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itsme

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Everything posted by itsme

  1. itsme

    [CS1-CSE] Valkenhayn General Discussion

    Alright, thanks.
  2. itsme

    [CS1-CSE] Valkenhayn General Discussion

    Oh neat, thanks. I actually thought it would be faster than the rising jC instant overhead (11f start up + 4f jump start up). EDIT: Wait, so is the human rising jC 14 frame start up or 15 frame start up? I'm not sure if the jC comes out right at the 4f mark or right after the 4f mark.
  3. itsme

    [CS1-CSE] Valkenhayn General Discussion

    How fast exactly is Valk's w[5C>CA] instant overhead?
  4. itsme

    [CSE] Hakumen Combo Thread

    That's kind of hard to do with low mags since an opponent who is used to Haku pressure will easily jump out once they know where the holes in your pressure are. 2A>6B/2B>Kishuu>2B,6B,2A/5A>tick throw/TRM,5A whiff>grab/6B,5B>special/jc etc.; 2A>step 2A/2C>Kishuu/Guren,2B,6B etc. are some low mag using mix up/pressure blockstrings that can work out but as Hakumen you really should concentrate on keeping the opponent honest more so that you can get more free mix ups and pressure on them. If you start noticing them blocking every bit of your mix up, then maybe you should start doing more different kinds of stuff, if they still mash out or jump out of your pressure then you shouldn't be afraid of wasting meter on your blockstrings into Renka, Tsubaki, Hotaru and maybe Zantetsu to keep them more cautious of your options.
  5. -33, damn. Is it like Haku's counter where she's invincible until neutral on block or is she flat out -33 and is going to eat hard hitting starters?
  6. itsme

    >You're trying to kill us all with that avatar aren't you? In my defense, I'm trying to figure out what to use next and having nothing there seems boring considering how many seizures I must have caused with it.

  7. itsme

    [CP] News & Gameplay Discussion (Old)

    Guard point is when a character is guarding during a move i.e. Bang's drives, Hakumen's drives, Tager's 6A, Tager's sledge for projectile GP, Litchi's Itsuu, etc.
  8. itsme

    [CP] News & Gameplay Discussion (Old)

    Regarding OD and DD, I'm not sure how much of the info is true since I haven't touched the game obviously (the videos and research seems to be done by hen, the guy who runs the Unlimited characters community in JP) but from the sound of it all DD are set to their OD version by default and doing OD only buffs their damage. Regarding Haku's Yukikaze, it auto starts even without the catch just like in CS but it only does the single strike, while actually catching something activates the OD version. Also, hopefully his super Hotaru didn't replace Haku's super Renka, I also hope if they still have it in the game that they made it special cancelable. EDIT: Also, there seemed to have been rumors going around that U. Haku's jC was auto kill a la EX Johnny. Seems that was proven false after hen posted the video.
  9. itsme

    [CP] News & Gameplay Discussion (Old)

    Yup, I like how they tried to balance it with the wolf mode lock but no one is going to survive wolf mode if they can't mash out of it. Also, the U.Bang video got up on Nico and it seems from it that his FRKZ got moved back to DD and also I think all U. characters have their OD moved to just buffed damage and higher auto meter gain + unburst-able combos and time freeze. I assume Daisharin and AB2 are going to be DDs as well.
  10. itsme

    [CP] News & Gameplay Discussion (Old)

    It apparently locks him into wolf mode but with GP until the wolf meter runs out (not much info on the GP aside from it) and I hear the JP players saying it's one of the most broken shit ever in UMM.
  11. According to the OP comments on Nico, the new wolf install seems to lock Valk into wolf mode until the wolf meter runs out but with infinite guard point (not sure if there is a damage limit, if the GP goes through out the active frames of his moves and if a grab breaks the GP). Also, Jager seems to be multi-hit which can also cancel into Schwarz or Weiss, and Geschwind seems to have active frames during the move.
  12. Watching the combo video made me wonder, can Valk still do Sturm>Flug ender in CP? Also, it looked like OD Sturm's last hit has a really short untechable time but I wonder if Valk can do a OD Sturm > OD Flug ender too.
  13. Has anyone caught Daiwa's Platinum in action yet? I haven't seen him at all so I was wondering if there were any videos/streams of him out there that I have missed so far.
  14. itsme

    [CSE] Hakumen Combo Thread

    That Tsubaki combo works midscreen though I forgot if the combo is different after Guren and I know it's pretty character specific (works on Ragna, barely on Tao, etc.)
  15. itsme

