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Spark

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Everything posted by Spark

  1. Right now back throw 1st hit has 110% general prorate, so if you RC before the 2nd hit connects you could get pretty good damage off of it.
  2. The Renka 2nd hit whiff at 2:47 is something I've been messing with recently. I didn't think to try it off of a throw. As far as I know you can get the 2nd hit to whiff on Bang, Arakune, Taokaka, and Hakumen(some delaying required?) if you do 236B right after launching them from OTG state. ie j.214C > 2C > 236B, or high j.214C > AD > (as close to the ground as possible) j.2C > 236B.
  3. http://www.dustloop.com/forums/showthread.php?11423-Community-Project-Hakumen-CS2-Tutorial-Video&p=1008924#post1008924 Started the Hakumen one, though it might take a little while before it's filled out.
  4. j.2A has 40 UT frames vs 35.
  5. Anyone know if that 5K combo is possible any where? Or do they have to hit a corner for the j.2C to connect? (It looks like it doesn't quite corner carry if you're in the corner when you start, though the fact that it carries as far as it does it pretty crazy)
  6. Yeah, it means that on IB there is a 2 frame gap.
  7. Some stuff about CS2 Hakumen's strings: On block: (Without IB) (5A only seems to late chain to 5B) (5A > 5B) 3F gap (2A > 5A) -1F gap (2A > 2A) 1F gap (2A > 5B) 4F gap (2A > 2B) 2F gap (5B > 5A) -1F gap (5B > 2A) 1F gap (5B > 2B) 2F gap (2B > 5A) -1F gap (2B > 2A) 1F gap Anyone know if I'm missing any other late chains?
  8. Amazon didn't have any in stock when I checked. Playasia is shipping mine later this month.
  9. No, 2B > 2A > 2B is is CS2 only.
  10. The stein is mutli hit. After cutting it the void hit Mu but the stein was still active so it hit Hakumen because the void was no longer there.
  11. Yeah you could always air dash after Hotaru, you just have to let it recover all the way.
  12. It looks like air dash after recovering from Hotaru in the air because the j.2C looked really close to the ground.
  13. No, because when you cancel into another move you don't go through the recovery of the previous move. You only go off the level of the move to determine the gap in the block string. Ex. Ragna 5B > 2B (5B is level 3 which means there is 16 frames of block stun) 5B (8F start up, 8 Active, 16 Recovery, -7 on block) Last start up frame = first active frame. This is for on block: After the move connects on frame 8 there is 16 frames of block stun which covers all of the remaining active frames and 9 of the recovery. This leaves 7 frames of recovery hence -7 on block. This is for blocking into 2B: After the move connects on frame 8 there is 16 frames of block stun. Then you cancel into 2B which has 9 frames of start up. This is a normal chain so it cancels the remaining active frames and recovery and goes straight into 2B's start up. 16 frames of block stun is enough to cover the start up of 2B because it only has 9 frames of start up.

  14. I've been wondering this for a while. In CS2 Gurren (214A) links into 3C from standing hit, which would mean on standing hit it would have to be at least +9. In CS1 with the 25F special hit stun on standing hit it would be +4. Anyone know what they changed to make this possible? The most likely one (and most beneficial) would be that they removed 5 frames of recovery from 214A so that it is +9 on standing hit, which would also mean that it is +2 on block now. Anyone that can read JP see anything on the BBS about this?
  15. From videos it looks like 2A late chains into 5B. Will this let you combo 5B after 2A on hit?
  16. Thanks for the translations. A couple of questions, can you really cancel the forward dash landing into specials? I don't think you can do it in CS1 or maybe you can it's kind of hard to tell. If Hotaru causes them to wall bounce is it untechable till the ground?
  17. You can handle the video threads if you want. I'll close the current video threads at the end of the week and delete them next week, so grab what ever you need from them.

