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IndigoNovember

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Everything posted by IndigoNovember

  1. Wait, what? I thought 6c had 10% repeat proration (or whatever it was that made repeating 6c in a combo, kill the combo's damage)? Err, does body invulnerable mean completely invulnerable and not just upper body invulnerable? If so, wow, just got a really funny way of moving across the screen without worrying too much. Other changes are cool. I now have even less reason to use 4c ε=(-ω-`) .
  2. http://www.youtube.com/watch?v=1j-mCizR0yE BBCS2 Hakumen 101 By HammamBakr Part 1/2 http://www.youtube.com/watch?v=a6ovt3MX7Gc BBCS2 Hakumen 101 By HammamBakr Part 2/2 A very useful introduction guide to Hakumen. Had some good links that I never would have dreamed up as well as some other good ideas.
  3. I guess another thing to consider is whether or not it's easier or safer to use the extra magatama for guaranteed corner carry vs not using it in return for meter gain and a midscreen setup or midscreen carry. Kinda like, you might be more inclined to use it on Taokaka since it's hard enough landing a hit on her as is, that you would want to bring her to the corner as soon as possible and work from there instead of somewhere close to the corner but not.
  4. Zanshin combos with Tsubaki taken from the Jin & Hakumen combo video in the Video Thread (link) : From my testing, they cannot be done from 50% screen length. You need to be a bit closer than that, probably about 40% screen length. (3) 5d -> 2c -> j.b -> Tsubaki(j.214c) -> AD j.2c -> 2c-> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3433) (return 2.3 magatama/overall -0.7) (3) 6d -> sj.2c -> 2c -> j.b -> Tsubaki(j.214c) -> AD j.2c -> 2c-> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3537) (return 2.7 magatama/overall -0.3) (3) 2d -> DELAY 2c -> j.b -> Tsubaki(j.214c) -> AD j.2c -> 2c-> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3133) (return 2.4 magatama/overall -0.6) (3) 2d -> j.2c -> Tsubaki(j.214c) -> AD j.2c -> 2c-> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3202) (return 2.3 magatama/overall -0.7) (3) 2d -> HOP or TK Tsubaki(j.214c) -> IAD j.2c -> 2c -> j.2a -> j.2c -> 2c -> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3364) (return 2.6 magatama/overall -0.4) 6d being awesome, as usual (─▽─) . What do you guys think? If you can counter well, I think it's worth it seeing as you get: decent damage, most of your magatama back, and you've put your opponent in the corner from a good distance away.
  5. http://www.youtube.com/watch?v=aez25M1-JOw "BBCS2 Jin and Hakumen Combo movie~Imitation~" Possibly useful stuff: Tsubaki in Zanshin combos.
  6. I wonder when was the last time I saw repeated Gurrens used to finish someone off in a corner combo in recorded Japanese play. I feel like I saw it a lot in early CSII days. Could just be that the situation never arose recently. Anyways, seems like those j.a -> j.b heavy carry combos will become even more important now that Gurren has repeat proration. They always felt better to use, rather than repeatedly Gurrening your way across the screen, even if the latter was more amusing. Random Comparison Time: (2) 3c -> 2b -> Gurren -> hop 2c -> Gurren -> j.2c -> 5a -> j.2a -> AD j.2a -> j.c (3074) (return 1.8/overall -0.2) from 75% screen length: carries opponent 0.75 hops away from corner, leaves you 3 hops away from opponent (2) 3c -> 2b -> Gurren -> hop 5c -> Gurren -> hop 5a -> 6a -> 5a -> j.2a -> AD j.2a -> j.c (2978) (return 1.9/overall -0.1) from 75% screen length: carries opponent 0.5 hops away from corner, leaves you 3 hops away from opponent (2) 5c -> Enma -> j.2c -> 2c -> j.2a -> AD j.2a -> j.c (3136) (return 1.4/overall -0.6) from 75% screen length: carries opponent 2 hops away from corner, leaves you 3 hops away from opponent (1) 3c -> 2b -> Gurren -> hop 5a -> 6a -> 5a -> j.2a -> AD j.2a -> j.c (2556) (return 1.5/overall +0.5) from 75% screen length: carries opponent 1.5 hops away from corner, leaves you 3 hops away from opponent (1) 3c -> 2b -> Gurren -> IAD j.a -> j.b -> 2c -> j.2a -> AD j.2a -> j.c (2747) (return 1.6/overall +0.6) from 75% screen length: carries opponent 0.5 hops away from corner, leaves you 3 hops away from opponent ... Looking back at this comparison, was there ever a reason not to do j.a -> j.b heavy carry combos? Besides execution and Rachel (if I remember correctly Spark said it didn't work on Rachel) that is.
  7. You're right, with 5a -> 6a -> 5a: you get about 1/3 of a hop's extra distance and about 1/8th more magatama. Got too eager =_= . That's true, I guess I was just showing that for those of us who haven't gotten corner pressure completely down yet and end up playing in midscreen a lot, the changes when applied to midscreen aren't anything bad.
