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Everything posted by Putin
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I've never thought about canceling the air dash with anything, and I've been using j.C only as a poke. I'm definitely trying that. It doesn't really seem like a good plan against zoners though, but I'll test it and see for my self I guess. I do occasionally use raw Mamis against them, even though I try to avoid that cause I feel like a scrub. : < Probably need to get that thought out of my head. I may be used to flying around with Haz, but that doesn't stop me from getting in with Jin, hell, not even with Ragna and I don't even sub the guy. I'll try the bubble thing, other than that I guess I'll have to get a better feel of her normals. Which Bubble should I use in this occasion though? Eh, fuck that, I'll probably settle with 5C > 6C > Mami till you finish that guide. The damage is still strong for a combo that easy. And I actually have fun grinding stuff with my mains. Thanks for the input, I was kinda losing my enthusiasm on Platinum, I hope trying this stuff out will get it back for me.
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I picked up Plat when I got me Extend. Learned a few basic combos, used her in matches. But it still feels like I can't actually do what I want with her. What basic stuff would you point out to someone who just picked her up? How do you go about her movement? Her air dash is the most terrible thing ever, and going in on foot with the occasional barrier seems inefficient, especially against zoners. I know you can bait stuff with Swallow Moon, even though I can't use it properly yet, but does it make up for her limited movement options? Once I lock them down in the corner things obviously get a lot better, when I have the Pan -and don't sj.C like an moron instead of TKing- I feel like a god. The problem is how to get in, since she doesn't seem to have any other option. I play Hazama and Jin if that helps. Now about pressure. Is 5A ad infinitum with the occasional low, properly spaced 6B, TK Swallow or tick throw all you need to know? I imagine it'll be a pain to use against mash happy people, unless she's got something like Jin's 6B which can dodge jabs and go in for some godlike damage. In other words, how do I condition people with Plat? What about frame traps? And lastly, a combo related question. I can do 6C > 22C > 5C no problem, but 6A is killing me. Any tips on how differently I should time 22C in comparison to the timing needed for 5C to connect? For some reason I get easily bored grinding her combos. : <
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I do consider some playstyles cheap, such as upbacking, but I never say anything about it because there's no way to support my... belief? It's just something I wouldn't do because I don't enjoy playing against people like that. All of the above do not apply to pink throws in lag though. Green throws are ok since people usually yomi break them anyway, but pink throws are broken on reaction, which is butchered by input delay. That's it I guess.
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Lol I take it it didn't change. That's weird though, unless I always Hirentotsu'd at the exact same height back in CS2. And yeah, I do try to finish with Gasshoukyaku; Jasetsu, j.2C, 5D~B > j.2C, so many awesome stuff to follow it up with. His new midscreen combos are all about corner carry though, so I often find my self finishing them with j.C > Hirentotsu just a little out of the corner. Thanks, and I do follow the technical thread, I just have nothing to add there.
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I don't know if it's just me, but the 2A corner oki after Hirentotsu knockdown feels different in this version. In CS2 I knew when to press the button, and I always punished rolls with it. Always, until they learned to stay in place and block. Now in CSEX I end corner combos with Hirentotsu a lot less (that godlike Jasetsu oki), but they still manage to roll out some times. They changed the timing? I forgot it and just need to grind it a bit on training?
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Still, this is pretty informative. I'll probably steal a couple of his combos for when it's too laggy to TK properly.
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If you don't just want to clear it but can't bother restarting it over and over either, try the second controller trick. Press start on the second one when you're about to lose, beat the new "challenger" and try again. It worked in CS Score Attack, it should work here too.
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Your shitty Bang had more wins than losses though. GGs, I hope my lack of seriousness here and there didn't bother you. I find it really hard to give my 100% when there's that much lag. : <
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I really, really don't like the graphics. They look nice and all, but they don't fit the image the previous games have created. I'm not sure whether I'm glad they're making this or not, but I'm pretty sure I'd be more pleased if it was 2D . They better include Endrance and Ryoukou as playable characters, maybe Keyaki too.
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I entered your room, you kicked me. : < We had an 1bar though, so it would probably be bad.
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I may be wrong, but delaying Hirentotsu will probably screw up the 5C pickup afterwards. That's what happens to me when I don't input it immediately anyway. I haven't really practiced dashing TK either, but I tried it during matches a couple of days ago and it worked twice, of course I didn't change the timing I've been using since I learned it. It's probably just too tight, and you don't want 6C to come out either. Delaying 2C as much as possible should make it easier though. However, I still prefer going for the easy route when I'm too far in the corner, by cutting down the amount of loops and adding a j.5Cx5 in there. It's guaranteed that you won't drop it, so the small damage loss doesn't bother me much.
