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Sophisticat

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Everything posted by Sophisticat

  1. ^ Shouldn't you be able to do 6D -> [6c] -> j.2a -> AD j.2a -> j.C? I wouldn't know since I still don't have CS, but from vids it seems this should be possible. EDIT: I have a Q of my own, actually: Supposing the other blocks 6c, at what range can he punish you for it (assuming he can at all)?
  2. ^ That's the basic corner bnb, of course you have to learn it. There isn't any other way to get that kind of meterless damage. Yeah, the spacing is important. But it shouldn't be overly difficult. Once you've done it a good couple dozen times, it should come naturally. I don't have any advice here other than you should simply practice it a lot. It's not something we can tell you how to do. The only thing you should keep in mind is that the j.2a needs to be as close to the corner as possible. Too far and j.2c will whiff. The height is also important, but much more intuitive. Just keep practicing.
  3. Missed this, so replying... I think Gurren has to be the first hit (i.e. used as an AA). I really don't think it can combo into 2c otherwise since you can't get that kind of height in regular combos using gurren. I'm assuming you know "jc" refers to "jump cancel". Just do it fast. I also wouldn't do j.2c, but j.2a -> j.C, unless you want to either air trap or combo into tsubaki. j.A -> j.B is a late gatling. Mash B after you hit A. Haku has a good bit of timing-based stuff in is combos, but, imo, they aren't that hard once you get used to it.
  4. Yeah, j.C is now the horizontal air slash (or Johnny j.S if you come from GG). Old j.C is now j.2c. It's changed how Haku manages corner combos, among other things.
  5. No, no, no. It's AD, not IAD. You airdash after j.2a. Of course you don't have time to land then do an IAD. ^ That's Haku's standard bnb if lead into the corner. Might have changed in CS, but in CT you could only do 2 j.2a's before the final j.2c. Might also be a bit different now with a j.C ender into possible 5c knockdown.
  6. Alors, gagne-t-ons toujours autant avec Lambda qu'avec Nu? ;)

  7. I saw the grand finals earlier, so I can comment. First, nothing wrong with rushdown Haku. Second, no scolding because we're all still new to CS. :P That said, you just need better combos, get rid of CT habits, and get in the CS groove. Some stuff I noticed: - Off j.D you really want to do: 5c -> 5c -> f.C combo. Good damage for 2 stars. - You can cancel into 6a off 2a. - Gonna have to work on getting rid of reaction 6a. Only saw it once, but just in case. I know it's going to be really hard for me to do so. - Really got to capitalize off FC Hotaru. From what I'm seeing it's now your strongest starter, moreso than FC 6c full charge since there's a much higher chance of it landing. - IAD j.2C is less desirable now since you have better options. Mash moar j.C, mix up your ground game. That's all I got because I still don't have CS. You're looking real good, just need to practice and let CS' feel sink in.
  8. Yo, Zeth! I seen your new vids up and I see you beasting on others more than usual. Would you say the new Bang is really that good? I fear the thought of your Bang in a couple month's time. You were already good in CT, now you're going to be unstoppable.

  9. Hey, Mac. I got a proposition you might like for the CS Haku combo guide. See, I'd like to help out with the formatting because, to me, proper formatting is very srs bzns. People have to be able to follow it, and it needs to be clear and organized. However, this can be a lot of work for just one guy. So if you don't mind, I have the following in mind: I create a dedicated post in the guide (which will possibly be moved to post #3 if Spark can do it) where I type out/edit the stuff in the guide. You can then quote the post, copy all my notations/formatting, then paste it over the outdated info. I'll edit out stuff once I see you put it in the guide. It saves you a lot of time since I'll be taking care of the details. Plus, if you don't like what I just did, well, you're the final arbiter on anything that goes in the guide. How about it? Sound good? :eng101:

