ryokoalways
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Everything posted by ryokoalways
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12/12 NASA Pickup 2
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2nd Kohatsu Single Semi-final 1 Semi-final 2 Final
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If you have methods of creating damage, the low damage output will seem like a much smaller problem.
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Doing damage isn't rachel's main problem. Being able to hit anyone that knows how to block is the problem.
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12/11 Techno Police Match 12/11 Techno Police Final
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Choose between jC and j2C. They should cover all the necessary angles.
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It has decent pushback I believe, which works favorably for Hazama's gameplay.
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Backthrow really didn't change much from what i've read. The knockdown closer to you is nice, but for comboing purposes it's only extended slightly from the corner. Beat Tao's drive with your other AA options. Or hell just block, it's not like tao can crush your defense just by spamming drive. As for beating 2A, I thought 6B would still win (will have to double check), but if that's not the case, considering that she can only do it twice now, just sit it out. She will either have to follow up or be extremely negative via recovery, in which case just punish or something. I'm not sure what you are talking about with your last statement. blade, 5C never had a good hitbox above his head. It was never meant to be an AA. In the situations you may want to use 5C, 2C would be the better option anyways.
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[CS1] Jin Gameplay Discussion v2 (No bitching edition)
ryokoalways replied to Wolf Pup TK's topic in Archive
Just a tip then: Jin can use yukikaze as a movement skill to beat lockdown. For example, if Litchi decide to drop either lockdown super on top of your head and prevent you from being able to dp rc, then yukikaze is your best bet at getting out safely. You probably won't hit your target, but you won't be stuck in the corner waiting to die either. I resort to this in CT when I get locked down in the corner by rachel/arakune and I'm not confident I will be able to sit it out. -
[CS1] Jin Gameplay Discussion v2 (No bitching edition)
ryokoalways replied to Wolf Pup TK's topic in Archive
Jin's yukikaze active frame lasts 3 seconds? Are you sure? Hakumen's only last like about 1 second. I thought Jin's yukikaze had the advantage of being fast start-up so it was semi-effective against projectiles. -
apologies, I read the inputs incorrectly. Also, it's not whether j2C>5C>2C work off hotaru, it's does it work as the second set of relaunch in that specific combo. Edit: actually, regarding that combo, it's not only the above section that's in question. Once you get that down, you still have a third relaunch that you have to work in. I don't think 3 relaunches are possible without fatal, but you can certainly try. If 3 relaunches doesn't work off regular hit, you can always remove the third relaunch and go straight into j2A/jC spam.
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You have the correct definition. I do not deny that. I was just trying to make a case as to why I don't bother trying to distinguish the two cases when I explain it based on that difference (basically it takes less words to just say/type kara-throw than blahblahblahmomentumblahblah). But your definition is the correct one.
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12/10 Mikado 3on3 Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7
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12/4 開催αステーション (alpha station) Part 4 tetsu(Jin) vs Satoshi(Bang), GSK(Taokaka) vs Bakuga(Bang), Gozaru(hakumen) vs Konan(tsubaki)
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3C can be comboed from regardless of whether it was counter or not. Distance pending another 3C or 2B will both work. I don't know if 5C/2C will. I have yet to see a combo off back throw. 6B is slightly negative on block, but people don't punish it because you can D cancel. If they mash after blocking just stick out 5D or something (or 2D if they are sticking out a low). kick super has very quick start-up, and you shouldn't have shippu blocked under any circumstance anyways. madthetoric, I think the j2C>5C>2C wouldn't work without Fatal, so damage may fall to 4.8kish? bladeofjustice, 5C won't work as AA just because of its decreased hitbox. I'm sure you can use it as an AA, but it won't be a good one.
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12/2 Chariot Ranbat Pickup Part 5 Part 6
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12/02 Chariot Ranbat Pickup Part 1 Part 2 Part 3 Part 4
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12/9 VAMOS Wed. League Part 2
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Still encoding.
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I don't think he is trying to land that combo. I think he is using 5C as a meaty, which I don't agree with. He definitely wasn't trying to land 5C at/near the highest point.
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12/12 NASA Semi-finals, Final, etc
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12/9 VAMOS Wed. league Part 1
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Throw invulnerability was not tested. I would assume no. Someone can try though. And my friend gave me a hakumen corner combo off hotaru. I believe this should be considered the default combo (potentially, I will explain): Hotaru(Fatal)>5C>5C>renka(1)>enma>J2C>5C>2C>J2A>J2C>2C>J2A>J2A>JC for 6.8k dmg, and a little over 2 magatama recovery I believe. This looks to me like it should work anywhere within 1/5 distance away from the corner. While the combo requires a counter hit, it's not really a problem because if you are using hotaru, it's assumed you are either baiting/beating something outright, so you should get a counter anyways. The combo requires 6 magatamas, but I believe that the renka can be removed from the combo for magatama conservation. Considering its place in the combo, I don't believe renka would add more than 4-600 dmg tops. With that in mind, the combo becomes much more likely to happen. I'm not sure of this though, because the only reason I can think of for renka being there is that the float property may provide the needed height for the 5C>2C to work. This needs to be tested. Also to note, it may be possible to use gurren at the end of the combo for knockdown, or perhaps another jump jC for setting up positioning/a little more damage, but those are yet to be confirmed. Edit: Tyrantshark, for all C moves outside of 2C, you cannot jump cancel simply because you can't jump cancel to begin with. Even in the air, jC/j2C/j2A are all not jump cancellable, so whether you cut something or not has no baring as you will have to wait till recovery of the move is over anyways. However, 2C can be tested to see whether you can jump cancel after cutting a projectile. I can't think of an application for it, but an addition can't hurt.
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Yes I know the original definition of kara-throwing. While the technical aspect is slightly different (Using the momentum of a canceled move rather than that of dash momentum), the idea is the same. It's not necessary to come up with another notation just because of that difference.
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Characters with speed can kara-throw in GG. I use kara-throw with Jam often via FD+dash momentum.