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Everything posted by SansProtocol
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Oh, those Hotaru combos work and are universal (FC version is 3360 for 2 stars, Non-CH is 3369 for 3 stars), I just have a liking for Hotaru, that's all. For the purpose of an overhead with nice corner carry, I like your combo. The only problem is that I can only get it to work on Tager and Rachel (probably because of execution) on a regular hit but it seems to work on a good number of people on CH like Spark said. However, you can get it to work on everyone (on normal hit) if you hit them in the air, so that's a plus. Got to go into the lab more for some stuff. EDIT: It works anywhere, but you may have to replace hop 2C with hop 5B if you're too far from the corner. The trick is to do j.C close to the other character, so the Gurren can hit in time.
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Yup, that's the 5B variant on Non-CH Hop Tsubaki. I'm testing it it can be used on and wherever or not there's a need if you can just Hotaru instead (As in [FC Hotaru > IAD j.2C > 2C > j.2A > AD j.2A > j.C] or [Hotaru > IAD j.C > land Gurren > hop 2C > j.2A > AD j.2A > j.C] for the same 3 stars).
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The damage on the second combo is 3712 and you get about 3/8 (.375) of a magatama back.
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If I can help in any way possible, I'm game. Indigo made a condensed version of most of the stuff, I believe, a few pages back. It would help to get it all together on one page (though that may be my OCD talking). The first combo is pretty gravy. You can replace the 2B with Renka(1) > Gurren for another rep of the Corner Loop and insane damage that I believe will get you the 2 extra stars to do Shippu finisher. The second combo doesn't work for me. I don't think it's possible to IAD j.2C after hop/TK Tsubaki and connect unless there's some ancient Kung Fu secret knowledge I'm unaware of.
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I do believe 5C is pretty good at cutting bombs from a decent range but I wouldn't use 4C, even at long range. His horizontal hitbox extends a lot and you end up getting counter-hit usually. 2C will keep you safe if you hit them high/quick enough (even all three with Plat's 214D).
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Oh, I meant that the Lv.1 6C in the combo is universal. XD And one rep of the corner loop works on Platinum, so it's universal.
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That's true, but it's also the fact that a good number of anti-airs will beat it out because Platinum has enough time to react to the slower j.2C. It just feels very useless in this match-up.
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Moves to use and why: 4C: The best ground poke in this matchup if you use its' range properly. Good against missiles and to lock Plat down after a Item Change. Usually forces Platinum to go at you in the air. j.C: Best move in air-to air fights as usual. Use j.C's superior reach to zone and potentially hit air-dash happy Platinums towards the corner. 5A: Surprisingly good anti-air in this matchup. This will work or trade against most close air attacks and will help against TK Shallow Moon tricks. j.B: Your best jump-in to use as it's quick enough to react to bubbles and compete with Plat's AAs. 2C: Great against bombs and an overall good AA against long-range air approaches. 6D: The only counter you should use against Platinum as she has only one command normal overhead (6B), a jump normal (j.B) and a few instant Item overheads (j.Frying Pan/j.Cat Hammer) to think about. It's also good against bubbles as 6D will catch it and the Platinum usually near it. Strategy: Make sure to keep a mental note to be aware of Platinum's active items and what's next. This way, you can adjust your plan of attack and defense accordingly. Also, you'll avoid hesitating or watching out for attacks when there is no need for them (Frying Pan Overhead/Bombs). Most of Platinum's projectiles are rather useless against Hakumen as you can cut them with your sword. Try to take every chance to create a void. You beat Platinum in the range department, she beats you in speed. Evaluate your spacing and use every inch to your advantage as she will make every whiff or overcommitment hurt. Beware of Platinum's AA and bubbles on approaches. j.2C is generally not a good thing to use as it's too slow and you'll collide with a bubble instead. As you usually want to change the way you play this match-up based on the item she has, here's a general guide: Missiles/Bombs: Cut them with your sword or use 6D if the Platinum player does it too close. If you're close, use this time to put the pressure on her and lock her down. Don't give her the space or time to discard/switch items as she is almost defenseless with these two. Cat Hammer: Do not try to approach her or do a slow attack when she has this. If you whiff or are too slow, she can easily counter you with this from a good distance away. It is also good on hit to make time to get in on Hakumen. Frying Pan: Keep her out when she has this. The only threat this holds really is when it's used as an instant overhead, but it's most definitely dangerous as she can easily combo after it to at least put you in the corner. Pico Hammer: This Magical Item is insanely good at breaking guard primers (usually 2 per hammer) and the air version is ambiguous (falls straight down). Otherwise, it's used in combos. Keep her away when she has this. Bat: Her only DP. Other than to escape pressure and the corner, it's practically useless as Platinum can't combo after it (even on RC, I believe). Character Specific Notes: Updated Soon!
