-
Posts
563 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Spark
-
You can't find what the start up frames and the SD on them because you can't block as the wolf. To find the initial proration and combo proration you just use the formula for computing damage and work backwards.
-
It has a guard point on it. Actually that's worded poorly I guess, it has a guard point like Rachel's 6A. You can block projectiles/mids/overheads with it.
-
BC > 214A > 66 > 5B > jc > j.A > j.B > djc > j.2A > j.C Works on Valkenhayn. 5B/5C > 623AA > j.2C > 5C <-- doesn't seem to work on Valkenhayn.
-
Updated. I'll update with more stuff when I have time.
-
If you've blocked the legs once, he won't be able to walk into and launch you.
-
It's simple, you use other character's known frame data and use that to figure it out. For example you can tell Makoto's 5A is 5 frame start up because on IB you can punish Tager's 4D which is -5 on IB. But, you can't punish Ranga's Hells Fang which is -4 on normal block. Then you do the opposite to figure out the attacks on block. EDIT: Thank you Spark, this would be amazing for me ^^
-
I've had a few hours to test some stuff and here's what I have so far. I can't think of a way to get the frame data for the D attacks yet, so they might not be available. Character Proration: 90% Jump Speed: 4 Frames (For all 3 jumps) Move : DMG : ST : SD : P1 : P2 5A : 200 : 6 : 0 : 80% : 84% 2A : 150 : 7 : +1* : 80% : 84% //*At least +1 it's difficult to test as it cancels into almost everything. 6A : 620 : 10 : -17 : 80% : 89% // Has a guard point j.A : 180 : 7 : - : 90% : 84% 5B : 640 : 9 : -1 : 85% : 89% 2B : 480 : 10 : -16 : 80% : 86% 6B(1) : 600 : 22 : - : 100% : 92% // Has repeat prorate 6B(2) : 600 : - : +8 : 100% : 92% // Has repeat prorate j.B : 560 : 11 : - : 90% : 86% 5C : 710 : 16 : -5 : 90% : 92% 2C : 780 : 12 : -10 : 100% : 92% // Doesn't seem to have head attribute invincibility on the first active frame. 6C : 1000 : 25 : +6 : 82% : 92% 3C : 720 : 12 : -2 : 90% : 88% j.C : 760 : 12 : - : 85% : 89% BC : 800 : ? : ? : 100% : 70% 4BC : 800 : ? : ? : 100% : 70% j.BC : 800 : ? : ? : 100% : 60% 236A : 680 : 14 : +2 : 100% : 89% 236B : 650 : 22 : -8 : 100% : 107% // Can cancel start up into D ->236B : 850 : ? : -13 : 100% : 50% 236C : 750 : 21 : -10 : 80% : 92% // An overhead j.214B : 700 : 15 : - : 75% : 92% // Has to be barriered in the air Wolf Form: D(To Wolf) : - : (12 At Most) : - : - : - // Is in counter hit state for a portion of the transform D(From Wolf) : - : (7 At Most) : - : - : - // Is in counter hit state for a portion of the transform j.D(To Wolf/From Wolf) : - : ? : - : - : - 5A : 300 : ? : ? : 85% : 82% j.A : 180 : ? : ? : 80% : 86% 5B : 640 : ? : ? : 80% : 89% j.B : 450 : ? : ? : 80% : 86% 236A : 900 : ? : ? : 75% : 89% j.236A : 900 : ? : ? : 75% : 89% 214A : 900 : ? : ? : 75% : 92% j.214A : 900 : ? : ? : 75% : 92% 236B : 900 : ? : ? : 75% : 92% j.236B : 900 : ? : ? : 75% : 92% 214B : 900 : ? : ? : 75% : 92% j.214B : 900 : ? : ? : 75% : 92% 236D : 2300 : ? : ? : 100% : 50% j.236D : 2300 : ? : ? : 100% : 50% 632146D : 3008* : 10 : -25(At least) : ? : ? // Total Damage when it hits by itself (Min DMG is 1842) - 1st Hit: 1000 DMG - 2nd Hit: 150 DMG - 3-18 Hit: ? - 19 Hit: 2500 DMG j.236236C : 2942 : ? : ? : - : - // Min DMG is 1120 214214C : Death : 14 : -25(At least) : - : -
-
Random thoughts: Fighting CS Arakune is kind of bland. Even though it technically is easier for Hakumen now, I actually did not mind fighting CT Arakune because if you were careful you could always get around curse. But not so much in CS because you can't cut or counter clouds. Punishes: 236236C: - Block the legs and then punish with 6C(Lvl3). You might have to delay a bit because if you hit the beam you might launch him instead of staggering him on the ground. Anti-airing & Zoning: If Arakune doesn't have a cloud there's not a whole lot that he can do to approach you. Especially once you get enough stars for