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Everything posted by The_undercover_beret
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Here is a bnb combo evernote, it mainly featured combos requiring a special or less of 5A and 5B starters. I am dropping this character, so feel free to use it for whatever you want: https://www.evernote.com/shard/s500/sh/f4307981-5739-4fd0-85a2-ec79a8aabaf0/1e05bd55f4914fce026970a0e71e9d9e
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Susanoo's frame data, currently a work in progress, it has start-up and damage at the moment, I'll add frame advantage this evening. : https://www.evernote.com/shard/s500/sh/68942bb0-65f1-470d-b957-03cbfa33eba6/8459729232e2d5b815bfbf73d1dbf6ab
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Haku-men combo evernote, currently a work-in-progress: https://www.evernote.com/shard/s500/sh/16e1cc82-d831-4ae5-8187-acb160809062/64f95825ee6d76bcc8bb8458dfe1bcf4
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I also play on a ps4 pad, an easy way to do the OS is having "B+C" on either the L1 or R1 trigger and pressing A at the same time. I find it easier to criticize long sets with one person, since it shows how players adapt to each other on the long run. For instance: "A didn't work last match, I am going to try B" or "He doesn't seem to know how to counter C, therefore I'll use it again next match" Videos with different players are harder to criticize, because it lacks the contest. It's not possible to tell whether it's your first time against someone or if you know the other player very well. It's just my 2 cents though, others may disagree.
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Sorry for the late response, it's difficult to critize your playstyle , since all the matches are against different players and some of them didn't seem to know the match-up well. You also missed the 214A > 41236C a few times, but it could have been a bad connection issue. At 3:00, you tried to cut Jin's 632146C, it usually doesn't work since there is too much recovery on Haku's normal and the void won't completely protect him the wave. As far as I know, it's only possible with a well-timed and spaced jump cancel J.2A from fullscreen away. Against Jin, roll less on wake-up, it's especially risky against him. You didn't punish Noel's 3C at 12:28. That move is -18, leaves her crouched and can't be cancelled. It's a free 5C. You did wake-up throw twice (12:34, 14:02), if it was because you anticipated a throw and wanted to tech it, you could have done 4ABC. It's an option select that tech throws and barrier otherwise. I think you jump, and in particular air dash, too much. There are several times where you could have easily been punished for a daring airdash. Another thing I noticed, you dropped the AA 5A > 5B > J.B twice (1:20, 9:54), it requires a hjc if the opponent is too far.
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I don't think the exact start-up has been revealed but Camelia's evernote said that it was "around" 4 frames.
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New combo video for Haku-men: The beginning covers new CF bnb and OD combos. At 3:38, there is a tutorial about 5A > J.B > J.2A > J.C > hjc J.B in the corner and a few combos using it are shown.
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Yes, but not only. It also affects hitstop and hitstun: http://www.dustloop.com/wiki/index.php?title=BBCPE/System_Data#Attack_Level
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If I remember correctly, 6A is 1 frame faster and its level was raised from 3 to 4.
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New neta combo video from Nikki: Original nico link: http://www.nicovideo.jp/watch/sm28114706 It shows a few interesting things like 3C cancelling into Mugen (sadly It doesn't lead to a combo) and Haku's astral working against Izanami's Timestop.
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That's most likely the case, if 214A > 2C trully worked on standing then we would have seen 214A > 6A on standing as well (Since 6A is 1f frame faster than 2C in CF). However, so far on standing opponents, the only thing I have seen close to that in CF is 214A > 2A > 6A > 6B. I used google translate on Camelia's evernote and it seems that there are 2 parts dealing with 214A > 2C combos. It would be appreciated if a translator could provide a translation.
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https://www.evernote.com/shard/s647/sh/1e708e17-e693-4991-8102-50a9cb136f54/8a13af86444c17e1d765a7d96845ffbc BBCF Haku-men evernote posted by Camelia 3 days ago on his twitter. It seems to include basic information and some combo routes.
