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Spark

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Everything posted by Spark

  1. When does the stream start?
  2. It's head and body invulnerable meaning you can only beat it with a move that has foot attribute. Like 2B and 2A.
  3. Actually 4C is already slower than 5C.
  4. Well to combo into j.2A even if it's a late chain j.B would need more untechable time anyway. So I'm assuming they're saying that j.B has more untechable time, so that the new j.2A late chain will combo. As a bonus the IAD j.A > j.B > 2C combos will be easier at least. And for the cool down buff, I'll be satisfied with the 3 star combos breaking even in terms of meter gain because assuming you start with 3 stars and land an overhead it sucks that at the end of the combo after knockdown you lose the option to do another overhead(at least for a little while). Also I don't think 41236C actually had any cool down in CT or CS1, but I could be wrong.
  5. Pretty handy intro video. Though it lists 5B as jump cancelable only on hit which isn't true.
  6. That's standing CH right? You can do a meterless version with 6A > j.2C > 6A > 3C.
  7. If you're near the corner you should be able to make the 2 stars back if you do the 623AA combo with the j.C > land > jump > j.2A > j.2A > AD > j.2A > j.C > 5C > 3C ender. It's annoying to do the standing vs crouching confirm combo so I just do 3C on CH cause I'm lazy. Though I guess on CH it doesn't matter if they're standing or crouching.
  8. I only use it when I can't do j.2A > AD > j.2A > j.2C > 2C. So off like 5A > 5B > 623AA or 2A > 2B > 623AA and so on.
  9. I'll probably reorganized everything since I think Sophisticat no longer plays Hakumen.
  10. The second combo is character specific, unless it's CH then I think it works on everyone.
  11. 6C(lvl 2) is easiest on Rachel, you can hold it pretty late and it'll still connect.
  12. I think Cor can help you with the art, and KF helped Huey with his stick.
  13. Hmm I never played Heartnana in casuals. I wonder where everyone heard that from.
  14. Actually I'm not entirely sure why, but if you OTG someone with 6C they will ground slide longer than if you hit them out of the air into the slide. So from j.214B it is impossible(as far as I can tell) to do 6C > 66 > 2C because once they touch the ground they will tech so you cannot OTG them with 6C. But with j.214C when they are sliding they are considered OTG, so if you 6C them you can dash in afterwards and still connect with 2C. The same applies to 236B, if you do 236B > 623A > 6C while they are still in the air you won't get the long slide, but if you do 236B > 623A > 6C(hold till you barely get level 2) then you will hit them as they touch the ground and you'll get the long slide. Though timing the 6C is easier depending on the character, holding 6C just long enough for the level 2 charge will work for almost everyone(doesn't work at all on Platinum).
  15. I just did a quick test and I'm pretty sure in CS2 when ever you Yukikaze something it's always as fast as the fast Yukikaze from CS1. Since in CS1/CT if you counter something on the 1st frame Hakumen would start to move while the super flash was happening on frame 2, making it look faster then it really was since they're not allowed to do things during super flash which lasts about 22ish frames. As opposed to the counter activating after super flash which means there is no super flash to give Hakumen a 22 frame head start meaning the opponent has even more time to move out of the way. However in CS2 if you countered something the super flash will always happen right after so assuming they didn't change the system mechanics you would always get that 22 frame head start. So even though it lists the start up of Yukikaze(attack) to be 57 frames it's really always 35ish. Hence what I meant when I said that all Yukikaze's in CS2 were "Super Yukikaze's."
  16. Technically all Yukikazes are now "Super Yukikazes."
  17. Yeah after air tech her j.D(j.2D?) will win. On ground tech both players are at neutral, but on air tech if you were the one to throw you get your air dash back.
  18. I just updated the Lambda match up thread with some stuff. You can see if it helps.
  19. That's not really a frame trap. There's a 18F~21F gap between 3C and enma.
  20. She has ~17 frames to jump out of the way if you super counter her swords super.
  21. If you're too close to the wall after back throwing, and try to combo with 2C you will duck under them after they wall bounce. So they bounce out of the corner.
  22. Off 5D you can do 5D > 6A > delay > 5A > 5B > sjc > j.A > j.B > dj > j.2A > j.C for ~2130. Though the delay between 6A > 5A is kind of annoying, you need it for 5B to connect (done on Ragna). Also j.214C > AD > j.2C > 214A seems really tight on Carl.
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