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Everything posted by Spark
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6B(1) or 6B(2) cannot be RCed. The first hit of Renka has always been 120% as a combo hit, if it were the other way around there would be no reason for people to do 6C(CH) > Renka(1 Hit) > combo as a punisher, they would just start all punishes with Renka(1 Hit) > combo. Oh I updated the first post with proration data on the Anti-Projectile orb.
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Yes, the initial proration is only applied at the start of a combo, but the general proration is always applied even at the start. So the damage calculation on 5A > 5B > 5C would look like: 5A DMG + (Char Pro * 5A Ini pro * 5A Gen Pro * 5B DMG) + (Char Pro * 5A Ini pro * 5A Gen Pro * 5B Gen Pro * 5C DMG) = Total DMG
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I think I remember something like that. I dunno I just tested three levels cause that's how many were in CT. It probably doesn't matter, the proration for it will probably be the same as the other levels anyway. Oh I forgot to check the counter assault proration. I don't know if I'll bother with it.
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Black = Same as in CT Blue = Different/new proration or damage, not whether the properties changed. Note: Percentages maybe off by +1/-1 due to rounding. Hakumen's Character Combo rate is still 80%. Move....|Damage|Initial Proration|General Proration 5A........|180.....|80%...............|95% 2A........|160.....|80%...............|90% 6A........|620.....|85%...............|85% j.A........|220.....|80%...............|85% j.2A......|980.....|80%...............|75% // Same as CT j.2C, just new command 5B........|620.....|90%...............|92% 6B(Hit 1)|290....|100%..............|90% 6B(Hit 2)|290....|100%..............|90% // The general proration is ignored if 6B(Hit 1) hit and 6B(Hit 2) is comboed after. 2B........|600.....|80%...............|88% j.B........|590.....|90%...............|89% 5C........|1110....|85%...............|92% 2C........|1030....|80%...............|87% 3C........|1200....|100%..............|60% 4C........|600......|60%...............|89% 6C(none)|1440...|100%..............|92% 6C(partial)|1740.|100%..............|92% // Same as CT mid charge 6C 6C(full)..|2140....|100%..............|92% j.C........|980.....|100%..............|56% j.2C......|1070....|85%...............|87% // Same as CT j.C, just new command 5D........|1700....|100%.............|77% 2D........|1020....|100%.............|60% 6D........|0.........|100%.............|70% j.D........|1610....|100%.............|60% 5/6BC....|1600....|100%.............|60% 4BC.......|1800....|100%.............|66%*100% // First hit is 500 DMG, 2nd hit is 1300DMG j.BC.......|1500....|100%.............|84%*60% 214A......|560.....|100%.............|89% // Same as CT 236A, just new command 623AA....|860.....|90%...............|85% 214B(Hit 1)|830...|90%..............|120% 214B(Hit 2)|860...|90%..............|78% 41236C(Hit 1)|2430|90%............|80% 41236C(Hit 2)|550|90%..............|94% j.214B....|1250....|90%..............|92% j.214C....|2200....|80%..............|90% 632146C(1st)|4000|100%...........|60% 632146C(2nd)|1500|100%..........|80% 236236D.|3800....|100%............|40% Orb.......|800......|85%..............|89% // The Anti projectile orb that is created when a projectile is cut. If I find out something is wrong I'll edit it later.
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41236C is Zantetsu. j2C > 5C > 2C does work without Fatal counter. At least off hotaru.
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I've been thrown out of 6A before, so if it does have throw invincibility it doesn't cover the first active frame. Also anyone know how to combo off the new back throw? You can't seem to special cancel it anymore and it seems to have a lot more recovery, so even if I have my back to the corner I can't 5B after it. I'm also having trouble with comboing after CH 3C. In CT it just dropped them in front of you, so you can easily do 6B or 2C, but now it sends them back further so I can't get any attacks to reach. My shipment of CS just came in, so if anyone has questions or stuff they want me to try out just ask. Oh 6B is punishable with Hazama's 2A on IB, so it's at least -5 on IB maybe? 41236C is punishable with Hazama's kick super on IB, so it now has longer recovery or Hazama's kick super has less than 7 frames start up.
