% #6 Konnichi wa Gackt desu /// こんにちはGacktです /// ? colour /// 14th Dan /// 81% #7 ┌┤ ◇ ├┐ /// ┌┤ ◇ ├┐ /// ? colour /// 13th Dan /// 84% #8 Maruge Keibitaichou /// まるゲ警備隊長 /// ? colour /// 13th Dan /// 79% #9 Poropiccho@Gikai /// ぽろぴっちょ@蟻恢 /// ? colour /// 13th Dan /// 78% #10 Gurei /// グレイ /// ? colour /// 12th Dan /// 72% #11 (Maruyama desu) /// (マルヤマです) /// ? colour /// 12th Dan /// 67% #12 hydeist@Ciel /// hydeist@Ciel /// ? colour /// 12th Dan /// 87% #13 Hikaru [Takosu] /// 輝 /// ? colour /// 12th Dan /// 74% #14 JUN@Agito Ojisan [Jun3C] /// JUN3C@咢刀おじさん /// ? colour /// 12th Dan /// 73% #15 †Legashii Senpai /// †レガシー先輩 /// ? colour /// 11th Dan /// 74% #16 Nikki@Ranyuu Kangei /// ニッキ@乱入歓迎 /// ? colour /// 10th Dan /// 65% #17 PRF ARMY@Kurau hou ga Warui /// PRF ARMY@食らう方が悪い /// ? colour /// 11th Dan /// 70% #18 【Kakyuu】 /// 【火九】 /// 12th Dan /// 62% #19 BBB(1st) PLAYER [FT] /// BBB(1st) PLAYER /// ? colour /// 11th Dan /// 73% #20 Mido. /// ミド。 /// ? colour /// 10th Dan /// 64% OTHER NOTABLE PLAYERS #28 Kokoro no Yowai Asage(◇) /// 心の弱いあさげ(◇) /// ? colour /// 10th Dan /// 86% #29 Ittensei Shunkan Futtou no Chibaken /// 一天星 瞬間沸騰のちばけん /// ? colour /// 10th Dan /// 57%
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The j2B would have stuffed the 5A, I think the only guaranteed spot I saw was during that one time where the Tao does a bait jump in into a grab. There were couple of places where he could have "thrown" a 5A to beat out the jump in for the j2Bs though I feel it would have traded or gotten stuffed anyways because of j2B's hitbox.
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That's Takosu for you.
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iirc, a lot of people seems to be resorting to the midscreen combos even in the corner because they are still trying to adapt to the character specific timings for the jC wall stick > 5C/6C. Not sure how much the actual damage difference is but the less j2A/5A is in the combo, the more damage we get.
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I think it's the combo time prorations (which we're not sure how much each moves has except for the Same Attack Combo moves with their SMPs) that are dictating how long our FC Enma combos are so we're only able to get a max of 3.5-4k with no mags from it despite the thing being a FC combo. I honestly think 5k for 5-7 mags off of a counter is pretty good this game, if Hakumen can still bring pain to the opponent anywhere on the screen I'm content.
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Also, it seems the frame data on Zanshin got up on an article on Arcadia. 6D has a start up of 17f and 6f recovery (entire move animation? is shorter than 5D) 5D's recovery is the same whether you use the normal or the held version. Also, the frame advantages on a blocked drive is 5D, 6D at -10f and 2D at -15f; Hakumen is still invincible until neutral so we can block but the disadvantage is pretty bad.
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If it's Rocha's Hazama, he definitely can read Chibaken like a picture book when they play each other. Also, the neat thing about Enma on block is that you can do a jump cancel cancel special to do something like Enma > jcc Kishuu to throw off the opponent though I think it's pretty weak to 2A mashing/reaction grabs. I'm not sure how the ground special cancels works but I was testing out stuffs like Enma > jcc Renka (1) > Kishuu as a blockstring but noticed I can do Enma > Renka(1) > Kishuu without the jcc. Also, Enma > TK Tsubaki is dirty as hell too.
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It's a ghetto frame trap vs. characters like Hazama where they try to 5A you out of the air and it could net to Tsubaki before, it actually might be okay now too since you can cancel to Agito for an oki. I've seen the guy doing it since CSE, I really think it's more of a bad habit and he shouldn't do it as much if he's really still spamming it.
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Yeah I understand, just throwing the heads up since even in the Tachikawa's New Years video, Chin's team decided to use other player's name as a joke and he's going as "Tachikawa no Takosu" (Tachikawa's Takosu).
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The guy being listed as CYAAN should be Chan (chin). I think he picked up the Persona pallete since I saw him using it in the Tachikawa's New Year Eve 5on5.
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Zantetsu was too situational and unlike Renka, it doesn't offer the safety of a frame trap vs. mashers. Maybe people just watch the JP players and they deemed it bad due to the lack of usage by them despite it being one of the faster (and most obvious) grounded overheads in the game; though it's used seldom as a surprise overhead and it works out great. It's a pretty underrated special yeah but there honestly are better alternatives to Zantetsu unless if you wanted to combo midscreen from a grounded overhead, that or you're using it for some Zantetsu shenanigans. Also, one thing I like to do with it is step > Zantetsu on the ground approach vs. some match up since they expect a Kishuu or step Tsubaki and tries to throw a low/faster move to stuff Tsubaki but ends up outspaced and and out damage by Zantetsu's decent range.
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I think people are doing 5C>Guren>Zantetsu to combo, don't think 5C straight up connected to Zantetsu except on counter hit and maybe air knockdown or crouching confirm? Also, I think it's just because Zantetsu is being used a lot more compared to the previous game so it looks like less people are blocking it.
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I barely use it too but surprisingly I always remember that 2.9k is the damage I can get from a jD > RC combo. Oh yeah, I get that the most on Tager's MTW and Lambda's sword drop.
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That and jD having a minimum height activation though who really used that move consistently after CS1?
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I should have explained it clearer, I mean to say his jB > jA and jB > j2A gatling might have become a true gatling in CP and not a late cancel timing like in CSE.
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iirc, jB > j2A became a true gatling and not a late gatling like CSE, might be the same case for jB > jA though I'm not so sure on that one.
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I wonder if CH 6A > step/IAD Agito would connect. Or at least 6A CH > jump/IAD jC.
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I read that it's harder to do Guren>step 5A now though I haven't heard the reasoning, I think most people aren't used to doing 6A CH>Guren>Kishuu>combo or they think it's not worth the meter in that situation? Also, we can go into Mugen from Yukikaze if we use it at full meter during OD iirc, I think you get around 6k from it.