  8. So we lost 5a -> 6a -> 5a which means we go to our next best option 5a -> 5b . Hotaru -> j.c -> Gurren -> hop 5a -> 6a -> 5a -> j.2a -> AD j.2a -> j.c (3183). Hotaru -> j.c -> Gurren -> hop 5a -> 5b -> j.2a -> AD j.2a -> j.c (3177). 6 damage difference (─▽─) . Conclusion: Sure it's a nerf, but it's so miniscule it doesn't matter. Renka wallbouncing midscreen could serve as a replacement for Renka -> Gurren depending on how they do the trajectory (it seems like it wallbounces less than Renka -> Gurren according to the video posted in the video thread, so I don't know if j.a -> j.b carry combos will still work since the hitboxes on j.a and j.b seem pretty small to me). 5c -> Renka -> 5a -> 5b -> j.2a -> AD j.2a -> j.c (3212) 5c -> Renka -> Gurren -> 5a -> 5b -> j.2a -> AD j.2a -> j.c (3409) 5c -> Renka -> j.b -> 5a -> j.2a -> AD j.2a -> j.c (3235) //This is stuff I hobbled together since I couldn't get j.a -> j.b working in the corner after a Renka. 5c -> Renka -> Gurren -> j.b -> 5a -> j.2a -> AD j.2a -> j.c (3443) //It still proves the point I want to make about the damage values though. If we can still do the j.a -> j.b carry combos, then it'd be a great help. We would still get quite a good amount of damage (only ~200 less) and carry for one less magatama. Conclusion: Nice buff both with and without the j.a -> j.b carry combos. Kishuu being projectile invincible and getting distance up is crazy, guess I gotta practice mashing out Inferno Dividing in silly casuals in preparation for how much I'll be using it. 6a being a good anti-air but possibly uncomboable is interesting. I guess we'd just be using it to dissuade jump-ins? It seems like the situation, from what I can understand is: opponent jumps in with some air to ground attack -> you 6a him -> he takes 620 damage (assuming they don't change the amount of damage it does) and is knocked back in the air -> you continue doing whatever you were doing (IAD air throw if you're Spark and those EVO videos are any indication of how Spark plays (^∇^) , nice reset). Charged 4c is amusing. If someone gets hit by it you could cancel into Renka and then potentially go into j.a -> j.b carry combo. That would probably be the best situation we can get out of it. Really though, I do wonder how many people would get hit by it. Probably not enough to warrant charging it. Using it to break primers... I didn't know we were in that field (´_ゝ`) .
  9. 6a coming back is funny. We won't lose 5a air unblockable in return for 6a will we? Renka coming back (wallbound midscreen) is also amusing, it's like they decided they didn't like getting rid of the wallbound. It's like we're going backwards. Back to CT, back to CS, back ... to the future. (Sorry, I'll stop (_ _; ) )
  10. So it does work on the rest, it's just really hard to do on pad. Can't say I didn't see that one coming, the "it being hard on pad part", not the "it being universal part". Good to hear that we have something better than Zantetsu midscreen. Guess I'll just go back to waiting for my Hitbox to get made, I mean practicing other stuff orz . Hmm, I see. Good to know that you should be using it for those cases. I guess it's what should be used when the starter is too weak (proration is too weak(?)) and so you can't do the normal Corner Loop stuff (modified (j.2A > AD > j.2A > j.2C > 2C-> sj.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c) and unmodified).
  11. Yeah, that's true. I guess to me, anything over 2 magatama midscreen is inefficient and therefore if I'm going for it, I'll just do whatever I know I can do. That's probably the wrong mindset >_> . Does anybody know of any situation where you would tack on j.2a -> j.2a -> AD j.2a -> j.c inbetween a j.c and 5c for more damage? Something like 5c -> Dustloop -> j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3741) . But in that situation you could do 5c -> Enma -> j.2c -> 2c -> j.2a -> AD j.2a -> j.2c -> 2c -> sj.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c (3904). "Is it still useful?" is what I'm asking since I don't see it used at all anymore and anytime I try and throw it in, the opponent techs before the 5c can land.
  12. You mean 2c, not 5c, right? In which case the damage is a flat 3900 (>ヮ<) . Odd, I thought it was 3721 (O_o) . Current list of characters I wasn't able to get it to land on: Carl, Bang, Litchi, and Mu-12. If I got it to land on Lamda-11 does that mean we can assume it works for Mu-12 as well (they look like they have similar hitboxes and all (>_>) )? I don't trust my execution to be any deciding factor. If it's Counter Hit the opponent seems to get hit farther back/slide more, so you should stick with 2c. Even with Counter Hit, the combo still doesn't work on Carl. His hitbox is too small (ಠ_ಠ) . I think the idea of putting them up is for people who don't know anything about the damage or magatama regained value to get a general idea about it all. That being said, I can go add in Magitama regained for each combo if we want to keep on using the current combo list. I have some free time this weekend. Oh and what's wrong with using (4) Zantetsu -> Gurren -> Juggle (3803), or if you're close enough (4) Zantetsu -> 5c -> Gurren -> Juggle (4160), as a midscreen overhead? You still get good carry from midscreen (about 2 hops away from corner if you end with 6c, 1 hop if you don't).
