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Everything posted by KayEff
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in before "go 3 seconds without using all-green" x N
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i think an attack hitting george is considered blocked, so i don't think 5C can be jump cancelled from it. may be wrong though, but i know this is the case for hitting nirvana with 5C. 3C's still the best solution regardless
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akira shiro this topic isn't about your paper so get back to actual brainstorming (if your brain can actually handle that mental process) and leave this topic alone, aight? come back when you've got some actual ggs.
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ggs to brkrdave, zeromus, and that one jin.
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that combo's already on the wiki
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given how hard the execution is, how much stuff you'll have to memorize (especially the character specific stuff), the amount of risk that it entails (unless you're trying to do hell's fang > 22C, in which case why do you need to remember stuff, just do it), and how little reward it all offers... i dunno, i'd say it's pretty trash. 3C - 214C is easy to do with jin. 214C gets more heat and does better damage than 214B. therefore, it's worth the jin player's time to know who 3C - 214C works on. whereas hell's fang - ID offers, what, extra heat? not really worth it when i can get 50 heat from just about any combo.
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technically it's not impossible. the list would just be absurdly and pointlessly long. it's not like HF > ID is particularly rewarding anyways
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you give idiots the power to speak, they will speak stupid things
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6B after CH 2D - 6C is possible, but it is an incredibly tight link, i'm figuring about 1-2 frames of leniency. i wouldn't suggest doing something like that (unless you're playing against someone like tager).
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air combos: replace with j.C - j.D - jc j.C - 623D. does more damage and gets more health back than j.C - j.D - jc j.C - j.D - 623D. also you might want to turn aerial tech on; for practicality purposes, you don't want to use too many moves in the combo to the point where the ax kick will cause an aerial tech instead of an emergency tech, thus losing all oki. CH 2D - 6B - 2C - 5C - 5D - dc 5C - aerial better midscreen combo off of CH 2D. CH 3C - 6C - dc 5D - dc 5C - aerial AND CH 3C - jc j.C - 5B - 5D - dc 5C - aerial better midscreen combos off of CH 3C, second one is good for switching corners. yes, the j.C is an OTG pickup, and since the hitbox has been buffed, the execution is pretty lenient. normally, i wouldn't suggest using 5B - 5C - 6A in combos since the pushback on 5C is pretty big; against most characters you'll end up whiffing the 6A. 5B - 6A is far safer in terms of this. on CH gauntlet hades, you don't need the 2A. you can go straight into 5B afterwards, which results in more damage. CH keri age (GH followup) - 6B - 5C - 5D - dc 5C (- 6A?) - aerial better combo off of CH keri age, although you won't get that pretty often if the opponent knows ragna for CH 6C, you can add stuff before the 5D to add more damage; the untechable lasts until the opponent hits the ground so you're free to do whatever. for CH 6D, you can connect 5C after the 6D, but only if you whiff the j.D afterwards to reduce landing recovery. you can even connect 6B if you want to, although for practicality sake you're better off just hitting with j.D. to explain the reason why 22C - 5A doesn't work on tager anymore (outside of fatal) is because 22C frame advantage was reduced to +4. it used to be +5, which is the reason why 5A, a 5-frame move, was able to connect. FC 2C - 214D - 5B actually works on everyone, but on most characters it will require a dash after dead spike. also for future reference, 5D(2) has repeat proration, so if you use that particular part of the move twice in a combo, inferno divider wallpunch - 3C will most likely not work.
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at least she gets the heat back from the combo
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5C - 6C, ID clashes with 6C, clash cancel into hell's fang works against any special that mu cancels into, but doesn't work against, say, 5C.
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putting room up
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if you would like to have editting privileges then ask shtkn for that. we could use more people to fine comb the wiki page
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whoops, i forgot to change that on the CSEX wiki page. 6D is not actually foot invul from frame 1 in CSEX. it was in CS2, and they decided to change that for the update.
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also, B cancel on block is -5. most good tao players probably won't use it in blockstrings, but it might happen once in a while. usually means a free 2A or 5B. 5A if you want the guaranteed punish.
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tong don't ever post in here again that or stop making stupid comments
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it could be fullscreen corner carry, given he was already in the corner when he performed inferno divider. if he starts at the opposite corner, does the combo, and ends up roughly a screen away from the other corner by the time he performs inferno divider, then it could potentially be a fullscreen corner carry combo although i would never use that combo myself because it's character specific and tough as shit to do
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if the hakumen's D happy, use throws. just be careful of hotaru. otherwise you'll want to be on him as much as possible. the thing you'll want the least is for him to get stars. even if you're away from fullscreen or so, he can simply kishuu to close in his distance and cover any space to prevent escape. you don't want the matchup to be in his momentum, if anything.
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you can use noel's 2B to see if ragna's foot invul starts at an earlier frame. it has a 7 frame startup and hits low, so it should whiff in 6D's foot invul. i guess i'll experiment with it myself when i get back to my consoles.
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yeah, they should be updated to their CSEX hitboxes.
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BBCSEX hitboxes are released. the only noticeable hitbox change is j.C (obviously). here is a comparison: OLD NEW OVERLAP my god that hitbox is beautiful
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ggs to everyone in my room. today i learned that any experience and skill you have with blocking in reality is thrown right out the fucking window when playing in PSN
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gonna hop on PSN, please be nice to me