Tage*Proto Report post Posted December 27, 2009 Question, for those who have played or have a good enough eye, does it seem as if 5a has a longer horizontal hitbox ala slayer? Reason i ask is i see it being used more predominately as a positional anti-air than in ct. While im sure the 6a change attributes to that, i was curious if the hitbox was changed at all. Thanks. Share this post Link to post Share on other sites
ryokoalways Report post Posted December 27, 2009 I've not read anything regarding potential change to 5A. No one has felt anything different. Share this post Link to post Share on other sites
Tage*Proto Report post Posted December 27, 2009 Ah k, thanks. Share this post Link to post Share on other sites
qwerty Report post Posted December 27, 2009 4C is fun as fuck to use that is all Share this post Link to post Share on other sites
idlebastrd Report post Posted January 6, 2010 i might get a hurtin for askin but wat the hell. Did they fix his backdash? Share this post Link to post Share on other sites
WallJumpMan Report post Posted January 7, 2010 i might get a hurtin for askin but wat the hell. Did they fix his backdash? wut do u mean by fix? if ur talking about it having invincibility it still has none:sad: (nor does it have invisibility.......) Share this post Link to post Share on other sites
Sophisticat Report post Posted January 7, 2010 ^ Indeed, Haku has one of the most visible backdashes. Didn't you mean "invincibility"? :P So last night I found out Montreal might have a solid BB scene forming, which is awesome. Offline is too good. I was IB'ing stuff easier than I usually do online, though my first time using stick has left me unimpressed. I'll be sticking to my pad's analog stick for a while now. Besides that, crowds really do mess with your head. I was dropping stuff left and right all night. Now, about IB - and to make it formal - when blocking, you set the stick back to neutral before going back to 1/3, correct? That's what I'm doing, but I was wondering if it wasn't necessary and you could just go half-way back to neutral, then back into 1/3. Share this post Link to post Share on other sites
DavidGuard Report post Posted January 8, 2010 wut do u mean by fix? if ur talking about it having invincibility it still has none:sad: (nor does it have invisibility.......) Does it not have throw invinciblity? I always felt it did, ryoko? Share this post Link to post Share on other sites
Brotrr Report post Posted January 8, 2010 Now, about IB - and to make it formal - when blocking, you set the stick back to neutral before going back to 1/3, correct? That's what I'm doing, but I was wondering if it wasn't necessary and you could just go half-way back to neutral, then back into 1/3. Sticks don't work like that. Neither does the analogue stick for fighting games. When you push left, it's either all the way left or it's neutral. There's no middle ground. Share this post Link to post Share on other sites
ryokoalways Report post Posted January 8, 2010 Does it not have throw invinciblity? I always felt it did, ryoko? Yes there is throw invincibility because you are in the air during the hop. Share this post Link to post Share on other sites
idlebastrd Report post Posted January 8, 2010 wut do u mean by fix? if ur talking about it having invincibility it still has none:sad: (nor does it have invisibility.......) Damn o well IB is gonna hav to run the cut.I need some serious practice tho its like i can IB almost all attacks like 75% of the time the other 25% i start too early and end up backdashing and losing most of my health to enemy combo strings.Thanx for the info tho just need more practice but i dont kno where i'm gonna get it some low life @$$hole broke into my home and stole all ma stuff so no ps3 and nomore blazblue for now.(sob...sob) sigh........... Share this post Link to post Share on other sites
ryokoalways Report post Posted January 10, 2010 jB(overhead)>tsubaki on tager is great. Someone should check if jB/land 2b follow-ups are possible. Share this post Link to post Share on other sites
Sephi_hatu Report post Posted January 25, 2010 So, can he still air dash out of what is now 2A? Been trying and wasn't having any luck. Just wanna be sure its not just me. Share this post Link to post Share on other sites
jongsoojong Report post Posted January 25, 2010 Hey, I am new here on dustloop; nice to meet ya all. I dont know if this was mentioned before but Hakumen's astral in CS can block grabs, other astrals and command grabs... I was able to astral counter jin's astral heat as well as tager command 360 grab (did not test 720) as well as regular grabs from many characters. Share this post Link to post Share on other sites
