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SansProtocol

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Everything posted by SansProtocol

  1. Hakumen's still dumb. LK is still mad he doesn't have CS1 Litchi where he could make people really hurt for mistakes. The world goes on.
  2. 0 Shift or 0 $H1F7. You went to the back to the front just like that.
  3. You shouldn't have picked a tertiary color then, dude.
  4. True, I always used 5A/2A in CS2 against Valk and it worked pretty well. However, I would say that if you get knocked down, what you should do on wake-up depends on what form he's in. Agh, I need to write this all down and put it up. EDIT: I wouldn't use j.D on [w]5B but barrier-guarding is the best option. Haku's j.B is good when falling vertically while a well-spaced j.2C is good when you're lower to the ground. I'm quite happy Haku's j.B trades pretty often with the anti-air now. And in regards to the hard-to-react-to mix-up, most times you can avoid being put in that situation by staying pro-active on controlling the space around you and moving properly.
  5. I need a new name. "Sans" is so damn awkward now after hearing it a bunch on the stream archive.
  6. Valk's 6C can usually be beaten out by 5A but I used Kishuu to avoid it before. I'll have to test 6A sometime this week as that might beat it clean. I try to refrain from being in the air too much in this matchup against Wolf Form as he has [w]5B, j.A, and j.B. Like Kotokot said, 2A is pretty good. However, I utilize Hakumen's back-hop a good bit. If they aren't baiting something out with a feint and try to go in, Hotaru will beat them out. If they do feint and then fly in with j.A/j.B, you'll have enough time to land and use Kishuu/Enma in response. 6A is a pretty good move but don't use it too much or he'll pull your pants down and bite your ass. The other move that I've already talked a bit about is Hotaru. If you're in the corner, he literally has to play Rock-Paper-Scissors with you because Hotaru beats out so many of his options there. Make the Valk player fear it and you won't have to worry as much about his command throw if you decided to just block instead; the risk is not worth the reward for him. At neutral for most distances, he's got you beat. His options from there aren't hard to block, but he is still able to keep the pressure on. Just play it safe as there's no reason not to. Get to know your A button, it's your best friend here. Even if it's just a combo with sub-par but safe starter, it'll still do a decent amount of damage and carry him to the corner (which is most important as his defensive options come with 50 Heat). Keep moving but use a smart combination of air dashes and Kishuu to get out of a sticky corner situation and turn the tables on him.
  7. Apparently, we both saw the Bat-Signal and hopped on DL.
  8. In my opinion, 4C works best for Spike Chaser because its' range and the void appears higher. For Sickle Storm, I would use j.2C. 3C can work as well, but a up-back j.2C will protect you from air approaches that 3C would not.
  9. *keeps reading* Whew, that was a good one. :3
  10. I'll be posting stuff later tonight on a few match-up threads (hopefully). And thanks!
  11. No, go on ahead. I'll edit the posts when needed. If I fill in a tidbit on the original post and have forgotten something, feel free to make a note about it. If there's something on the OP that may seem incorrect or there's a more practical way, say so in a reply to the thread. I created the threads to start up discussion on the Extend match-ups. Though one person may have the most match-up experience for a character doesn't mean they have discovered or tried everything against them. This is going to be a group effort, after all. I will edit the frame data for some things on the wiki as the information was still being done with the JP import copies. Though some things are a bit incorrect in the Frame Data section itself, j.B's not one of them (to the best of my knowledge). TL;DR: It's 9 frames now.
  12. A lot of people don't.
  13. Place holder PUNISHES: ANTI-AIRING: ZONING: THEIR GAMEPLAN: STRATEGY: CHAR. SPECIFIC DETAILS:
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