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mAc Chaos

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Everything posted by mAc Chaos

  1. Probably gives more time for the opponent to fall. What's the deal with combos that have Renka(K) in them?
  2. It was the best investment I ever made.
  3. I thought this was about DC for a moment.
  4. So you get a star every time? I could see us almost KOing Carl off that alone and finishing it with a Yukikaze from the stars we get.
  5. Good job, Spark. By the way, I don't know if you've seen how Lord Knight breaks down matchups in the Litchi forums, but if you haven't you should take a look at some of his posts. He does a pretty good job and the way he does it could be useful to bring on over here. (Actually, now that I look, it's pretty similar.) There were some 2A option selects for dealing with some of Bang's pressure / command grab setups, although I'm not sure how much of it carried over from CS1. If someone knows what I'm talking about (huey) then it'd be nice if they could drop that here. You hit 2A (without IB) after Bang's 5A, and if he goes a command grab or various attacks, you land a CH. The other attacks are airtight and keep you in blockstun so 2A never comes out. I think there's one situation where you'd eat a combo, but all the other routes Bang could go would end up in your favor.
  6. This matchup always comes down to who loses their patience first.
  7. I think 6D may be a better choice against Jin's j.B than 5A or 5B. Chances are that cape's hitbox will beat out 5A/5B, like you mentioned. Might as well use something that won't be so hit or miss. What exactly is the spacing for 5A and 5B in that situation?
  8. Hmm, makes me wonder what would happen if you caught Carl in repeated 6Ds by countering that one Nirvana super...
  9. I need to figure out how to get people to respect Haku pressure now. Not much to prevent mashing if the worst they have to fear is 1-2k. The damage nerf / lower star gain indirectly affects how we play in areas like that. They also have to respect our defensive tools less. Probably just need to zone more.
  10. lol, oops. Yeah. FIXED. Still thinking of Hotaru and Renka inputs as the same thing.
  11. If you got CS2, that shouldn't be a problem anymore since they changed Renka's input to 236b. Otherwise, if Renka comes out, that means you pressed B too fast. You have to pause just a little bit to give Hakumen time to leave the ground. What happens is you hit 2147b, basically, or even 2147 and then hit B before Hakumen has left the ground, so the game just looks at 2147b and then compares it to his moves and sees it is closest to Renka and just goes with that. If j.B comes out, you waited too long to hit B or didn't make the 2147 input correctly.
  12. Well, it seems like we need 5 stars minimum to get damage in CS2, so we can't afford to be that picky about star use anymore. We're going to be spending our entire stock in one gigantic Mugenesque combo either way. We can't afford to not use it when we have a chance if it'll do good damage. Of course, with such high star requirements to even start the combos, that raises the question of how often they'll get used in the first place. ...Chin, eh. Well, we'll see.
  13. Yeah, 4C seems pretty bad in this matchup; half the time I use it I eat damage. It extends Haku's hitbox forward and it gets beat out by Ragna's 5C and (I think) 5B half the time. Just airdashing over it works to score a nice CH too.
  14. The question is, what other tools we want instead of Hotaru, since we have low star gain this time around, which means that we will probably not want to use Hotaru that often unless we're sure it'll get us some good damage, no? Plus, we want to discuss various situations and answers to them. For instance, his j.B is pretty good again. I think 5A would get beat out by it if you tried to AA it that way.
  15. Pretty sure that ship sailed a while ago. :P PUT EM UP I'm seeing decent return on them anyway.
  16. So what do you guys recommend doing with 6A as far as blockstrings go? In CS1 it was pretty useful since your followups (2B, 2A, etc.) would lead to good damage and could scare the opponent into respecting your pressure, but if you use those now you don't get much off it so 6A itself becomes less useful unless we can use something else. I suppose I could just use the same things, but it seems like a waste of stars to combo off 2A if we're not getting that many stars per round and it's going to do like 2.5k. On the other hand, I suppose we could do something like... 2A > 5A > 5B > Kishuu. Chances are they'll be crouching though, so I'm not sure if that would work.
  17. Hah... you'll notice the difference soon enough.
  18. Wow, 5D has so much less magnetism now. Or at least it feels like it.
  19. +3 instead of +5. Or maybe it was +2.
  20. Good stuff! Well, the way I think of it is that it's best to just provide the players with as much information as we can, and then let them sort it out. Going through all the different combos helped me learn how everything links together, so it's something everyone who is starting off will have to do anyway. And the more experienced players will already know where to look. I didn't just take down any random combo though (except for 6C lool), but stuff that would be useful given how many stars you had. The stuff that zrd... that guy, wrote is good. I personally don't like having to go back and plug in stuff every time I look at a combo, but I'll probably just make a list for myself using these so I can skip that replacement process every time. There also seems to be some subtle variations in some of the combos, like with one loop or two or omitting certain moves, so that means you'll have to modify those shorthand names... Using that method is fine, just make sure to get various situations covered, not just 1 example for each bnb. You gotta know what's best to use in various situations, like in the corner, or when you're almost near the corner but not close enough and have to use a different combo instead.
  21. Yeah, I figured some of it was just random Hakus playing or doing casual stuff.
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