ryokoalways
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Do those combo and tell me how much damage tsubaki does at that point, and then tell me the total damage dealt. 6A prorates, a lot.
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You can always 2c if it's a counter hit, regardless of height.
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Bang: D moves seem to have more scaling overall (both as first hit as well as combo hit). Some normals also seem to ahve more scaling. Compared to currently, damage output ranges from .6-.9X in loc test 3.
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Positioning can be known as one of two things: 1. Your location on the screen, so you choose your combo accordingly, be it for damage, pushing them into corner, set-ups, etc. 2. Better known as spacing, which is pivotal for hakumen. Best way to control spacing is with 2A spam, but in hakumen mirror, just walk around to get to a distance where you can do your neutral pressure. He meant more in the sense of countering them in the air rather than waiting for them to come down. Hakumen's air moves are slow so jump throw does work very well at times. Hotaru is suggested because it needs to be barriered in the air, but unless it's a counter hit you won't get good return so that's more situational. Likewise, after air throwing them a few times, you can jump at them as if you were air throwing them, and then hotaru for a counter hit. Works like a charm. For counter 6A in the air I either do 1. the second one you listed to move the target into the corner. 2. 5C > enma for damage/set-up.
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hakumen's 6A now moves him forward.
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Arakune's cloud doesn't "hit" anymore. It will curse, but there is no hit stop. IE, you can run straight through it, it will hit you and curse you, but you won't be stopped in your tracks. http://www.youtube.com/user/wx3016#p/u/4/2hw5kMiSw24 @ 4:22
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If you guys are spamming catch like that, frame trap like there is no tomorrow. You have the right idea for hakumen mirror, but it's not quite 100% correct. Speed up the fight (that doesn't mean doing stupid things like AD) and make your opponent have to think more than just "is he going to attack now". Unfortunately I do not have a good example at hand to give, as I'm the only hakumen among my friends. No vids for reference.
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Hakumen's 6B doesn't seem to have new properties, just a motion change. Bang: Umbrella guaranteed to come out once activated, command input change. Furinkazan takes 50% meter, command input change. new super does 1k more damage (about).
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Hakumen: 6B motion (not input) is changed, no details though.
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combo won't work if 6C isn't first hit. Will become techable.
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I'm not surprised if people don't know them. The odds of that happening are extremely low in a match against a competent player. I may get it out once every hour or so (but that's because I'm actively setting up the situation where I have a chance to get such a hit).
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Not for most combos. Most combos you super jump because that's the only way it will hit some characters (arakune, carl, etc). This one, you will have to super jump or 2C simply whiffs. The main difference here is max range of 6C is longer than, say, 5C, so of course there is a difference.
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Just a note: You want to learn to do the super jump version of that combo, because at max distance only super jump works (which is about the only time you should ever land 6C anyways), so you should do that for all distances. Edit: and I strongly encourage using 2C instead of 5B. The only time you should use 5B is if you realize you screwed up a timing somewhere. Always go for max damage output (even if the difference is not significant).
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jump install obtains you a jump/jump input prior to actually jumping. This isn't seen in BB very often because the game auto installs the jump for you, so you usually only use it for the second purpose. In GG, you can't jump again after super jumping as most characters, but if you jump install, then you can. Again, BB does it for you so you don't have to worry about it. I'm pretty sure the guy is saying this so you can get the move quickly. it's the same reason when hakumen does his mugen combo that his motion for enma tsubaki would be 623a8a214c, all at once.
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Anticipation is fine but using moves that only beats one thing is just horrid trade-off. If you like catching that much you have to learn to IB. Playing on pad is goign to be more difficult so I don't have any suggestion there other than get a stick at some point I guess. And if you are hit confirming, roll the next input out while the current move is going so once you see the hit you can just press the button. Gotta be able to hit confirm.
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Litchi combos: 5B>5C>6D>5B>6B>2C>3C>小手>2B>2C>jc>JB>JC>JD>ダッシュJC>4D>後小手>JC>3C>四風 5B>2C>6D>5B>jc>JB>JC>JD>ダッシュJC>4D>後小手>JC>3C>四風 I couldn't tell if this is confirmed or not.
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Bladeofjustice7, stop mashing on C. Just because your opponent is retarded doesn't mean you should mash on C. And don't gurren at start, the trade-off is worthless. Edit: In addition, learn to block, stop doing tech yukikaze/5D, learn to combo, less jumping/air dashing. And you renka(1) > zantetsu because it does more damage. Hakumen's combo rating is 80%, meaning you want to get your big hits out as early as possible (which probably means they will usually be the second hit, as they are obviously unfit as combo starters).
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You can't combo off counter lobelia anymore. Even counter hit it's fairly quick tech time.
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Jin Compilation: Guard Primer- 5 Guard Crush moves- a/b/c dp, first hit d fireball, second hit d dp, second hit d musou, wave super. ice will auto break after time. 5A has a little more active frames (unconfirmed) 2A slightly slower, won't effect too much. Scaling decreased (probably why 2a combo can do 3k) 6A can gatling into specials even on block (good thing and bad thing I guess) jA is slightly slower. jA > jC confirmed 5B is slightly slower than current game, much faster than loc test 1. 5B (Counter) > 6C still works. crouch counter hit, air counter hit (2 hits for both) > 6c confirmed. 2B > 5B removed 6B is faster. Slight disadvantage on block? Unconfirmed. jB is slower. c jB works only on tager. 5C is faster start-up, block stun lowered, range shorter (unconfirmed). 2C is not jump cancellable on block. 6C is slightly faster, hitbox is a little thinner? jC has fast start-up, low block stun. gatlings into jD j2C is old jC, smaller vertical hitbox, a little more horizontal hitbox, gatlins into jC. descending j2C counter (mid ranged hit) > land 2D confirmed 5D is faster, block stun less, dangerous if blocked in the air and close. can only be cancelled into dash and is still disadvantageous. dash cancel now have counter window. 5D counter > wave super confirmed. 2D is faster, less block stun. Because extremely fast now, used in combos will help damage output. 6D faster, freeze time less, no change in combo ability. jD faster A fireball faster? a little more recovery than before C fireball is A + B. D fireball ground more recovery, can still 6C > d fireball > A dp D fireball air more landing reecovery (same as regualr air fireball). D fireball > land 6C unconfirmed. A dp more recovery, scaling is 70%ish. More recovery but doesn't effect combos. Counter A dp still goes into both supers. B dp faster, more recovery. Corner combo still exist. C dp a lot more recovery, scalign still 50%. Counter in middle of stage link A dp follow-up, corner 5B > 5C follow-up D dp first hit scaling now 80% B musou standing and air hit don't knockdown. C musou is higher. 3c C musou is character specific. C mash hitstop changed? knockback decreased? damage increased? wave super less damage Main combos- 2A>5B(2)>5C>C mash(8)>C musou mid screen hit 5B(2)>5C>C mash(8)>quick dash 6C>2D>6B>delay C musou Mid screen crouch hit 5B(2HIT)>5C>6C>2D>quick dash 6B>C mash(8)>6C>C musou
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http://gamenyarth.blog67.fc2.com/blog-entry-4926.html?id=sm8426432- Rachel vs hazama credit to stinkymonz and this one wasn't posted together for some reason http://gamenyarth.blog67.fc2.com/blog-entry-4926.html?id=sm8426381
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Current Hakumen change compilation (basically nothing new, just someone put it all together): new jc, looks like johnny's js. new j2c is old jc new j2a is old j2c add 4c 3c linkable into 5b 5b bigger hitbox cutting projectiles cause barrier akumetsu added jd hit is untechable tsubaki otg time increased c moves generally faster 4c cannot cancel into specials zantetsu damage decreased zantatsu does not link into 5c air dash j2a links for loc test 2 6a slower 6b slower, 2 hits, first hit overhead gurren command 214A yukikaze catches low a and b normals can be cancelled into catch.