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[CSE] Hazama Combo Guide and Combo Discussion Thread
Putin replied to MetalMaelstrom's topic in Archive
So here goes. I don't think I'll be able to land a dashing TK in netplay anytime soon, so I'm doing this combo after crossunder 6C instead: dash 5C > 2C > 6D~A > 4D~A > Jakou > (dash) > TK loop xN > 5C > 2C > Gasshoukyaku > 3C I've been trying it on all of the characters, and there are a few character specific stuff. If I get a decent starter and can go for 3 reps, there are some characters on which the dash after Jakou is not necessary for 3C to connect, which is great. If I get a good starter and can go for 4 reps, I can still connect 3C on the same characters as long as I dash after Jakou. Didn't note the characters down, but some of them are Rachel, Carl (!), Arakune, Bang, Mu and Jin. However, no matter what I try on the rest of the cast, 3C doesn't seem to work in training. Tried dashing after Jakou to 3 reps, it whiffs. Tried going for dash > TK > dash > 5C > 2C > (6D~A) > Jakou > dash > TK loop xN - 1, still nothing. Doing dashing 3C seemed to work, but then I get to close for Mizuchi to connect. If I want to keep my meter I'll go for a second 5C > 2C > 214D~B anyways. Just tried Jakou > Dash > TK loop x2 on Ragna and it still doesn't work. All of the above however don't seem consistent, for example there was an afternoon when I couldn't connect 3C on Jin, even though I was sure it worked on him. I've also never landed it on Valk in training, but it did connect sometime against the CPU. I don't remember what combo I used though. Any tips on this? tl;tr post part 2: You're in the corner. You get an AA, CH 214D~B. You go for dashing 6D~A > Jakou, enemy is now in the corner. Sometimes you can follow it up, sometimes not since the opponent was too close when you caught him with Jakou (can this be fixed?). It sucks, but it's still ok since you've put them in the corner. What happens when you anti-air them with something like 2C though, or even worse 5A? I don't think you can dash before Jakou in these circumstances, but sometimes I get lucky after CH 2C and they're far enough when they get hit by Jakou for me to follow it up and put them in the corner sometime later with a second Jakou. But when they're too close, I'm pretty fucked, since I've just placed them in front of me, me in the corner. What do you do in these situations? The above problem, Jakou's new recovery, also fucks up my anti-roll 2As in the corner. In CS2, I always went for 2A > 5B > 5C. If they stayed in place, I'd 4D~D to j.214B#. Now in CSEX I can go for Gasshoukyaku as well. If they rolled out of the corner, I'd followup 5C with Jakou, while still able to go for 5C > 6C > stuff afterwards. However, this does not seem to be the case in CSEX. Is there any way you can juice out a little more damage after anti-roll 2A? Or you just put them in the corner again and that's it? I'd also like to inform you that I suck at this game, in case you didn't notice. Thanks in advance. -
Is this the right place to talk about connecting 3C after Gasshoukyaku?
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GGs to the European bros with decent 2 or even 1bar connections. Extra GGs to the people in Raven-Eclyps' room, I didn't understand a word you said but I laughed a bit. Except for some Japanese quotes maybe.
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The items get unlocked by buying them? In that case, I should go for the new items whenever they're available, no matter how good or bad they are, no?
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They dispatched it the day of its release, 22/2. Came in 8 days later, pretty legit. I've had it preordered though if that makes any difference. You should at least five them a full week before getting impatient.
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Lol what the hell did they do to Sekkajin? I just got the game and played only for a little while, but the timing seems a lot different. As in you have to mash it less than CS2, otherwise it'll keep on going after the launching hit. This is gay, big changes are easier to deal with than minor stuff that you didn't even think about when doing them. Also, any tips on wiffing DP C in loops? It's not that they're too high, I'm just too far away. I know it's been discussed in the past but I don't feel like going through all these pages. I think you guys said there was another option besides dashing 6C after DP B, that's where I'm placing my hopes : <
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Just got my copy, letting any potential sparring partners know and bumping the thread. God, the installation takes ages
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I find it easier when I delay the first 2C as much as possible. Other than that, keep at it until your wrists hurt. I know mine did. D: If you actually do get the timing correctly, then the only reason for you to drop it would be accidentally superjumping, I really got no tips on that. If it's just the timing that screws you up, then go with what I said. I still panic when I do the first rep too fast, even if I actually can 5C pickup afterwards. After a few days you'll also realize that the timing is not that strict. I often find my self thinking "that 2C was too fast, combo dropped", but I go for 5C nevertheless and pick them up. There's nothing more in TKing than grinding it really.
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Missed a DP C in there?
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Hakus might have an extra option against fly-ins, but Hazamas have a lot more. You can cancel your momentum with something like wiff j.A/air throw if you think he's gonna mash D, cross him up, cancel into another chain, or even just fly next to him and block to see how he reacts. I guess it all comes down to the player, if you're playing randoms then just observe while annoying them with chains. Just watch for them 4 stars, because he gets meter just by sitting there. I also find command throw to be godly in this matchup. What I'm having trouble with against a Haku I play is air to air fly ins; I opt for air throws on these occasions, but I usually get j.2C'd. This probably happens because I'm too easy to read and he can react to it quickly enough, but I guess that's not something that can be fixed overnight. Jump in j.2C pressure is also gay, I know I can just block since Haku's blockstrings don't seem that scary, but I'm used to AAing almost anything with 5A. Dashing approaches are easy to deal with, if you have enough time to stance 214B usually beats him, but close jump ins are really annoying me. Fuck j.2C.
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Mine has already been dispatched from zavvi, expecting it next week. If anyone from Southern EU thinks we could have a decent connection, hit me up for potential button mashing.
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I was bitter at the Hiyoku nerf at first, but now that I think about it it's actually not that bad, since saving the meter for 25% specials has always been better. I had to start adjusting to the Extend changes in CS2 to actually get it, since I've usually been spending the meter on filler supers. So it's a good thing I guess. Kind of. This kinda applies to CH j5C > 2D as well which is harder to do now, since I'll be finally forced to stop autopiloting it and getting blown because of it. It feels bad feeling good about the 4K combos off 5B though, since I've always been bitching about how CS2 Noel got 4K and corner carry just by pressing buttons. But still, I'm hype as fuck, waiting for my copy next week.