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Everything posted by LuminAbyss
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Doesn't matter, cause you'd all lose to me anyways. <3 -
Yo Axis, glad to see you still haven't changed your sig.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
LuminAbyss replied to BladeOfJustice7's topic in International
That's okay. We're only Godlike a small state. -
Montreal: Le Thread Generale Pour Weeaboo Fighters
LuminAbyss replied to BladeOfJustice7's topic in International
I love Canada. -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Yaaay, cute Rachel pics~ -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Goddammit Gli. -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Hello, I have come for your women and/or Pengu. -
Double jumping is more useful (and a lot safer) as far as baiting moves from Lambda goes, as you can barrier block as needed (where with instant air dashing, you have to basically hope you don't get hit). Belial Edge provides a good quick drop down after baiting a sword or other slow recovering move. Blocking like your life depends on it is important in this match up, but at the same time, you can't just block everything and never try to move in, since Lambda likes to destroy primers with her Spike Chaser move. Double Jump over that whenever you can, or if you're close to her, Inferno Divider. All I really have on this match-up is be patient, you're not gonna get in fast, but when you do, you have everything you need to stay in and shut her down. She has no DP outside of her supers, so no way to get out of pressure without 50 meter. Ragna's pressure also got a shitload tighter, and Deadspike > 5A/2A > stuff will keep her in for days, especially in the corner. Remember that 2C and Deadspike are good pressure enders because they are plus on block. 2C can go into 6C, which is dash and jump cancelable (second hit), as well as 3C, and Deadspike is just +3 on block and has an amazing amount of active frames, and dash 5A/2A after Deadspike provides a frame trap that only DPs or reversal supers (or any move with frame 1 invul) can get through. With 5A, there is only a 2-frame window where they can attack (this will only work on standing characters aside from Carl and Platinum), while 2A provides a 4-frame window for them to attack, and works on everyone. And remember, fastest move in the game is a 5-frame 5A
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I don't know why this is, but, you can actually get the Gauntlet Hades > 5A link to work on Tager by doing 5B > 5C > 6A > 214B > 5A Any explanation? I just know I found that out in training mode once.
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Most players do kinda mash on A/B/C during hitstun in hopes for the combo to drop and they get a chance to recover. As you play more and against more experienced players (AKA players who almost never drop their combos) you'll find there specific points in each combo where you can tech because the combo is over. At this point, you can press the tech button calmly and recover, usually into a defensive stance and block. If you mash the A/B/C button too hard while trying to recover, you might recover and then end up getting counter hit (because the game would have read you as attempting to attack after you recovered). Your best bet for now is to (not mash) continue pressing the A/B/C during hitstun and stop AS SOON as you recover. As you get better and play better people, you'll just naturally learn the rhythm of other character's combos, and when to press tech. Be careful though, as some characters (Tager being the biggest user of this) purposely do combos that give you a tech window in order to reset you into a newer, more damaging combo. LONG ANSWER SHORT: For now, simply press the button during hitstun and be sure to stop yourself as you see your character recovering. Overtime, you'll learn when to press it and not have to just "mash" on it. Hope this helped!
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Oooh. It's too much trouble Guess I'll have to practice it, I think I tend to prorate the combos I choose to end in 5D(2) > CS too much though, so according to Tong, it won't work (For those combos) Anyways, good stuff finding that TK GH link, I'm starting to dig it a lot.
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Very nice! I might try experimenting with those next chance I get! I wanted to note with the dash under 5D(2) > CS ender, you don't need to dash (or rather, you can't). Just stand in place and do CS. If you want to keep them in the corner, just dash under 3C > CS. All you'll do is sacrifice a little heat gain and life gain.
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Gonna have to wait till I come back from my Africa Adventure, but I should be getting a better connection, so hopefully we'll be able to play.
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Thanks for correcting me Mac. Oh dear my lack of Haku-experience is showing. /zips up pants.
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It's because of their speed, 6B is by FAR the easiest of his moves to counter on reaction. Avoid throwing these out stupidly, as it'll just get you hit for it. Also, 623C is 7 frames (where as 6B is 24 frames of start-up). Throwing is another good way to get them when you think they are going to attempt a counter. ALSO: Yukikaze does not have the super flash anymore. You REALLY need to be careful about pressuring him when he was 4 or more stars. Hotaru also becomes an issue at that point, since it's fully invul. Again, treat it like a DP (more like a reversal that requires heat like many supers), and bait it accordingly. Editted to fix mistakes.
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If I can take a shot at answering this, saving bursts has pros and cons with the way guard primers work. Green bursts are your way of turning the whole round in your favor, but at the cost of cutting your remaining primers in half. This leaves you at the danger of having your guard crushed easily. (I know you use Ragna, so as an example, he has 5 primers, which would become 2 after the burst, meaning a string with two primer breaking moves would easily guard crush him). Using two bursts (because you saved them) in this manner, would you leave you in a horrible position. If your opponent does really tight pressure, you'll either have your guard crushed, or you will lose your barrier, leaving you in a danger state where the guard crush will only kill you more. Keep in mind, the barrier gauge depletes faster than it did back in CS1. HOWEVER. Saving an extra burst to use as a gold burst (either as a reversal gold burst or in a combo to increase proration values) can be a very good thing, and can easily ALSO swing the match in your favor. Gold bursts are also +4 on block, meaning even if the opponent read it and blocked it, you get free pressure. Gold bursts also don't cut your primers in half. It really really all comes down to a situational sort of thing, and is pretty much highly dependent on who you're fighting, how the match stands currently, how much time is left, and so on and so forth. Generally, however, using two green bursts in the middle of one round is a really really bad thing that will probably only get you killed faster. With the way the primer system works, you really have to be more careful about when and how you choose to burst.
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Yeah, actually. I'll tell you what I do (though it may not be best). Treat it like a DP or reversal, and bait it as such. Thankfully, his counters are weaker in comparison to CS1, so even if you get hit, it wont' hurt as much.
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Montreal: Le Thread Generale Pour Weeaboo Fighters
LuminAbyss replied to BladeOfJustice7's topic in International
Pedro, don't be mad, I vote you for President. -
A funny combo I made up, and I actually was able to pull this off in the middle of a match (it's still kinda impractical, but really easy damage if you have the resources). Needs corner (or just about at the corner) and 100 Heat. IMPORTANT NOTE: This should work on everyone, but timing the 5C > 5D(1) > 214D might be different on certain characters. I've done this on Taokaka and Ragna (and pulled it on a Jin in the actual match) Air hit FC 2C > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D 6490 Damage There are less damaging versions off more practical starters though Air hit 5B > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D 5640 Damage -- Air hit 5C > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D 6183 Damage -- CH j.214B > 5C > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D 6288 Damage Replacing 623D > 236C > 236C > 5D(2) > 632146D with 214214D again nets you around 200-300 damage more on all of those combos. (I just like Carnage Scissors more than DbD)