BladeOfJustice7 Report post Posted January 25, 2010 It's all been stated before, and it can counter GETB Share this post Link to post Share on other sites
Brotrr Report post Posted January 26, 2010 So what's the deal with Zantetsu with the damage nerf? Still worth doing for 3 stars? Seems like there are a lot of better options now. Share this post Link to post Share on other sites
ryokoalways Report post Posted January 26, 2010 First hit has slightly higher dmg, second hit has moderately lower dmg. Total dmg may look lower by a fair amount, but in reality the actual dmg dealt is not off by too much. As for if it's still useful, sure, it's still a combo tool. Most of the new/better options don't overlap with the situations where you would use zantetsu anyways. Share this post Link to post Share on other sites
Brotrr Report post Posted January 26, 2010 So what are these unique Zantetsu situations anyways? Seems like the only times I ever use it is right after a renka, and it looks like an enma followup with the new j.C finisher gives better positioning at the end than doing renka > zantetsu. Share this post Link to post Share on other sites
ryokoalways Report post Posted January 26, 2010 renka>zantetsu is only worthwhile in the corner. And you still have the high/low zantetsu meaty (albeit the low option now does much less damage due to readjusted dmg). Just an FYI, I rarely use zantetsu anyways as I find it lacking when compared to other moves, and it's basically guaranteed that there are more efficient combo options in the corner now. Taking the combo aspect out, the only uses left for zantetsu are gimmick mixup, or crap overhead. Although I'd think renka(1)>zantetsu is still the highest dmg output for 5 magatamas use. The zantetsu combo option may have better options itself though due to the change in tech time calculation. Most importantly would obviously be if you can secure a knockdown from that combo. For now, the only thing that zantetsu really has going for it is that the increased dmg on the first hit helps the mugen combo's dmg output, but that's not really going to be taken into consideration. Hakumen in CS should be maintaining meter with 3k dmg options, going for bursts of dmg ranging from 4-5k with 4 magatamas or so, while trying to secure 6k+ off specific situations (hotaru, shippu in the corner, blow all meter for the kill, etc). I'd say zantetsu has a likelihood of following into the second category, depending on what I said above. Share this post Link to post Share on other sites
Magnatoon Report post Posted January 27, 2010 Can you still spam 236A? Share this post Link to post Share on other sites
BladeOfJustice7 Report post Posted January 27, 2010 The new damage distribution would allow for more damage with mugen combos, since it mugen combos only use the first hit of zantetsu because the second hit allows for recovery in mugen. Also it allows for an enma gimmick mix up since most of the damage is in the first hit because if the first hit is blocked the second hit does minimal damage. And if you have 4 magatama you could go for an enma into a possible green grab, but to me that's a gimmick. I mainly use zantetsu in corner counters, what ryoko said is right, it also can be useful online due to lag =/ Share this post Link to post Share on other sites
WallJumpMan Report post Posted January 29, 2010 Can you still spam 236A? I don't think you want to....... Share this post Link to post Share on other sites
qwerty Report post Posted January 29, 2010 could someone with regular access to cs tell me if anything on enma has changed from ct? because when i do 5C -> enma -> dustloop using ct timing, they tech out before j.2C, which would lead me to believe the untech time was decreased. but then i tried to alter it and get the j.2C out early, and the 2C whiffs. Share this post Link to post Share on other sites
RageBot Report post Posted January 29, 2010 Can someone make a Hakumen CS combo thread? X: Share this post Link to post Share on other sites
Brotrr Report post Posted January 29, 2010 Can someone make a Hakumen CS combo thread? X: I agree. could someone with regular access to cs tell me if anything on enma has changed from ct? because when i do 5C -> enma -> dustloop using ct timing, they tech out before j.2C, which would lead me to believe the untech time was decreased. but then i tried to alter it and get the j.2C out early, and the 2C whiffs. I'm having the same problem. I think you just have to do j.2C a split second earlier than you would in CT. Just from visuals it feels like enma is the same to me. Share this post Link to post Share on other sites