-
Posts
574 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Fluck
-
Well, like you said, Hakumen's 5A is in Counter Hit state for 9 frames. Which means, after the Hakumen player hits 5A, if he's hit for any of the following 9 frames, it'll be a counter hit.
-
Hit-stop refers to amount of time the game freezes when you hit the opponent. Let's say a move has 10F hitstop. When you hit the opponent with that move, the game will freeze for 10F where nothing happens at all, then proceed normally and start counting hit-stun. A greater amount of hit-stop gives you more time for hit-confirms (since the game freezes longer), but you don't really need to know the actual numbers or do any math regarding hitstop. The number tells you how long the move is in Counter Hit state, starting from the first frame of start-up.
-
It is just naturally difficult to do it on Litchi, the JP tutorial even says the relaunch is invalid on Litchi. As for the other chars like Plat, you need to jump forward and do j.B j.4C immediately after 6C, then delay your j.C as much as you can. It'll come with practice.
-
You have to be careful with your 2Cs when Ragna still has his air option left though, because the risk/reward is actually in Ragna's favour in that situation. If your 2C gets baited by a double jump, then you'll get hit crouching by a j.C starter which is like 4-5k depending on how close to the corner Ragna is.
-
After j.D, delay your 2B.
-
Corner combo: 2D 7j.B j.4C j.623B 5C 6D 623B 5B 2B j.A j.B j.4C j.4C j.C 3587 damage / 42 Heat / 2 Seal, can replace 5C 6D with 5C 2C for 3593 damage and one less seal (lol). Also a note on the relaunch combos (e.g. 5A 5B 2B 6C j.B j.4C j.C 66 5A 5B j.A jB j.4C j.4C j.C): you don't need to microdash after j.C for Ragna/Lambda/Jin/Noel/Mu/Tsubaki/Relius. Disregard that, right now I can't get the dashless variant to work on Tao, Carl, Hakumen, and Arakune (plus Litchi who I can't relaunch), but you don't need to microdash for anyone else, even Plat. Dashing does make the combo more stable though, so there's no reason not to do it. I just don't want people to think they're dashing because their relaunches are working, it may not necessarily be true.
-
[CS1-CSE] Road to Ikaruga - The Bang Social thread - Do you even 3c?
Fluck replied to DaiAndOh's topic in Bang Shishigami
j.4C untech time is jokes lol -
Mu matchup is gay for Ragna imo, it's even at best.
-
Barrier IB (and blockstun in general) depends on if you're in the air or on the ground, but it sounds like you're talking about the ground. It'll become -6. Like Del said, frame advantage is from the perspective of the attacker. So -4 means the guy doing the move recovers 4 frames slower than the blocker. After the barrier block, it becomes -3 because of the extra frame of blockstun delaying the blocker's recovery. Add in the IB, and it now becomes -6 because of a reduction of 3 frames of blockstun. In other words, all the different modifiers to blockstun are cumulative. It's possible to Barrier IB an attack in the air, for example, which would give a total of 3 modifiers. Air blockstun is an extra 2 frames, barrier is an extra frame, and IB is a reduction of 6 frames in the air. So a move that is -2 when normal blocked on the ground would become -5 when Barrier IBed in the air, and +1 if not IBed!
-
Just one extra frame, so the -4 move would become -3 instead.
-
Well, I'm not really clear on what you mean, but I'll try my best to answer according to what I think you mean. You pretty much have no choice but to rushdown Hakumen in neutral. If you wait, Hakumen will be gaining stars for free, while you won't be getting anything of your own. However, it's a big mistake to equate rushing down with charging at the guy and hitting buttons. Being cautious is also part of rushdown, so that you don't get needlessly anti-aired (Haku 6A in CSEX)/reversaled (Counters)/outspaced (just one example is getting hit by j.C air-to-air) etc. Try to be aggressive without being impatient. If you're referring to trying to do mixup on Hakumen, then Haku's counters are honestly not that good as reversals. All of them will lose to throws. 5D and j.D aren't really applicable here because they aren't immediately invincible. The ones to watch out for are 2D, 6D, and Yukikaze. 2D (which you say is his most common reversal) will lose to overhead attacks (6B, Gauntlet Hades), while 6D will lose to low attacks (2B, 3C, 2D). Yukikaze will beat anything except a throw, so watch out for it when Haku has 4 stars. I understand that getting Yukikazed out of, say, a Gauntlet Hades for huge damage is really scary and can make you afraid of doing it. But at the same time, if you don't do mixup, you're throwing away opportunities to hit your opponent. There is no player with perfect defense. You can hit anyone if you keep them unpredictable and surprise your opponent. However, if you feel that you are being too predictable and need some thinking time to regroup, it is perfectly fine to play defensively for a period of time to avoid being punished (although this is more of my opinion, some people always want to attack). Ultimately, the final choice is up to your preferences as a player.
-
623C is very unlikely to whiff, but it's not as good an option compared to 6A because it's blockable in the air and will give Haku a free combo as you have said. I wouldn't worry about 6A not having enough reach, really. If you find that you're whiffing your 6A cause Haku is too high, just delay your 6A so that Haku will be lower (and hittable). It's understandable to be nervous, it'll go away as you get more experienced.
-
This will probably be moved to the Hakumen match-up thread so I suggest you look in there if you suddenly find your thread missing. To answer your question, j.2C is not a good move for Hakumen to use when both of you are in the air; usually it'll be used when you're on the ground and he's in the air. You can beat it with your 6A anti-air. As for j.C, it is usually used when both you and Hakumen are in the air. Generally the safest way to deal with it is to just block. If you want to go air-to-air with him however, airdash at him and do an airgrab. It can stuff j.C.
-
Taking a hit is fine but the damage you take for that hit can't be ignored. The reason I brought this up in the first place is to explain Ragna's tiering, nothing else.
-
Noel spends 50 meter to get 6k with a crouching 5B hit, Ragna spends none to get 5k so it's about the same. Also, good thing Noel's 5B is as good as our 5B! Crouching doesn't matter to Hazama at all, but he gets like 3k without meter and 7k with meter. If you average this out, you get 5k! If you want to average out Ragna's crouching and standing corner damage, you get 4.5k, without meter. This is not even considering how crappy Hazama is midscreen. Bang gets like 5.3k with 50 meter. Haku is outdamaged by Ragna too, unless he burns a ton of stars. Simply put, no one in the entire game is more silly than Ragna in that particular situation. There's a few other situations in the game that are just as or more silly (Noel is in the corner, she does 4D and you take 7,000) but this is just an example I'm giving of how high Ragna's damage is. His reward in terms of corner carry and damage is too high off overheads/crouching in general.
-
Ragna is bullshit because if you get hit by 5B crouching in the corner, you take more than 5000 damage.
-
I use Evil Ragna. Never seen anyone else use it before.
-
I honestly don't see the merits. Like, ok so you did 2D instead of Tsuika or 22C, but how does this catch him off-guard and help you hit him? He's still going to be mashing tech and he's still going to downback when he techs. It's not like the 2D ender keeps him airborne for a possible reset.
-
Honestly, I don't think that 3C 2D is better than 3C HF. I'm almost certain that you get more advantage off the new HF's recovery, even though it is still greater than 2D's recovery. This is because 2D causes an instant emergency tech since it grounds the opponent, whereas HF has them airborne for quite a while before their emergency tech.
-
Actually, I think you'll find most overheads have HB property, so 6A will not work.