    [CP] Hakumen Final Changes

    Probably the most up to date and accurate move data for CP Hakumen. Posted it before in the general but it seems a lot of people missed it and I probably should have posted it here in the first place. Move Damage/P1/P2 5A 350/90/77 5B 590/100/89 5C 1210/100/92 2A 300/100/77 2B 450/90/89 2C 1150/90/92 6A 620/80/89 6B 590x2/90/92 6C(lv1) 1500/100/94 *FC possible 6C(lv2) 1700/100/94 *^^ 6C(max) 2000/100/94 *forced FC on hit 4C 700/100/89 4C(max) 1600/100/94 3C 1200/90/92 jA 320/90/77 jB 590/90/89 jC 1300/90/92 j2A 780/90/70 j2C 1100/90/92 5D 1800/100/60 2D 1800/100/60 6D 1400/100/80 jD 2000/100/45 F. Throw 1400/100/60 B. Throw 1400/100/60 A. Throw 1400/100/60 CT 1000/80/100 *ignores combo rate, cannot be performed during Mugen Guren 560/100/92 Enma 860/100/72 D. Enma 860/100/82 *FC possible Renka 750x2/90/92,60 Zantetsu 2100,750/90/94,62 *first hit ignores combo rate, not during Mugen Agito 800/70/90 *projectile Hotaru 1200/90/82 Tsubaki 2800/90/92 *ignores combo rate, not during Mugen Shippu(lv1) 3200/100/60 *ignores combo rate, also during Mugen, 35% minimum (1120 dmg) Shippu(lv2) 3800/100/60 *^^ Shippu(lv3) 4400/100/60 *^^ Shippu(max) 5000/100/60 *^^, unblockable Shippu(wave) 2500/100/80 *20% minimum (500 dmg) OD Shippu *same as normal Shippu OD Shippu(wave) 3000/100/80 *20% minimum (600 dmg) Yukikaze 3800/100/30 *FC possible OD Yukikaze 4078/100/30 *^^ Void 180/85/89
  16. I've caught couple of people trying to jump out of pressure with the air grab so I thought it was it, never thought of doing air barrier to pop it. Thanks for the tip :D.
  17. What button do you guys press when you pop a Swallow Moon during your mix ups to do a fake overhead > low? I use j.BC but am wondering if there are any cons to this or if there is a "right way" to do it.
  18. itsme

    [CS1-CSE] Valkenhayn General Discussion

    It never occurred to me that I had to take the stick back to neutral for the break, I guess 5C>C worked for me just because it was already in the neutral position. Thanks to both of you for clearing this up for me.
  19. itsme

    [CS1-CSE] Valkenhayn General Discussion

    Yeah, I did try 236A RC>5C>C>j.A when RC>j.A didn't work but was wondering if I was doing it wrong since the video didn't list the 5C>C between the RC and j.A. Actually on a second look, maybe I got stuff mixed up from the tutorial video for the 3C>C part, thanks for clearing up my confusion. Or not, the 3C>C in question is this part of the video. The input listing comes after the actual part.
  20. itsme

    [CS1-CSE] Valkenhayn General Discussion

    Recently started picking up Valkenhayn since CS1 and I'm actually having a lot of fun learning this guy. I have some questions that I couldn't really make out of Valk CSE guide and am hoping I can get answers for them here. - What is the difference between doing [w]5C>C>j.A>5C>C>j.A and [w]5C>C>j.A>3C>C>j.A? I can never get that second [w]j.A if I do the 3C>C cancel since Valk just flies down to fast for the cancel into j.A to come out, but can get it consistently doing 5C>C, I read that it is easier to do it with 5C>C as well but I am really curious why the CS2 tutorial video uses that as the basic input for his instant overhead wolf mix up. - In the tutorial video, there is a part where you can do [w]236A blocked>RC>[w]j.A or 5A. I can't seem to get the [w]j.A after the rapid so does this still work in CSE or do I have to input the j.A faster than I am trying for the instant overhead to come out?
  21. Does anyone know how Platinum's hair is made? I see some official art where the back of hair looks tied up and then made into the two huge tuft of hair, while other official art where the back of her just goes straight with her two huge tuft hair. EDIT: Actually, I figured it out after looking through her sprites, I'm good now I guess.
  22. I think I only saw it once but I really want to see what those plushies do after her OD Lolicopter. Also, I think the reversal's attack could be RC'd. That and I think it had good prorations as well.
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