  13. Does anybody have any recommendations for this design my friend made? It's his first time, so anything is fine. He'd also like some recommendations for button colors, he can't decide between Seimitsu clear white and Seimitsu clear violet. Personally I think Aoko on the left should be moved more to the left so that the cover on the base of the joystick doesn't cover her, but it could just be me misjudging the size of everything.
  14. Actually, if you were looking for a universal combo (again, if someone could please test this on Platinum, I'd be grateful), it'd be 5c -> Renka(K) -> 6c (lvl 1) -> Corner Loop (1) (5524). The second repetition of the Corner Loop won't land on several characters (Tsubaki, etc). It still does more damage than completely skipping 6c and just going straight to Corner Loop (5382) though. It's also easy on Tager, Hakumen, and Taokaka. The first two I expected, but the last one was news to me.
  15. Aww, that means that 5c -> Renka(K) -> lv2 OTG 6c -> hop Corner Loop (2) isn't universal. Edit: I suppose you can just use the above combo for everyone except Bang (and possibly Platinum) and instead do 5c -> Renka(K) -> lv1 6c -> Corner Loop (2) (5936) for them. I can confirm it works on Bang.
  16. 5c -> Renka(K) -> lv2 6c -> hop Corner Loop (2) I was testing this combo, where the character would completely land on the ground and then 6c would catch them and make them skid. Hmm, lv2 OTG 6c works if I do a Tsubaki starter, so 6c can catch a sliding Bang...
  17. Is the lv2 OTG 6c universal? I can't seem to land it on Bang. Everyone else (except for Platinum, don't have her on my current PS3) I can perform it on, though for some you can release c way after you reach lv2 (Ragna) whereas for others you need to release c as soon as you hit lv2 (Litchi).
  18. From what I've tested, unless you super jump every j.2a, you won't be close enough for additional repetitions of the corner loop (for example: not super jumping the first j.2a leads to not being able to do a second repetition on Arakune from what I've tested). Maybe if you don't do the lv2 6c -> hop 2c and just go straight to 2c you might get away with not super jumping the first j.2a though ┐('~`;)┌ .
  19. That's good to know then, glad I wasn't missing anything drastic by super jumping all the time >__> . Does anybody have some tips on getting the j.2c after a hop, TK, or Air Throw (mid-screen) Tsubaki to connect? I can get it when it's counter-hit but not when it's normal. I read that I should be doing it at the beginning or end of the hop, so maybe I just need some better execution?
  20. Is that how people are doing all of Hakumen's corner combos? I've been super jumping all of the jumps without running into any problems, even found I could do a second repetition of the corner loop as well as finish with j.2a -> j.2a -> AD j.2a -> j.c -> 5c -> 3c instead of just j.2a -> AD j.2a -> j.c -> 5c -> 3c every now and then (though the extra damage isn't worth the trouble (-_-;; ) ).
  21. Maybe you're not delaying your j.2c's long enough? Try not doing them until you're as low as possible.
  22. Wow, what's with that first ground hop? Completely unnecessary. Anyways, are you jumping 9 (Forward Jump, use the numbers on the numpad to represent directions ie: 6 is forward, 8 is up, 2 is down, etc ) every time you jump? It also might help if you Super Jump (2 -> 9/down then up) instead of normal jump, the first j.2a . Generally I find it useful to Super Jump every time you're doing a corner combo.
  23. So I sort of remember Spark going for some odd combo after Yukikaze that wasn't the old Yukikaze -> Kishuu -> 2c -> j.2a -> AD j.2a -> j.c (4337). Something like Yukikaze -> Kishuu -> jump stuff . Anybody remember? I tried some random stuff and I found: Yukikaze -> Kishuu ->j.2c -> 5a/5b -> j.2a -> AD j.2a -> j.c (4345/4403) I can't seem to get a 2c in place of 5a/5b, the opponent air techs before it can land. In this one, you Kishuu, forward jump and do a falling j.2c (try to do it as low to the ground as possible). Carry distance should be even farther than the old one. Yukikaze -> Gurren -> hop 2c -> j.a -> j.b -> j.2a -> j.c (4349) Has less carry than the old one, especially if you delay the 2nd j.2a and j.c in the old one. Or if you got the delay Gurren down, you can go for: 3c -> 2b -> Gurren -> hop 2c -> Gurren -> j.2c -> 5a -> j.2a -> AD j.2a -> j.c (3074) This one has about the same amount of carry as the Juggle one. In this one you also jump forward and do a falling j.2c. Completely forgot about this combo until I re-watched Spark's matches.
  24. It seems to me like you need to pause for everyone (well, not Tager), tried it out on several characters and they all had the same problem you outlined with Noel. Alternatively you could do 3c -> 2b -> Gurren -> hop/or walk forward 5c -> Gurren -> Juggle for 2978 and more carry vs the combo that you listed mAc Chaos which does 3064 with less carry (about 1 hop's worth less).
  25. That was amazing Spark. So awesome.
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