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Here are a few techs that I have either seen in japanese matches or discovered in training mode. So far, I have only tested them in training mode, so I have no idea how useful they can become. ... J.C > J.214B > 8jc > Delay J.C > 5C > 6A > 6B > 44 > Slight delay 5C: The 5C hits at the tip of the sword. It covers mashing, forward and back rolls in the corner. Due to the distance, it even makes some reversals whiff (Jin's 623C and 623D(1), Bang's Ashura, Kagura's flashkick, Kokonoe's 214214x...). I haven't tested it against every character yet, but the 5C whiffs against at least Mu, which can be fixed by walking forward a little instead of delaying the 5C. ... > hjc J.B > J.2A > J.C: Works after 6A > 5A > 5A > 5B and OTG 2C but it's character specific. This route works in some combos where the standard J.B > J.2A > 9jc > J.2A > J.C does not, such as B+C > 41236C > 2C ... or IAD J.A CH > J.B > 5C > 623A > 2C ... However, it still doesn't cover everything, like 4B+C > 41236 > 2C for instance. Compared to the usual route, it deals less damage, Haku-men lands sooner and the other character is blown away differently. As far as oki is concerned, I tried to look if it had some usefulness compared to the traditionnal route, but couldn't find anything. 421[A+B]~[4]: An option select that does 623A during a cross-up and barrier otherwise. From what I have tested though, it could be useful against Ragna's IAD J.623D mix-up. If the J.623D crosses-up, then 623A will make it whiff and there is enough time to punish it with raw OD > 6C FC/5C.
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It was probably this one: https://youtu.be/HOuQgQsdfU0?t=31
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He had actually. In CPE, there is J.B/J.2C > 5C > Zantetsu. It saves the magatama commonly used for Guren.
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https://www.youtube.com/watch?v=mOrFLUI0rWM&feature=youtu.be http://www.nicovideo.jp/watch/sm27776022 New combo video from Nikki, it focuses on OD combos. At 5:23, there are some troll Mugen combos. Notations for the combos:
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With OD and 8 magatama, here are a few routes that are possible: B+C > ODc > 41236C(1) > CT > 5C > 632146C(lv2) (6191) - Unburstable at 60% life. B+C > ODc > 41236C(1) > 623A > 2C > TK J.214B > AD > J.2C > 5C > 632146C(lv2) (6174) - Unburstable at 50% life. B+C > ODc > 41236C(1) > 623A > 2C > TK J.214B > AD > J.2C > 5C > CT > 5C > 632146C(lv2) (6862) Requires less than 50% life, unburstable at 30%. The first one is very easy and can be done with 6 magatama at full life. The last two are trickier due to the J.2C > 5C. And here is midscreen to corner combo. To give an idea about the distance required, it's from the midscreen starting position in training mode and after a Hop: B+C > ODc > 41236C(1) > 623A > 2C > TK J.214B > AD > J.C > 5C or 6C(lv1) or 6C(lv2) > 632146C(lv2) (>214A > 5C > 3C) Hitting with 6C is tough and the opponent has to be very close to the ground after J.C, but it gives more time to charge 632146C(lv2) and it is slighty more powerful than 5C. 6C(lv2) is even harder and doesn't really add much. The part in parentheses is optional, but adds about ~500 damage for one magatama. With 8 magatama there are also Mugen combos: B+C (>ODc) > 214214B > 41236C(1) > 236B(1)> 623A > Hop J.214A > J.214B > J.214C > 5C > 214A > 623A > 5C > 623AA > 632146C (lv2) (7446) - 41236C and 236B places can be swapped for an easier combo. B+C (>ODc) 6C > 214214B > 236B(1) > 41236C(1) > 623A > Hop J.214A > J.214B > J.214C > 5C > 214A > 623A > 5C > 623AA > 632146C (lv2) (7790) - ODc is optional in both of them. An air dash is required between J.214B and J.214C on Bang. Though Mugen combos are more powerful than the regular OD combos, they are not without fault. Most of all, they require 8 magatama early on in the combo, which is less of a problem with OD combos thanks to flexibiliy granted by the passive meter gain boost. Moreover, most of the damage come from the last hit, but because the combos are longer, they are only unburstable with OD at very low life (~20%). For more Mugen combos, here is a video Schneider made: https://www.youtube.com/watch?v=qM3Fj7xHAhg
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After J.214B, the airdash has to be delayed a lit bit. When J.2C hits, Haku-men needs to be close to the ground and a bit lower than the opponent. There is no trick behind it, it's just something that comes with practice. Here is a visual help: https://youtu.be/JZZh-GkT630?t=105
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Another good news, 2A > 6A works on standing (http://www.twitch.tv/central804/v/26551435 at 4:08:08 for instance) From what I have seen so far, Guren > 5C doesn't seem to work in the corner, apparently because the wallbounce happens closer to the ground.
