-
Posts
563 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Spark
-
You can still do the 5A > 5B > j.B > j.2A > dj > j.2C > Agito ender with a 5C starter the timing is just strict.
-
It's when you cancel Hakumen's dash into the special.
-
CP Hakumen frame data http://www.dustloop.com/wiki/index.php?title=Hakumen_Frame_Data_(BBCP) The amount of untechable time you have for combos is based on the starter of your combo and how much time has passed when your attack connects. A better hitstun explanation. http://www.dustloop.com/wiki/index.php?title=Damage_(BBCP)#Combo_System
-
Updated the OP post. You actually still can do the full ender with a 5C starter the timing is just harder. CH means counter hit.
-
You're not connecting the 5A > 5B when using the 2C version because you're missing one rep of the loop. You're doing 623AA > j.2C > 2C > j.2A > j.2C > 5A > 5B > Ender instead of 623AA > j.2C > 2C > j.2A > j.2C > 5A > j.2A > j.2C > 5A > 5B > Ender. It worked when you did the 5B version because doing 5B doesn't launch them as high.
-
Counter canceling into Enma is different from being special cancelable. When you counter cancel into Enma you're replacing the counter attack that normally comes out with a special version of Enma. When you special cancel you're doing the counter catching them with the counter and then doing Zantetsu or whatever afterwards which is only possible in OD.
-
Hmm putting the new videos in the old thread could get confusing. Since there's no easy way to tell which version of it the game it is.
-
Dash Agito definitely isn't safer now that it's -2 quite a few characters can just punish it with 5A on IB. In the CP 1.1 videos Hakumen looked like he floated a little longer or higher when he did Agito weird that they didn't mention it in the notes.
-
It probably works the same way as ground counter > Enma. So it might Fatal and have a similar starting P1.
-
Looks like you can still do them as long as you RC into them.
-
6D already only has 6F of recovery, seems like an odd change.
-
Wait are you doing Renka > Kishuu > 2C or Renka > Kishuu > Enma cause you shouldn't do the latter cause that's not the right combo.
-
You shouldn't really use Gurren in blockstrings unless you're trying to frame trap with it. You don't have to just go for a mix up after Kishuu you can just start 2Aing and restart pressure. Also if they expect a throw you can do Kishuu walk forward a little bit, backdash, and 3C CH their their throw whiff. If they use throw OS just do walk forward 2A > chain into throw to TRM them.
-
Throw stagger only lasts 45F + 8F(?) of stagger recovery and fully charged shippu is 89F start up so they have 36ish frames to hit you or get out of the way.
-
Yeah Hakumen lost almost all his whiff cancels, the only one left is 2A > 2A.
-
Probably did enma cancel after 5Ding it so the follow up sword hit him out of it.
-
Falling j.2C > 3C if they don't emergency tech. After 3C if you see them emergency tech you can do a dashing 2B to meaty, if they don't emergency tech the 3C you can walk forward for about ~4 frames and then do 2A/2B to catch forward rolls/quick get ups and still have enough time to meaty if they neutral tech. But if they choose to back roll there's nothing you can do short of doing 5C after 3C, but even that will lose to a late back roll.
-
Mid screen after a 3C knockdown it's pretty much impossible to stop a back roll without hard calling it out. If you use something to keep them from forward rolling through you like a 2A you don't recover in time to stop a back roll.
-
In the corner 2A whiff > 2B should work. It has 6 active frames so it'll catch most back dashes. The 2A catches forward rolls though you don't have a lot of time to combo into 5A.
-
Hmm the thing that stands out the most watching the video is that you didn't finish a lot of combos or did a lot of non-optimal combos. There were many rounds that you could have won or won sooner if you did a more damaging combo. After blocking Litchi's CT 3C beats out almost everything. When she sends the staff out it's really easy to catch it with 5D for extra meter and if she's not careful it can catch her if she follows the staff in. Also TK hotaru on wake up is pretty dangerous if they hit their meaty timing right you'll just get it, if they just do any crouching normal even if they don't hit the right timing it will just whiff over them anyway leaving you open. There's more stuff, but this is just off the top of my head when watching through the recording.
-
You just have to wait a bit before doing Hotaru after the j.C.
-
The j.C can whiff on some characters if you don't super jump, if you're just doing j.2C > j.214A it shouldn't make a difference.
-
It works on Hazama's chains.
-
About 66 > Agito anyone with a 6F or faster 5A can always jab you out of any normal follow ups.