  10. That reminds me, an addendum to show your preference for combo formatting would help you out, too. If others post combos in several different formats, it can be a pain to make it all uniform. I also suggest either underlining or bolding damage values. (:P) ... It would have helped if this forum had text size modifiers enabled, it could have made long combos prettier. It's too bad other members can't edit the first post. I'd definitely help you out there if I could. I actually like doing formatting work like that. : \
  11. Thanks for the info. Another Q, but more general this time: just how do you top players get all your info? Ryoko posted this recently, for example, some of which is info I'd never heard of before. Just how do you guys know this stuff?
  12. Let's see if I have this right... Haku's primer-breaking moves are 6b (1st hit, breaks 1), Hotaru (breaks 1), 6c (any charge, breaks 1), and Shippu (breaks 2). However, do they all break primers even if the other guy is barrier guarding? Also, I believe his fatal counter moves are Hotaru and 6c full charge. Hotaru does FC only if it's a counter hit, but [6c] will FC even on hit. Am I correct?
  13. Hum, looking at these combos again, it seems FC Hotaru replaced CT 6c CH. I think I'll be extensively experimenting with it. Another formating suggestion: Instead of stating "(X stars, gain Y back)", just do [X , Y]. Much simpler.
  14. ^ Yes! Do that, it's the one thing I had on the tip of my tongue, but didn't get. You can copy-paste: Falling.C Combo: (1) Enma -> f.2c -> 2c -> j.2a -> AD j.2a -> j.C (2) Renka -> Enma -> f.2c -> 2c -> j.2a -> AD j.2a -> j.C Denoted within combos as: (1) f.C & (2) f.C This way, you make an easy shortcut for yourself and save a lot on typing. You get the idea.
  15. Okay, I got some time, so I'll start nitpicking on the combos and layout. - I agree with Ent. Tags for AA would be useful just for making it clean. Perhaps also organizing combos by their properties, too. - For combos with same star use, I suggest sorting by damage output. - I think you can remove the 2a after the 5a CH combo. Adds unnecessary proration. - Needs confirmation: can you still do j.2c -> 5c after a 6a CH like in CT? If so, j.2c should be added. - Pretty sure that you'll want to do 5c again after a 5c AA if you can. Needs confirmation, though. - You could also add in regular CT [starter] -> Enma -> f.C combos. The ones right now have 4 star use. - I like how big the 6c section is. However, let's not get too carried away. Tons of combos work off full charge, so let's work on finding the optimal ones, as per the number of stars you have. - I don't find the "falling" tag really necessary, but it's aesthetic. Up to you to keep or not. - If it's still like in CT, you can do a 5c after Gurren CH. Go wild on combos. - Enma can have the regular f.2C combo listed. - Is Renka -> Zan -> corner loop still optimal in CS? - How much dmg does Tsubaki xN -> Mugen runs out do? - Lastly, I really like the video add-ons. I think I'll make my own select contribution to this since I can upload vids. Hope I'm not too overbearing here. Just smoothing things out.
  16. Nice! I like it! My only suggestion for now is not to get too gung-ho about detail partitioning (use of bold, italics, etc.) or else it gets messy. General parts make for easier reading, too. One thing I did for my own list was to state the starter (underlined, like you have it), but omit it later on to save typing time. Ex: Off Throw: -> Gurren -> 6c -> Gurren -> hop 5b -> etc. You get the idea. It's a small thing that can save you a lot of time with stuff that can get pretty big. Otherwise, you might want to wait a bit before putting in combos. If CS comes around and combos aren't found to be optimal, it's a lot of typing/correcting. But as it is, you got my stamp of approval.
  17. You got the wrong guy, man. XD The other guy had that reaction to the dude (LiEUTENANT) I fought. Anyway, I did quit CT, but that's because I hate the bullshit Haku goes through, and CS is around the corner anyway. We'll get in matches in CS, man.