j.214B. But, this can all change once he has a cloud out. Stopping the cloud: With j.C and 4C it can be pretty easy to stop Arakune from creating a cloud. If he does it in the air at the wrong spot or time you can just jump up and j.C him for free. But, say he does it from full screen and high enough that you can't reach him with j.C, he still needs to land after creating the cloud and he can't get rid of the landing recover from the it. So if you're close you can still 4C him as he lands to hit him eliminate the cloud(Ex. http://www.youtube.com/watch?v=F_6qlO9o_Ps 28 seconds in). Dealing with the cloud: While you can't counter or cut the clouds anymore you can still get rid of them by either hitting Arakune or throwing him(which will get rid of the cloud even if he breaks the throw). Overhead cloud: Keeps you from jumping up, although you can still IAD forward or backwards without touching it. Once this cloud is out you should only IAD at him if he's committed to some thing else like 2D, j.D, or 6D(IAD j.2A this if you see him do it and you're not doing anything). Otherwise just walk at him and watch what he does in response. If he starts to attack from the air using the cloud for cover you can TK j.214B or 66/44 j.214B to stay low to the ground and anti-air him. Homing cloud(The one that follows you): In CT this was very easy to deal with as you could just 6D it for free, now it is probably the most annoying one to deal with. Basically you will be force to go around it at some point as you can't just walk backwards forever, and the main problem is that Arakune will jump up and either hit you or force you to block causing you to fall on this cloud. So what you can do is build two stars(hopefully you will just have 2 stars when this cloud is out) and wait for it to be as close as possible when you super jump over so if you mess up there's a chance you won't fall on it. If Arakune jumps and tries to hit you you can just j.214B him and if he jumps up and baits it by blocking you just jump cancel and throw him (doesn't matter if he breaks it) to get rid of the cloud and provide a safe spot to land in. Shield cloud?(The one that follows him): In CT this one was also pretty easy to deal with as you could 623A under it and then reversal 6D or 2D after the dash recovered to counter it and get rid of it. However since you can't do that anymore it is a bit more tricky to deal with. First you should be aware that the hit box on it as been made smaller in CS, so you actually can get pretty close without it hitting you. Now a simple setup that a lot of Arakune have used, but you don't see that much in CS is air back dashing so they end up behind you and the cloud will try to go through you to get to him. When this happens pay attention to how high or low he is when he does this. If he does it too low you can just jump over the cloud when it tries to go through you, or if he does it too high you can just dash under it. If he does it very low to the ground you can always 623A under it. Or you can just wait for him to appear behind you and j.214B him or air throw him. Now another set up a lot of Arakunes will use is after they made you block something they will teleport through you with one of his ground teleports or his forward dash so the cloud will hit you. In this case the cloud takes a little while before it starts to move so you can jump before it gets to you. Strategy: Pressuring Arakune: He doesn't really have a reversal besides 236236C, so you can pretty much do whatever you want if he doesn't have 50%. Also make sure to space yourself so you can't be counter assaulted when he has 100% meter. On another note you can jump in on Arakune for free because his 5C anti-air is so slow you have enough time to think about whether you want to combo him with j.D or j.214B(do this late so you don't whiff it through his 5C) as you dash/jump at him. Dealing with Arakune's pressure: Not much to say, Arakune can't really pressure