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Hmm so the jump resets the thing that keeps track of which specials you've used. I'm guessing this means that you can also do 214B -> 623AA j.cc(jump cancel cancel) -> 214B? If so, I think this would make Mugen a bit more useful against characters with out reversals. Seeing as how you would be able to keeping chaining into your specials forever like 236A -> 41236C -> 214B -> 623AA j.cc -> repeat or whatever.
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Off 5A CH in the air you actually have enough time to hit with 5C/2C. Though hit confirming that is rough.
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Actually the throw hop combo is pretty old, but instead of 2B you can do 5BC -> 236A -> Dash -> 5B -> jc -> j.B -> jc -> j.C. This does 200 more damage than 5BC -> 236A -> 6C. Gets you a bit more meter not just from damage, but because it takes longer to do. Although it's harder to do than the regular 6C, so for some it might not be worth using. This can also be done after 214B (2 Hits) -> 236A.
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Don't forget jump start up. It takes 5 frames for Jin to jump then 12 for the attack to come out. So it's more like a 17 frame overhead.
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Hotaru doesn't hit body only Tsubaki does. Moves with invincibility to Head attribute will beat out Hotaru on less you do it late enough.
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You can be DPed in between the hits on 214B and 41236C.
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You can start a combo with it on counter hit. So you should use it to punish moves that leave the opponent in counter hit state.
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Taokaka's 236236D super there is a window to counter right before the final hit. You don't even have to IB. You can counter between the nails of steel rain on IB, though I don't think anyone actually uses this super.
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2A on crouch hit goes into 236A -> 623AA.
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To get out of of the clap infinite just break the throw and use j.D.
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It's 50% more damage.
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41236C 2nd hit is techable on knockdown when Mugen is active. Also 214B's proration goes from 120% to 90% in Mugen.
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His D moves have no invincibility they only auto guard various high, mid, low strikes. So he can be thrown out of all of them. After blocking 2C you can jab him out of any of his follow up attacks except 623B, which if you know he's going to do you can block and punish with a 360.
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You can get it to work with the normal ground throw on ABA if throw FRC and 2K under her then push her into the corner and then do the horse. Note this only works if you are in the corner and you do a forward throw. Also this only works on ABA because she has the longest get up time. Technically this works on Robo Ky too if he uses the delayed wake up.
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Actually the super counter isn't completely invincible if they time their super jump right they can land right next to you and punish. Even if they don't try to punish you for it they can still just super jump and air dash to the other side of the screen.
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Do a super jump j.2C. Some characters are too high after the 2C if you don't delay the j.C just right, but if you super jump it should always work.
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Match up feels 5-5 for me personally. At the start of the round 2B beats, Ragna's 5B and 5C. 5B hit's Ragna when he is crouch blocking. The command dash after a few frames and the follow up go under Ragna's 2A, 5A, 5B, 2C, 6D, Hells Fang, and Gauntlet Hades, so if you know he's going to poke or chain into one of these you can 623AA through it. After blocking 5D just stand up because he can only chain into specials and none of them are low. You can counter the second part of 5D if you are close and IB the first hit, just watch out for the dash cancel. After 3C Ragna can jump cancel to try and reset pressure, or do TK GH and 2D for mix up, so here is your chance to escape or counter. After blocking 6A its the same as above, but he can do 6B for the overhead mix up also. The 6D j.D string is pretty annoying, but you can counter 6D if you watch for it. Overall the match up isn't too bad once you learn what options Ragna has at every point in his pressure strings. Oh also you should punish Whiff/Blocked DPs with 6C(CH) -> 214B(1Hit) -> 41236C(2Hits) -> 5C -> 236A -> 6C (6 Stars, A bit over 7000 DMG) linking 6C(CH) into 214B is a bit weird at first, but otherwise it's easy and does huge damage.
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I think they are more useful when used as block strings, so you don't always have to jump cancel the 5B or spend meter to keep pressure.
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I don't know if this has already been posted or not, but Hakumen's 5B and 2B late chain into 2A.