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【System】 Meter auto regen removed. All characters have max of 2 bursts. Burst causes primer removal. Barrier burst now known as break burst. All characters have two. Losing does not increase stock (I know someone showed that losing does include stock, but this showed up yet again. I will need to ask about this). Primer decrease by half. All characters either got all new colors or several additions. 【Hazama】- most stuff has been posted so I will just do what I think is missing. Hazama, like nu, is extremely thin when OTG. His step does not have air status. 【Ragna】 Guard Crush moves-Dead spike,hells fang second hit, Carnage scissors second hit, during BK 5D(2) and 2D. Something regarding D dp, not sure. 【Jin】 Guard Crush moves- all dp and d specials…各種昇竜・D技 Can combo after c dp counter hit 5B combo starter into 5C mash into air combo is about 3500. 【Noel】 Guard Crush moves- ??? j6d has slight auto-track. chain revolver 5c can be jump cancelled. firepower still low. 【Tager】 Guard crush moves- ??? 【Taokaka】 Guard Crush moves- 22c, cat 3, claw super. Cat 2's final hit has different motion? (unconfirmed). 【Rachel】 Guard Crush moves- ??? Wind gauge recovers faster 4D doesn't draw in as much. Frog combo returns Wind recovery becomes faster than current after recovering 2 charges. Pumpkin flies farther than first loc test but not as far as current, can still be used as shield in offense. 【Arakune】 Guard Crush moves- ??? 【Bang】 Guard Crush moves- ??? 【Litchi】 Guard Crush moves- ??? 【Carl】 Guard Crush moves- ??? neesan gauge usage significantly increased (not just 8D it seems, but probably not that bad) 【Hakumen】 Guard Crush moves- 6C, shippu, zantetsu(1) new jc, looks like johnny's js. new j2c is old jc new j2a is old j2c add 4c 3c linkable into 5b 5b bigger hitbox cutting projectiles cause barrier akumetsu added jd hit is untechable tsubaki otg time increased c moves generally faster 4c cannot cancel into specials zantetsu damage decreased zantatsu does not link into 5c air dash j2a links for loc test 2 6a slower 6b slower, 2 hits, first hit overhead gurren command 214A yukikaze catches low a and b normals can be cancelled into catch. 【Λ-11-】 Guard Crush moves- ??? 4D draw in much less air dash distance/speed decrease backdash distance decrease. 【Tsubaki】 Guard Crush moves- ??? Charge speed significantly faster. 2 seconds = 1 stock? DP invincibility unconfirmed. Seems like the guy is still trying to compile the data, which is why some known changes have not made the list. I will update this again later once the guy gets more info/confirm them.
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Hakumen: able to gatling into d from 6a, 5b, 6b. (interesting). No 5c though (makes sense). There is some hype going on about akumetsu. I'm not sure what. 6a doesn't gatling into 6b anymore (did I mention this already?) 6B(2)>2A>renka>gurren>6C is legit combo. Generally people seems to want the old 6b back (i agree). 6c takes 1 guard primer, shippu takes two. So it may sometimes be a good idea to just mash through it now apparently. Litchi: ・6D- advantage on block, links into B on hit, forced standing, air hit floats. cannot cancel into super. B>C>6D>B B>2C>6D>B ・4D- similar to loc test 1. 4D>發>中 is 1500 damage. ・3C- can jump cancel, but since she has the staff it will be low air (i guess litchi players will know what that means) ・Tsubame- recovery is the same as now. harder to link into 6c. more scaling. cannot rapid cancel
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Alright our first retard right above me. Jin: 5c > 6c combos again it seems, as seen in the fourth vid posted. Jin's jc doesn't seem like it has much range, also from the fourth vid. nu's air overhead seems to ground bounce but quickly techable afterwards, from vid 5. Sickle moves significantly slower, from vid 5 (that's the dc sickle I believe). Bang's new super in vid 5. Bang's 6c's horizontal hitbox is huge now, as seen in vid 5 (long range 2b into 6c). Bang's 2d is noticeably faster (i think. It may be due to the recording being done at 30fps).
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FYI, there are certain litchi changes posted already. Like loc test 1 however, since I only recognize the moves and don't recognize the names, I am avoiding posting her changes (other than the ones I know of). You will get a much better idea of changes to litchi from the more complete compilation of data sometime down the week, just as whoever did so for loc test 1.