all that well with out curse. I guess there's the fast fall j.B, but if they do it low enough you can 5A them out of it. Many Arakune's will chain into D attacks to build curse slowly while you're blocking, so try to 2D their 5D when you see it, jump and hit him out of j.D if he does it after a jump cancelable move, and if you IB the first hit of Arakune's 2D you can 2D the second hit to avoid the curse build up. Dealing with Arakune's mix up: 6A: It's pretty slow, so you should be able to block it if he just straight up chains into it. It's jump cancelable so you can't really punish on block, so you should watch what they do after wards. If they chain into 5D (which is pretty common as it is jump cancelable as well and on block builds curse meter) just 2D it as it is pretty slow and has a very distinct look to it. If they jump you can TK j.214B to beat out what ever they are trying to jump back in with. If they just jump and block just air throw them. 6B: You don't see this move all that often. His standing low, not all that effective because it doesn't really look like 6A. 3C: Can be kind of sneaky, but it's slow and only works at a specific range. So if you're in that range just look for it and block and punish with whatever. Or you can 6B it on reaction for laughs. j.D: Not really a mix up any more, but is still plus on block if they do it low enough. Though with it's 30 odd frames of start up you should always IAD air throw or j.2C him if you see it. Dives: No one really uses these outside of curse, but if they do just j.D or 5D(if you're feeling lazy) them. Char specific details: Best 1 star throw combo for Arakune that I know of: BC > 214A > 66 > 5B > jc > j.A > j.B > jc > j.2A > j.C Can 623A under: Cloud that follows Arakune (Might not be worth the meter and only situational) Bell Bug (Do it so you can counter it right after your dash is done) Final Note: Wrote this up in like 10 minutes, I'll come back to it if I'm forgetting something (which I probably am).
-
You can't jump install in BB as far as I know, and it doesn't really make sense to do it in both of the situations you listed.
-
Maybe once I finish Ragna. The combination of being lazy and school keeps me from doing too much.
-
I think that's listed in the frame data. Honestly it doesn't seem particularly useful, if they were to just chain 2A into itself as you get up you would lose and if they did anything else they could just whiff their attack and then block(actually they might have enough time to just do it again anyway). I guess it would be able to punish Bang's and Tager's command grab if they tried to throw you after you got up.
-
Well since it's a mirror match anything he's doing that's giving you trouble you can just do the same thing back and see how they counter it.
-
It does the most damage of all the counters with 2 stars. It arguably has the least recover if you "tk" it. It has more active frames than 6D and 2D even though it has 1 frame of start up too. If you "tk" it you avoid most lows and throws and by the time they recover they have a hard time punishing and even if they do you're not in CH state on landing. While you could argue that it doesn't really have 1 frame start up because you need to jump first, any slow attacks like overheads or slow projectiles give you enough time to jump and counter anyway. So the way j.D there is almost no reason to do 6D.
-
You get 4k off j.D with the 5C x2 combo into corner knockdown, you only break 5k(maybe 6k?) if you throw in a 214B.
-
I'm not sure what you mean by compiling challenge mode stuff. Do you mean tips for doing them? Or a list of the challenge mode combos?
-
Depending on spacing you can get IB 5B to work because Hakumen leans way back, so you can dodge attacks and then hit them. If you're really consistent with TK j.214B you can do it after IBing Ragna's 2B and it will beat everything he does afterwards (except for maybe 6A?). Though if he does nothing you might get punished.