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[10/04/2015] Hayashi(Kagura) vs. Camelia(Hakumen) [Notes] Tachikawa Summit of BB2nd Qualifier 26:16 - B+C > 6A > 6A(SMP) > 6B (2143), Kagura teched in midair after 6B. 27:00 - Kagura's 2D stand made 4C whiff. 27:51 - Kagura avoided a 2D(catch) by going into 2D stand. 29:44 - After Kagura teched a throw, Kagura attempted a 2C but was punished with a 214A. [10/24/2015] Oka(Hakumen) vs. ?(Azrael) [Notes] Urban Square Summit of BB2nd Qualifier [10/24/2015] Oka(Hakumen) vs. ?(Amane) [Notes] Urban Square Summit of BB2nd Qualifier [10/25/2015] ?(Tsubaki) vs. Oka(Hakumen) [Notes] a-cho Summit of BB2nd Qualifier [10/25/2015] Tenchi(Hakumen) vs. Oka(Hakumen) [Notes] a-cho Summit of BB2nd Qualifier [10/25/2015] Kusakabe(Makoto) vs. Oka(Hakumen) [Notes] a-cho Summit of BB2nd Qualifier [10/25/2015] ?(Jin) vs. Oka(Hakumen) [Notes] a-cho Summit of BB2nd Qualifier [10/25/2015] Oka(Hakumen) vs. ?(Celica) [Notes] a-cho Summit of BB2nd Qualifier [10/31/2015] Hikaru(Hakumen) vs. Shino(Noel) [Notes] Central Hachionji Summit of BB2nd Qualifier 0:53 - Noel dashed under 4C. [10/31/2015] ?(Hakumen) vs. Chibaken(Hakumen) [Notes] Central Hachionji Summit of BB2nd Qualifier 20:30 - Midscreen to corner Hop J.214C > J.214B OD combo. [10/31/2015] A-san(Hazama) vs. Chibaken(Hakumen) [Notes] Central Hachionji Summit of BB2nd Qualifier 24:03 - Void confirm into 5C OD. [10/31/2015] Osaka(Litchi) vs. Chibaken(Hakumen) [Notes] Central Hachionji Summit of BB2nd Qualifier [10/31/2015] Denpo(Ragna) vs. Chibaken(Hakumen) [Notes] Central Hachionji Summit of BB2nd Qualifier [10/31/2015] Hikaru(Hakumen) vs. Kouya(Noel) [Notes] Central Hachionji Post Tournament Casuals [10/31/2015] Hikaru(Hakumen) vs. Kouya(Noel) [Notes] Central Hachionji Post Tournament Casuals [10/31/2015] Hikaru(Hakumen) vs. Ronitta(Jin) [Notes] Central Hachionji Post Tournament Casuals [10/31/2015] Hikaru(Hakumen) vs. Ronitta(Jin) [Notes] Central Hachionji Post Tournament Casuals [10/31/2015] Hikaru(Hakumen) vs. Ronitta(Jin) [Notes] Central Hachionji Post Tournament Casuals [10/31/2015] Hikaru(Hakumen) vs. ?(Tsubaki) [Notes] Central Hachionji Post Tournament Casuals [10/31/2015] Hikaru(Hakumen) vs. Hitotose(Hazama) [Notes] Central Hachionji Post Tournament Casuals [11/01/2015] ?(Jin) vs. Camelia(Hakumen) [Notes] Shinjuku Sportland Summit of BB2nd Qualifier [11/01/2015] Nakashiba(Valkenhayn) vs. Camelia(Hakumen) [Notes] Shinjuku Sportland Summit of BB2nd Qualifier [11/01/2015] ?(Hazama) vs. Camelia(Hakumen) [Notes] Shinjuku Sportland Summit of BB2nd Qualifier [11/01/2015] Asama(Hazama) vs. Camelia(Hakumen) [Notes] Shinjuku Sportland Summit of BB2nd Qualifier
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And now: - Yanagi has no recovery after you stop moving forward. Additionaly, Jun posted more information on his Twitter (including some combos): https://twitter.com/Junmen0215
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Hiago provided a translation for the first tweet: - 2C' head invul at 5F - Yanagi counter starts at 4F - 5A has more untech time; 5A > Hotaru is back - 6D counter starts at 1F - No counters other than Yanagi are activated by projectiles
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Several tweets about the current loketest: