ryokoalways
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Everything posted by ryokoalways
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12/11 VAMOS 2on2 Semi-final 1 Semi-final 2 3rd Place Final
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Why don't you just say kara-throw? Everybody knows what that is right? Or are you talking about regular FD throw just to remove the breaking animation.
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rtl42 has been doing testing for questions I had regarding Hakumen. Someone can take the info and put it in the first post. Please thank rtl42 for taking the time to figure these things out in Match-play. -Hakumen does indeed have hop-jump cancel. However, it was a little different from what I imagined. Instead of being a defensive/bait tool, it's more of an approach/combo tool. You are only able to cancel into jump at the start of your hop, but it provides additional momentum, which is probably what makes the double j2A>jC combos work. -rtl42 believes 6A does not have invincibility of any sort. -6B(1) cannot cancel link into anything. This will purely be a frametrap/conditioning/guard crush tool. Considering it's good start-up (I think), it's turned out to be a fairly decent move. The timing should work well with slightly delayed renka. -4C is slightly shorter than the hitbox of the sword. There is a minor section of the tip that does not hit the enemy. -I was correct that 2A>6A is a gatling, but rtl42 also said 5A>6A is a gatling. These should be decent frame traps. I'll post other stuff once they are available. Since rtl42 is mainly doing match-play, it's best not to ask to test combos. I think finding those on forums and then just have people in US that have the arcade try it out would be best.
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12/4 開催αステーション (alpha station) Part 1 Konkon(Jin) vs Yosiki(Nu), Uate(Rachel) vs Tetsu(Jin), MGN(Jin) vs Konan(Tsubaki) Part 2 Bakuga(Bang) vs NekoAme(Litchi), Naho(Hazama) vs Inui(Nu), Sakuma(Jin) vs Kimura(Litchi) Part 3 Shuuta(ragna) vs Murajin(Rachel, Inuo(Jin) vs Inoue(Tsubaki), OKA(Litchi) vs Taro(Ragna) 4 is currently missing. Part 5 Sakuma(Jin) vs Kinen(Nu), Shuuta(Ragna) vs Danretsu(Tager), Gozaru(Hakumen) vs GSK(Taokaka) Part 6 Murasaki(Carl) vs Kinen(Nu), Gozaru(Hakumen) vs Tetsu(Jin), Kinen(Nu) vs Shuuta(Ragna) Part 7 Gozaru(Hakumen) vs Kinen(Nu), Tetsu(Jin) vs Shuuta(Ragna)
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12/12 UFO八王子 Part 1 Part 2 Part 3 12/12 UFO八王子 Pickup Part 1 Part 2
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That's correct. With Hotaru, if you land the hit, and just land instead of jump cancel, you have time to position yourself closer and try to land 5C with the top tip of the hitbox. Then you are supposedly able to 5C/2C after the first 5C recovery and it should link. With jD, same idea, position yourself after jD launch them into the air. With enma>j2C it's more tricky because distance control is more difficult. You should know if it's possible by the time you land enma. If it's either not near point blank, or if there are too many preceding hits (I think over 4 hits?), then they can probably tech during the combo. This one is more difficult (on paper at least) because you are not trying to do j2C at the latest moment, but rather at a time where you can land 5C at either near highest point or the latest possible time (which will net you the highest possible point).
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Something to keep in mind when doing combos: The recovery of 5C is low enough where if a high tip 5C hits and is within decent range, follow-up 2C/5C (due to the faster startup) will link. This is the basis for most combos where you have control of target's height, which will probably be off jD/hotaru/enma>contolled j2C mainly, or perhaps a well adjusted jC>gurren.
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Considering 3C has much more favorable recovery as compared to before, with (supposedly) increased range, it's a pretty safe maximum range poke for 1.6k(?) dmg. At the very least everytime you land 3C you can 3C again, other options are also available if you feel like burning meter. I think most of hakumen's C moves are no longer punishable unless done point blank (in which case, you are doing it wrong) or IB but within a certain range (character pending). That just means you can be more liberal with C moves, that doesn't mean spam that shit.
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Yes I noticed that when I saw the vid. The guys reasoning was that due to more untechable time on 2D, and the general change to untech time calculation, this should work in CS. That's why I posted it. People with arcades can go test it. If it works, great. If it doesn't, oh well.
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Carl 2D loop
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I know he had it before, but it was mainly for mixup purposes. Now since combo isn't based on time, but hits, it's also applicable here. It's nothing special but I thought it's a cool mechanic.
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- emo install
- faceroll
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jD cancel for blood kain combo extention is awesome.
- 2,802 replies
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- emo install
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Ragna Combo Video- Final Sky- By Tetsu. 12/2 Chariot Ranbat 12/2 Chariot Ranbat Final, etc Matsu(rachel) vs shadow, Kazu- titled Matsu's Himesama fighting for her life. lol Edit: Removed 3 videos for being duplicates.
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12/5 UFO八王子 Part 1- pretty good tao. Good awareness. Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8
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What has been seen so far is sj j2A>jC>land>regular jump j2A>jC>land>jC what we are looking at is Sj>j2A>jC>land>hop forward>jump during hop j2A>jC>land>hop forward> jump during hop j2A>jC>etc
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Here is the thing my friend sent me. 5B/5C/whatever>enma>j2C>2C>super jump j2A>jC>step jump j2A>jC>step jump j2A>jC>gurren>5C
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First day I was told step jump was removed. Now I'm told it's there. Someone go test that out.
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I think it's just an instance of why not take the damage when it's given. Not to mention jC allows good screen control so it's always good to have that. To be honest though, I think there are better options available, and it may be habits working for now.
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11/29 日曜α random 2on2 Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8 Part 9 Part 10
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Something else I want to mention: Due to the reduced recovery on 5C, if you manage to land 5C on an airborne target at a decent height, you can follow with 2C before they can tech off the ground. hotaru> (high point) 5C>2C, for example, which is good because it saves a magatama inbetween 5C and 2C for combos of that variation.
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I was wrong, there is indeed a circle, so assume it's a whiff and 6A has no invincibility of any type till frame data is released.
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I don't believe it does. I kishuu under ragna's 5B all the time and I've never seen it.
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12/6 収録和白ジーカム Part 1 Part 2
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http://www.nicovideo.jp/watch/sm8870665 @3:05, you can clearly see bang's jC going through hakumen's 6A. However, the attribute invincibility "circle" indicators did not come out, which means if it was beaten, it was beaten with real invincibility, and not attribute invincibility. Try to pause at the correct time and you will see that bang's foot overlaps hakumen's shoulder and head, so it wasn't a whiff.
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6A supposedly has 0 head attribute invincibility now. Instead it has real upper body (waist and up) invincibility. However, there is very little of it. Regardless of the case, 6A is no longer a viable AA. 6B is supposedly linkable if you 6B(1) > D move cancel because the first hit is suppose to ground bounce. Someone should get that checked out. Even if that's not true, 6B still works fine as a knockdown tool and poke bait, but there is no longer any return on counter. Edit: also, I don't know if it's just me, but 6B start-up feel pretty fast. I've looked at that move quite a few times, and I'm almost certain it's 17-18F start-up, with the initial part being ambiguous as well (a big plus).