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Spark

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Everything posted by Spark

  1. No 6A pushes them too far for 5A follow up in that combo. The usual 3C CH combo is 3C > 2B > 214A > 66 > (delay depending on height) 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > AD > j.2A > j.C.
  2. You do 6239A. So that you jump after enma, but then you cancel it into 623A before the jump actually happens.
  3. http://www.dustloop.com/forums/showthread.php?11432-CS2-Hakumen-Combo-Guide&p=1235232&viewfull=1#post1235232 Basic Extend BnBs here.
  4. You only get pushed further back if it was IB barrier, on normal IB you have less push back.
  5. 1. How long it takes for the opponent to recover on block. 2. Hitstop is how long characters are stopped when they block or get hit by an attack. Usually this is shared by both characters when they give or receive an attack. Block stun just effects the character that is blocking not the attacker. Though sometimes there are odd exceptions for hitstop.
  6. Getting in at 7:15pm tomorrow.
  7. That's about it, you can get a bit more damage and meter if you get the level 2 6C and then 66 into 2C. Other than that that's it.
  8. You can, but there are better times to use 6A in the corner combos(though actually it may be character specific).
  9. It's been in since CS1
  10. It works in the air too.
  11. It's because zoning for Hakumen doesn't get him a lot of damage. j.C doesn't usually lead into any combos, 4C goes into enma usually because you'll be poking at max range, and 6D/2D (to beat Tager 5D/2D) both get similar amounts of damage. After landing any of these it's risky to do mix up or pressure after wards because it's very easy to get A bustered/2Ced/623Ced during Hakumen's pressure strings. So generally you'll spend the whole match just zoning, which takes a while and can be over for you very quickly if you mess up and get knocked down/mixed up. Which is why in a lot of match videos Hakumens will instant burst the second they get hit by Tager, because getting the life lead back from Tager can be so risky.
  12. http://www.amazon.com/Hauppauge-1212-Definition-Personal-Recorder/dp/B0018LX0DY/ref=sr_1_1?ie=UTF8&qid=1327018822&sr=8-1 This is what we use if you have the money. As long as you use component it also acts as a splitter, so you just connect your PS3 to it and then connect it to your TV/monitor.
  13. On IB you can punish Lambda j.214D, Mu's 41236C(Lvl 1 - 2), Bang's 623B, After blocking the first hit of Litchi's 41236D > B/C, Platinum's 3C, etc...
  14. If there's a gap it means that it is not a fuzzy guard, because if there is a gap you would lose the forced standing hit box that the fuzzy guard gives you. If you lose the forced standing hit box, your rising jump normal would most likely whiff unless it hits deep enough to hit people rising anyway in which case it's just an instant overhead. Since a fuzzy guard can't have a gap it means that it cannot be DPed, jumped, back dashed, or poked out of. But this also means that if you try to DP/mash/whatever out of the fuzzy(just in case they mess up and there's a gap or whatever) and there isn't a gap your character will remain blocking. Actually there is only one situation that I know of where you can escape a fuzzy guard without a gap, and that's when you try to fuzzy them when they're recovering from stagger. Ie, Ragna 22C wait > RC > j.A as you recover will hit you standing even if you're crouching during the recovery of 22C because the forced block of stagger recovery gives you a standing hitbox regardless of what you're doing. However in this situation if you burst during recovery of stagger it will be gold(this worked in CS1 at least I'm not 100% sure if it's been changed). Also there are plenty of fuzzy guards in the game that don't use projectiles, it's just a lot of them are difficult to set up or are expensive meter wise. Ie Hakumen can deep jump in j.B > jump cancel > rising j.B > j.214C, Ragna can 6B RC > j.A > j.C > j.D, Jin Deep jump in j.2C > jump cancel > j.2C > RC > j.2C. It's just hard to do jump in and land into a rising jump normal because of the pseudo landing recovery every move has. Where you can cancel into FD and other attacks/specials, but not into running or jumping for a few frames(this is why you can't jump out of a 720 if you whiff a move on the way down).
  15. It's possible. I recorded the combo once and played it back on everyone, it only did not work on Carl.
  16. Yeah the video points it out, basically all you have to do is do is not do j.B too late.
  17. It'll damage her as long as she's active while Yukikaze's out.
  18. Some info on the two main mid screen/almost to the corner BnBs: Starter > 236B(1) > 623A > 66 > 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > j.2A > j.C -The beginning is more burst safe. -This does slightly more damage assuming you do (j.B > j.A instead of j.A > j.B)* (-Off 5C or 236B(1) starter you can do the most damaging version of this combo by doing 236B(1) > 623A > 66 > 2C > j.B > j.2A > AD > j.B > j.A > 5C > 2C > sj.B > j.2A > AD > j.B > j.2A > j.C) -Works on everyone(The most damaging version of the combo might not work on Carl). -Has more corner carry. *Note: You should always do j.B > j.A because it does more damage(The proration and meter gain is the same), j.A > j.B only makes doing the 2C easier. Starter > 236B(1) > 214A > IAD > j.B > j.A > 5C > 2C > sj.B > j.2A > AD > j.B > j.2A > j.C -A lot easier -Has better prorate by the end, so if you put them in the corner can result in a more damage combo. -Is slightly different on Makoto, and Platinum. -Will work off a 2A > 2A, 2A > 2B, but not 2B > 2A starter -If you 623A after 5C right before 2C you can tack on the first combo (ie 5C > 623A > 2C > j.B > j.2A > AD > j.B > j.A > 2C > j.2A > j.2A > j.C) for more damage and more corner carry.
  19. Treats it like countering any projectile. Unless it's her grab.
  20. Did some testing today and 6A head invincibility starts on frame 6.
  21. It's the same, and it works fine as an AA if they're just IADing at your or jumping straight at you. It doesn't hit very high up and doesn't hit them if they cross you up.
  22. 2D will still counter green bursts because it's the slowest to come out once activated.
  23. Doesn't matter 2A > 2A has a 1 frame gap on normal block so they if try to jump they'll just get hit out of jump start up.
  24. I haven't test that yet, but j.B > j.2A and j.B > j.A feel like they have a different cancel window(j.B > j.2A being pretty early vs j.B > j.A being late). Unlike j.A > j.B and j.A > j.A which share the same window.
  25. 2A > 2A is still impossible to jump out of, so that works just fine for anti-jump out. 2A > 2B has a big enough gap to jump out of on IB, 2A > 6A has a big enough gap to jump out of even without IB. It would only work if they got hit by 6A on the way up, and even then you can't combo off of it.
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