  18. That's good to know, also you wouldn't happen to know if the 6C levels are considered different attacks? Hakumen might be able to avoid the repeat prorate of 6C by using different levels in a combo like how Makoto can use 2D level 3 and then later in the combo use 2D level 2 and not run into the 10% repeat prorate.
  19. I need to check if tech time takes character combo rate into account, because if it doesn't Hakumen could have some really long combos.
  20. The P2s for 5A and 2A will make using them multiple times for hit confirming worse, but this won't effect starting a combo with 2A or 5A because of the better P1 you'll still get about the same damage as before. So punishing things with 5A and 2A will still be fine, but they don't want you or at least they're trying to discourage you from using 2A or 5A after stuff like 2B, j.2C, j.B etc. to hit confirm into 214B or whatever. I'm also wondering if they made 5B better in anyway, because stat wise they've only been nerfing it. Maybe it will hit everyone crouching at max distance? Oh Hakumen's character combo rate is 60% going by the damage from combos using the provided proration data.
  21. Here are the proration values from the Japanese Hakumen boards. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1289451583/980 I'll check the combos from videos and see if they match up. 5A   350  85  84 5B   590  90  89 5C  1110  100  92 2A   300  85  84 2B   450  80  86 2C   950  90  92 6A   620  85  89 6B 590x2  50  90 6C(Lv1)  1300  100  92 6C(Lv2) 1600  100  92 6C(Lv3) 2000  100  92 4C    700  80  89 3C   1200  90  88 j.A    320  90  84 j.B    590  90  89 j.C    900  90  89 j.2A   980  80  75 j.2C   1000  90  92 5BC: 1600 90*100 100*55 4BC: 1500 90*100x2 100*110*50 5D: 1400 100 45 2D: 1100 100 45 6D: 1400 100 45 j.D: 1600 100 45 Gurren 560 100  89 Enma 860  90  75 Renka(1st hit) 830  90 120 Renka(2nd hit) 860   65 Zantetsu(1st hit) 2430  90  80 Zantetsu(2nd hit) 550 94 Hotaru  1500  90  92 Tsubaki  2200  70? 90? (120% Bonus prorate?) Shippu  4000  100  60 Yukikaze  3800  33以下 Assuming the data is accurate. Buffs: Old > New (DMG = Damage, 1P = Initial Prorate, 2P = General/Combo Prorate) 5A DMG: 180 > 350 5A 1P: 80 > 85 5C 1P: 85 > 100 2A DMG: 160 > 300 2A 1P: 80 > 85 2C 1P: 80 > 90 2C 2P: 88 > 92 6A 2P: 85 > 89 (Maybe?) 6B DMG: 290x2 > ?x2 4C DMG: 600 > 700 4C P1: 60 > 80 (Wow) j.A DMG: 220 > 320 j.A P1: 80 > 90 j.C P1: 80 > 90 j.C P2: 70 > 89 (Maybe?) j.2C P1: 85 > 90 j.2C P2: 87 > 92 2D DMG: 1020 > 1100 6D DMG: 0 > 1600 Hotaru DMG: 1250 > 1500 Renka(1st hit) 2P: 100 > 120 (No longer bonus prorate?) Tsubaki: Now has 120% bonus prorate (Maybe?) Nerfs: 5A 2P: 95 > 84 5B DMG: 620 > 590 5B 1P: 90 > 80 5B 2P: 92 > 89 2A 2P: 90 > 84 2B DMG: 600 > 450 2B 2P: 88 > 86 2C DMG: 1030 > 950 6C(Lv1) DMG: 1440 > 1300 6C(Lv2) DMG: 1740 > 1600 6C(Lv3) DMG: 2140 > 2000 j.A P2: 85 > 84 (Rounding issue?) j.C DMG: 980 > 900 j.2C DMG: 1070 > 1000 5D DMG: 1700 > 1400 j.D DMG: 1610 > All Counters: Down to 45 total prorate(?) Enma 2P: 85 > 75 Renka(2nd hit) 2P: 75 > 65 Tsubaki 1P: 85 > 70 (Maybe?) Update 1: This information looks correct assuming Hakumen's character combo rate is 60%.
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