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I believe that's the normal combo for all characters because it makes it simple to remember that than to keep tabs on how much you can charge 6C on different characters.
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Spinning Punch Special LP x N = Infinite.
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Yeah, you're right on both accounts. You can also do j.B > Tsubaki > lv.2 6C > hop 2C > Corner Loop if you're close enough to the corner.
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It works on Bang, but OTG 6C fails on Plat for the most part. What combo are you trying to do it in?
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It's better do charge the 6C and get that extra 500+ damage. Get used to super-jumping in combos as it's a better plan than compensating with dash j.2A to make up the distance because you're getting pushed too far away and you'll get more damage because of it.
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[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
SansProtocol replied to Cirno's topic in Archive
1.) Did the superflash go off? I have been testing it against Ragna's Dead Spike and the invulnerability seems to work through startup. 2.) Who grabbed you? Because I tried buffering throw on flash and got denied. -
Moves to Use and Why: j.C: Your best normal against Taokaka in the air. j.C is great because its' range keeps you safe and still allows you to knock her out of the air, where most other of Hakumen's normals will get you counter-hit or they'll trade. Use this to prevent Tao from having free reign in the air. Hotaru: MVP of the match-up, this move does work and doesn't complain about overtime. It's one of the reasons this match-up is as close as it is. It's safe, can easily get a Fatal Counter against Taokaka's Drive Attacks, and is very hard for her to deal with. 6D/j.D: These are the only two counters I would advise using in this matchup. 6D is good against a lot of things on the ground like overheads and her Air-to-Ground Drives/attacks. Surprisingly, I think j.D is the second most useful counter in this match-up as you'll be in the air a lot with her. It will also ground her, which is the best part. Not only that, but most of Tao's anti-airs are dealt with quite nicely. 2B: 2B is a safe option against Tao on the ground as you still have enough time to use 5A/5B afterwards to protect yourself if they try to jump over it. Strategy: The most important thing to watch for in this match-up is how many drive cancels/jumps/air dashes (3/3/2 max) a Taokaka player has left. Actively keeping this in mind will allow you to assess what options she has left. Secondly, it's a way to remain focused and on top of your game with Tao. Keep it safe. You only need a few solid hits (and that's all you may get sometimes) to win the round. Do not be risky and give your opponent free damage as you will need all the health you can get. A grounded Tao is an easier-to-manage Tao. On the ground and on wake-up, she is much more limited without meter. Watch out for wake-up Taokaka Barrage though. An extension to what I mentioned in the second bullet: make every hit count. You will probably not get many good hits on a good Tao player, but the few you do is all you need. Follow through and get the most damage out of your combos. Rattle Taokaka up by going on the offensive suddenly at times during the match. The best way to do this is by jumping towards her and using Hotaru/j.C. A Taokaka player needs to judge their distances properly in order to Drive Cancel out of danger or to move in on an opponent; this will cut that distance and get them before they think to Drive Cancel. She will attempt to overwhelm and confuse you by crossing you up with drive cancels, grabbing you suddenly in a combo when close, and mixing quick lows with overheads. However, there are a lot of holes in all of this which you can use Hotaru or 6D so make sure to watch for that moment to strike. Character-Specific Details: [*]Taokaka is tied for the lowest health in the game. This trades off with having the best mobility of the cast, using her Drives to move/fly around the screen. These Drives can also be cancelled in three different ways and give her different options to freely and somewhat safely get in on an opponent. A good Tao player will use these movement options like a surgeon and his scalpel. This is all paired with a scary close-up/pressure game and great damage, making her a dizzying and lethal opponent to face.