  18. Yeah, take it easy. If Haku's execution is still like in CT, take a break every once in a while.
  19. ^ Their combos are corner only. I think we should just get the new thread underway already. This is the CT thread, after all. Q of my own: how much dmg does Tsubaki -> 5c -> Enma -> f.C -> 2c -> j.2a -> AD j.2a -> j.C do this time around?
  20. No, trust me, it's best to go by normal starter. Sort by star use after that, damage will scale with it so it's still easy to locate a high-damage combo. When you're playing, you shouldn't go "I should land X move because I have Y stars and want to do Z combo", but rather "if I land X move, and I see I have Y stars, then I do Z combo off it". Focus on mixing up and strategy above landing a specific move or you'll get punished and might end up being predictable (i.e. me and my 6c fishing. I like to swing it, but it remains risky). FG's are all about landing hits, but you don't always know which hit will land. Best to know your optimal combos for every normal/special starter. Yeah, I would recommend having a special dedicated "beginner combos" section. It wouldn't hurt to help out the newbies. I don't think it's necessary to add in any more sectioning there, though.
  21. Sorting by normal starter, then making sub-categories for dmg, star, and properties is, imo, the best way to do it. The combos are then easy to find, and all the necessary stuff you need is immediately defined. Example below... Since the combo displays high damage and uncommon pushback despite the star use, I'd put it in. It's a double launcher, so you get to the corner in nearly one combo while depleting the opponent's HP. Is it optimal? Looks like it, but it would have to be tested first. But for now, it looks good. Here's how I did it in CT: Let's take 6a CH (AA). You have exactly three optimal combos: 1) -> 2c -> j.2c -> AD j.2c 2) -> 5c -> Gurren -> 6c 3) -> 5c -> Enma -> f.C -> 2c -> sj.2c -> AD j.2c Anything else, and you're going for something different (killing blow, for ex.). The main factor here is proration. Hotaru has negative proration, so you can list a lot more combos than is usual. But with 6a, not so much. The gauge in CT was roughly 1k dmg/star + 1k to see if it was a feasible combo. So long as combos in CS follow the new formula, it's all good.
  22. Okay, if we're going to do this, I just have one request: the combos we post are actual, useful combos, sorted by normal starter. You can have different divisions for combos, too, such as damage/positioning (i.e. adds tags like "dmg" or "pos" to a combo). One of my biggest pet peeves about combo threads is that non-optimal combos get posted, and this confuses everyone. A separate post should be made for flashy stuff or useful but ambiguous combos (like Throw -> renka(1) -> enma -> back jump in CT). The more organized we are, the better. I just don't want to see every combo in existence get posted up, is all.
  23. Here's my post. It's part of a text file I have listing all CT combos I use, which I won't post since the formating would be too much work (not to mention useless) wath with CS coming out next week. All for it. The only real criteria is that we need a dude who will take care of the first post this time around, update it, and keep it organized. I'm a technical whore myself, so if you want an efficiently organized post, I'm the dude you go to. That said, I don't want to make the thread or else it will turn into "Sophisticat's CS Combo List". Yes, you can bet it would be anal-retentive in its detail, but I'm pretty sure people don't want me stealth updating all the time with weird findings. >_> But if you're up to it and willing to put in a bit of work, I fully support ya. Do we still sj. the 2c? I think it's been dropped since j.C ender whiffs on sj.
  24. 6c, in CT, at least, is very powerful if used right. It's main uses are to CH moves with long startup or to severely punish high-recovery whiffs. You can also do yomi CH fishing since it has a not-too-awful 17f of startup (not recommended unless you live in yomi heaven). It has other, subtler uses, but these are the main ones you want. 6c is your most powerful combo starter because of its high damage and 100% initial proration. If you want to reasonably break even 5k dmg mid-screen, you must hit with a 6c CH. Just don't throw it out recklessly. Good use of 6c CH can turn the tables around in one combo, and puts pressure on the opponent. In CS, it's been nerfed to 20f startup, though it does break a primer on block. I'm not really aware of good uses for full charge, if there any at all.
  25. ^ I think he's talking about JackG's combos in the first post, which, I will admit, are extremely confusing to read. I also consider the combos kind of outdated, and not necessarily optimal. And yes, all the combos I have posted do indeed work, extensively tested by yours truly. Though to clarify my coded combo notation, each "segment" (i.e. 1.2), 1.2.1), etc.) is a combo in itself. I was in a hurry to get it together, so some stuff is not entirely clear, and it was mostly intended as an example than an actual piece. I'll clean it up right now just so people don't get confused over it.
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