-
You don't have to wait on till you have 4 or 5 stars before you start attacking. But you should just be aware that you won't be able to capitalize on all of Hakumen's mix up mid screen without at least 5 stars. Counters: (I don't use these too often, but you get pretty decent damage off of them) 2D: You can get a bit over 3k for 2 stars. 6D: Does a little more than the damage from 2D. j.D: You get more than 4k for 2 stars. Throw: (I throw a lot, I would say about half of my damage comes from throws) Mid screen: You average about 2.8k with 1 star and it makes the meter back while pushing them to the corner. Corner: You get around 3.5k on everyone with 1 star and you actually gain more meter than you lose with the corner combo. TK/Dash j.214C: Mid screen: I don't use it here much because you need 2 more stars to really follow up with a combo, but you do break 5K if you have the 2 stars to follow up. Corner: A great option in the corner because you can get 4-5K without needing to spend more meter to keep the combo going. TK/Dash j.214B: I mainly use this for beating out certain reversal supers and as a way to beat anti-airs, but you do get good damage if you land it. Frame traps: Using 2A and 6A I don't get too much damage, I just go for a knock down. I guess if you wanted to you could combo in to the 214B BNB for a bit more than 3k. Though if you frame trap with 214A or 214B you could break 4k. Well for using meter outside of combos it's worth doing a 214B after a IBed 2A just to see if they're going to try and poke out. If they are then you just keep special canceling your 2As for free damage, or if they don't then you can start doing 2A > 66 > (whatever) for pressure and mix up. 5C > 623A is okay when I do that after the dash I walk forward for a split second then I TK j.214B or TK j.214C to bait their throw attempt. The IB > counter like everyone said is something you can use, but you should be sure you know what string they're going to use before you try it.
-
It's funny the Hakumen didn't know 1 star throw combo vs Ragna, he kept doing BC > 236A > 66 > 5B > jc > j.A > j.B > djc > j.2A > j.C (whiff).
-
Fastest TK j.214C is 19 frames (Actually it might be 18, I have to test this later), fastest 66 j.214C is 21 frames. The j.B fuzzy guard can be avoided if they IB the jump in j.B. (Actually this depends on whether or not double jump start up can be canceled into normals)
-
Hakumen's 6B doesn't list the frames where it is invincible to low attribute moves.
-
Both hits of Mu's 6B must be blocked high.
-
You can parry from frame 1.
-
You can never punish Hakumen's 6B with Jayoku. On the super flash all they would have to do is chain into 6D or 2D to win.
-
Assuming you're both are dead center in the middle of the screen and Hakumen has exactly 4 stars. 66 j.214B(FC) > j.2C > 5C > 5C > 623AA > j.2C > 2C > sjc > j.2A > ad > j.2A > j.C > 5C > 3C does 5399 DMG gives back ~1.8 stars. (You just barely make it to the corner) 5C(Air CH) > 5C > 623AA > j.2C > 5C > 5C > 623AA > j.2C > 2C > sjc > j.2A > ad > j.2A > j.C > 5C > 3C does 5358 DMG gives back ~2.7 stars. j.214B(FC) Combo Pros: - You don't have to IB or duck under Ragna's DP - Always gives the same amount of meter back. - Does more damage for 4 stars. Cons: - Gives less meter - Doesn't push them to the corner as much. (So you may not get corner KD sometimes) - Does less damage compared to the other combo if you do 6 stars version with Renka after 5C > 5C. (6246 DMG) 5C(Air CH) Combo Pros: - Since there are two 623As in the combo it pushes them closer to the corner. (More likely to get corner KD) - Gives more meter back. - Does more damage compared to the other combo if you do 6 stars version with Renka after 5C > 5C. (6547 DMG) Cons: - Does less damage for 4 stars. - Gives less meter back if combo was started with 8 stars. (You don't get any meter for 5C > 5C at the beginning if you already have 8 stars.) - Have to IB or dodge the last hit of Ragna's DP. (So you can hit him fast enough to get Air CH with 5C) I was curious so I broke down all the damage, distance gained, and meter gained for the two combos. So depending on the situation one may be better than the other.