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Moves to Use and Why: 3C: This, 2B, and 4C are you the best attacks to use against Tsubaki's ground approaches. It may take a bit of practice and timing, but 3C completely neutralizes her 236x (Shield Charge) specials and you'll get a nice CH for your effort. Also, it will beat out her 5B if you use its' range properly. 6D/2D: You will want to use Hakumen's drive counters if the opponent over-commits to a blockstring or becomes predictable. 2D/5D are also good to throw a Tsubaki player in a corner as well. Make sure to not become predictable as a baited counter will not stop 22D. j.C: It out-ranges anything Tsubaki can through out in the air and is a very useful zoning tool. Hotaru: This will come in handy against jump/dive-ins, run-ins with 5B, and against wake-up DPs. 4C: Use it to hit Tsubaki out of charge for a CH or at a good distance to avoid being beaten or trading with 5B. The special cancel property is nice in this match-up but you'll mostly use 4C for the range. Strategy: This is one of the trickier match-ups you'll have in CS2 because unlike most rushdown characters you face, she can be quite productive still if you give her too much room (by charging). She will use Hakumen's lower-than-average mobility against him to dash away and charge her Install meter while you chase her down. Also, she will have advantage at close-range for most of the match. This means that you have to be very careful and stay with her but not let her get in your face. Use Barrier and Instant Blocking to push her out. This will not only get her to back off but may cause her to whiff her later attacks in her blockstrings, which can be punished for good damage. Tsubaki has very little she can do on wake-up against Hakumen, even with Install meter. You can use Hotaru/6D up close and 5C from afar on her A/B/C DP (They are projectile-based) to cut them and have her land in the void that's created. When you airdash, watch to see if Tsubaki dashes towards you or stops charging as those are tell-tale signs that they will probably try to 2C you. Get her into the corner as soon as possible. She has very few ways of getting out even while you have no meter. She's much easier to deal with there than running rampant midscreen. Character-Specific Details: [*]Tsubaki is a rushdown character with great mix-up and a great variety of moves. She has the ability to charge and build up drive meter to use on more damaging, quicker, and safer moves. Also, this meter is also used by her Install Distortion (to allow her to use "D" specials as much as she wants during the time period) and by her 236236D Distortion (to increase the damage per gauge unit). With her amazing dash speed, mix-up, and pressure, Tsubaki can easily make things hard at close-range for her opponent while having the capability of getting in as well.
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Tomorrow, when I get back from school in the afternoon. Spark won because it's Spark. The only reason people aren't usually winning with Hakumen is because of skill, not character strength. It's up now. Sorry it took so long but it's been quite busy for me.
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Don't take it anymore. If you get mad, frustrated, or sad, use that energy productively to fuel your desire to get better. Review your matches, ask your opponents in player matches and/or on here about ways you can improve your game, and be open/honest with yourself. Failure is one of life's best teachers.
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Just an update: Typing up the Haku v. Tsubaki/Taokaka match-up reports now and finishing up the one for Platinum (Talking with players and looking through my old replays). I didn't want anyone to think I forgot but I've been busy with moving and school. Be back soon!
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To add to this, don't burst after the 2C relaunch or j.2a during Hakumen's corner combo. It's an easy to block/avoid and will get you reset into 2C again. Yes, however take the opportunity to punish a Hakumen for doing it when you're not charging by dashing forward a bit and using the forward momentum to slide 2C. Usually beats j.2C every time. You can cancel into the D versions of moves quicker than the others. You have to have enough distance/time to cancel (27F) into 214D. Since Yukikaze is only 27F long, any cancel will beat it if it's used to react to your charge.
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Go bug your mod to help get the stuff rolling or volunteer to help.
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In a land far, far away, at the other end of the county, exists a place I'd like to call "Carlos' Crib". Many strange and mysterious things happen there, like 6-man MTG Drafts or Drunken LAN gaming. Well, on that particular night, a fellow by the name of "Vaughn" had brought over a copy of this game called "BRAZE BLOO: CALAMITY TRIGGA" and I proceeded to get my shit cleaned for free by Noel. For some odd reason, I liked the game regardless of how badly I had been beating. I looked up some videos and bought the sequel, "BRAZE BLOO: CONTINUE DIS SHIT" and searched for combos and frame data. Google said, "Hey buddy, how about this site called Dustloop?" I clicked the link, saw Guilty Gear (I played Midnight Carnival a while back) and saw all sorts of information and discussion. My eyes went wide, I signed up for the Danisen League on XBL and faced Axis as my first player match online. Ohhh, good times there.
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If you go to the BBCS2 Frame Data, you can click on the move name and see the hitbox frames for that move. That's unless you specifically wanted CS1 stuff.
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Oh, I'm just explaining what is required of you in that challenge. You can super-jump all day if you want. Also, the repetition of the corner loop and the delay j.2a after the first in the combo ender were talked about and detailed in the first part of this thread, I believe. If you can do that reliably, you're on the right track.
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First jump is normal, second and third jump need to be super jumps. The j.2A is the move that is pushing you away (which the superjump helps get you closer and resist the pushback a bit) and your falling j.2C has to be delayed to hit as close to the ground as possible like Indigo said. Seriously, look at the demonstration for the Challenge and you'll see what you need to do.