-
I had a big thing written up for this match up, but I restarted my computer without saving what I wrote. So I'll just leave this here and fill it out when I'm not being lazy. Punishes: 623C: If you 5C when he's in the air it's CH so you get another 5C into BNB. The old punish with 6C is still possible, but he has to be close to you so you can 6C > 5A > 214B. 632146D: There's 30 or so frames in between the 1st and 2nd attack w/o IB, so you can almost do anything you want as a punish. 214214D: Barrier or better yet IB Barrier all D attacks, so they lose all 3000 life from blood kain. Anti-airing & Zoning: 5A: If he does a low jump in j.C or j.B. 5B: Can work if he is only jumping in with the tip of j.B. TK j.214B: Will beat just about every jump in and IAD. j.C: Works pretty well as you have more range than Ragna's j.C and if you're both high in the air and at the right distance he can't combo off his j.C even if he hits you. Strategy: Approaching Ragna: 2B: Will beat Ragna's 5B and 5C if it's done first or at the same time, if you're at start of the match range or a little further away. 5B: Can dodge and hit Ragna out of his shorter ranged normals, but will trade a lot with 5B leaving you at neutral. If you IAD or jump at Ragna you can use j.D(if you're not too high) or j.214B to beat out his 6A. Rising j.2C will also beat out 6A letting you land into 2A for a BnB, although this is really risky. Pressuring Ragna: Dealing with 623C: Try not to use 214B or 41236C too often because if they IB the first hit they can DP out before the 2nd hit. If you are far away enough, so only the tip of 2A will hit him and he DPs it will usually just go over you, if you're not sure than you can use 2B instead as it makes Hakumen go even lower. Dealing with Ragna mix up: Moves that Ragna uses to get back in: 2A: Most common string is just 2A > dash > 2A. This is pretty bad and slow because 2A is -2, so on IB it should be pretty easy to stop him from running back in. Only thing you have to watch out for is 2A > delay > 2A/whatever. 2B: A pretty common way of getting back in is just 5B > 2B > dash > whatever. If you IB and TK j.214B it will beat anything he chains into from this. 2C: It's +1 so some people will try to run in after this to continue pressure. Easy thing is to IB and 2A to stop him from running in, although he could cancel into 5D or 2D to punish your 2A. 6A/3C: Both are jump cancelable, so you should be ready to stop him from jumping back in if he does this. 6D > j.D: Leaves him at +16 if he does j.D as late as possible, so it's pretty annoying. Best thing to do is to j.D the 6D or just hit him with something as 6D is pretty slow. 214D: Leaves him at +5, so they will just run back in. Though you should always 6D this for a 3K BnB. Mix up set ups: 2A: Watch for tick throws from this. 2B: Can be used for tick throws and chains into 6B for the overhead. 6A: Can be chained into 6B for the overhead. Is jump cancelable, so they may do a TK j.214B for an overhead. 6B: You should j.D this if you can. 5D: When you see this move you should just stand up because he cannot do a low after this. Always try to IB this because if he dashes after wards you can punish his dash with 2A into a BnB. Now if he goes right into 214A it is almost air tight and will hit you if you do anything, but if you IB this you get a free combo. Now that those are out of the way, what's left is canceling into 214D, 214B, delay 214A, or nothing and all of those lose to 623AA. What can Ragna do if he does 5D that will beat 623AA is just do nothing on till he sees the dash and then do 623C to beat it, but if you know he's going for that you can just 4C him which will hit him if he does nothing or whiff against the DP and let you punish. So if you ever see 5D it's pretty much free damage. 6D: If you block this Ragna has a ton of options off of this. - 6D > late j.D so it whiffs > 2B: For the low - 6D > late j.D so it whiffs > 6B: For the overhead - 6D > late j.D so it whiffs > TK j.214B: For the overhead - 6D > late j.D so it whiffs > 214B: For the overhead - 6D > late j.D so it whiffs > BC: For a throw - 6D > late j.D that still hits: Dash in for more pressure - 6D > late j.D that still hits > TK j.214B: Dash in for more pressure - And more that I'm sure I'm forgetting. 2D: Mainly used to catch jumps and to catch people standing from far away. On block you can always 214A for a punish even with no IB. Char specific details: Best 1 star throw combo for Ragna that I know of: BC > 214A > 66 > 2A > 5A > jc > j.A > j.B > jc > j.2A > j.C Can 623A under: 2A 5A 5B 2C 6D 236A 214B Unblockable BK Super Final note: I'm sure there's more stuff to write, but I'm feeling lazy so I'll stop for now.