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Facidi

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Everything posted by Facidi

  1. Facidi

    [#R-AC] PC Good Games Thread

    GGs to shinkan-SGP for that 1-9 set xD Great Eddie. Couldnt even set you up for a single mist finer loop D=
  2. Facidi

    [AC+] PSN ID Thread

    PSN: Facidi Area: Eastern Canada (Quebec) Main: Johnny Feel free to add me anytime.
  3. Facidi

    [AC+R] News & Gameplay Discussion

    Anybody from NA out there yet? There's only japanese with 0 speed connections. Add me ->Facidi
  4. Facidi

    [CS2/EX] Hakumen Info and Discussion

    We're getting back the old 6A from CT ? count me in again, hopefully it wont change in future location test Edit: Meant the invul. on it, though it's only head invul instead of upper body. Still hyped about it
  5. Facidi

    [CS2/EX] Hakumen Info and Discussion

    Can you cancel j.D into Hotaru in CS2 ? I remember it was possible in CT (useless in CS1)
  6. Facidi

    [CS1] Hakumen CS Combo Guide

    Highest you can do without Mugen is 11050 IIRC (Corner only of course). I'll try to remember/test when I have more time. I'll edit my post when I find it again EDIT -> decided to test it right now and I found it right away: Corner -> FC 6C [FC] > Hop > 6C [FC] > 5C > Renka (1) > Zantetsu > 5C > Zantetsu > 2C > j.2A > falling j.2C > 2C > j.2A > AD > j.2A > j.C > land > j.2A > j.C > Gurren > 5C > 3C (11117 damage/21 hit)
  7. There's quite a few resets I use in the corner, they involve either airgrab or hotaru. 1- You can use 2C instead of 5C > 3C to end your corner loop. It fakes people into thinking you don't know the basic corner loop and make them tech, then you either go for airgrab or hotaru. It's gimmicky and only effective online tho 2- Second one is basically my trademark online. When I do the kishuu-enma bnb leading near the corner, I jump back to land another j.C then I airdash as soon as I can into airgrab/hotaru depending on the heigth. It's amazing how many people think they can punish your airdash only to be hit by a FC hotaru in the face (leads to so much damage) ex: 5C > Renka(1) > Enma > falling j.2C > 2C > j.2A > AD > j.2A > j.C > land > j.C > AD into techtrap There's more but they revolve around the same ideas so I won't list them
  8. Facidi

    [CS1] Hakumen CS Combo Guide

    You could simply hit-confirm 5B into Renka(1) > Enma bnb for more damage. 5B jump cancel is useful if it's blocked for a quick overhead (for a 50/50 between Tsubaki/Renka).
  9. If you're going for the kill just RC it and go for a 2C>loop combo (2C > Gurren/staircase if not in the corner). You can try 2B and hitconfirm into Gurren incase they don't tech, which rarely happens. It's basically the same as his backthrow, if you need the damage you RC
  10. Facidi

    [CS1] Hakumen CS Combo Guide

    You must connect only with the second hit for those 6B (2) CH combos to work. It can be semi-useful vs Noel and Bang's 3C mostly, but then again there's plenty of other punish you can do instead. Basically your opponent must do an attack that puts him in a VERY low state as Leonil said
  11. Facidi

    [CS1] Hakumen CS Combo Guide

    I thought Throw>Renka>corner loop blackbeated, guess I just lacked execution (or maybe I just assumed from back in CT). Thanks for the information Ryoko! And yeah, I usually go for the Gurren loop after throw, unless I have an excessive amount of magatamas Edit: I can only do it with 5B, seems like when I do it with 2C, there's not enough untechable time in the end for the last airdash j.2A
  12. Facidi

    [CS1] Hakumen CS Combo Guide

    I noticed the lack of 6B combos, might as well list some of them (0) 6B(2)CH > 5A > 5A > j.A > j.B > dj.2A > j.C (1849) (1) 6B(2)CH > 5A > Gurren > hop 5B > j.A > j.B > dj.2A > j.C (2305) (3) 6B(2)CH > 5A > Renka > Gurren > hop 5B > j.A > j.B > dj.2A > j.C (3388) (4) 6B(2)CH > 5A > Renka(1) > Enma > falling j.2C > 2C > j.2A > AD > j.2A > j.C (4255) - your opponent must be around mid 6B range for this to work (0) Corner 6B(2)CH > 5A > 5A > j.A > j.B > dj.2A > j.C > land > j.2A > j.C > 4C (2369) - you will need to do sj.2A on some characters (1) Corner 6B(2)CH > 5A > 5A > j.A > j.B > dj.2A > j.C > land > j.2A > j.C > Gurren > 5C > 3C (2629) - you need to walk forward a bit before Gurren, you will need to do sj.2A on some characters (2) Corner 6B(2)CH > 5A > Renka > 2C > j.2A > falling j.2C > 2C > j.2A > AD > j.2A > j.C > 5C > 3C (4587) If you want to dump more magatamas for damage go ahead since the proration of 6B(2) > 5A aint so bad (100,90) and (80,95) You can also link 2A instead if your opponent is too far for 5A, but it prorates more and is only cancelable with Renka Edit: mAc Chaos, You should replace: (3) Throw (corner) > Renka, 2C > sj.2A, j.C, Gurren, 5C, 3C (4078 damage) with (3) B+C > Renka > 2C > sj.2A > j.C > land > j.2A > j.C > Gurren > 5C > 3C (4175 damage) timing is tight but you get optimal damage, works on everyone
  13. Facidi

    [CS1] Hakumen CS Combo Guide

    Yep it's been said a few pages ago, this combo only works on: Jin, Ragna, Noel, Tager and Lambda. Might work on Mu but I didn't test it (still haven't) Also, you can jump back in for another j.C after the combo is done to place your opponent into a tech trap, if you use one j.2A instead of two that is
  14. Facidi

    [CS1] Hakumen Information Thread

    Random information about Orbs, which may have already been said. If an orb touches an opponent while you're still in recovery, the move you used to cut the projectile retains its cancelable properties even if it doesnt actually hit your opponent. Here's an exemple Let's say I cut Jin's 236A with 5C and create an orb at point blank, I'll still be able to special cancel into Gurren even if my 5C doesn't hit Jin Should work with every moves that can cut projectile and is cancelable in some way: 5C/6C/j.C/j.2C/j.2A/Tsubaki/Zantetsu/Shippu Sure it's totally useless for Tsubaki/j.C , cause if you're too far for them to hit your opponent, their cancel option will whiff. Shippu will always hit regardless if the orb touches the opponent or not, so I had to test it with a Gold burst. Edit: Should've tested with Bang's nail This is mostly informational since no one should ever cut anything with most of those moves
  15. Facidi

    [CS1] Hakumen CS Combo Guide

    I experimented with Backthrow RC combos. When not in the corner you can do: (4) 4B+C > RC > Hop forward > hop forward > 2C > jc > j.B > djc > j.2A > j.C (3313) (you need to do j.A before j.B for Tao and Hazama (3276)) (4) 4B+C > RC > IAD > j.2C > 2C > jc > j.2A > AD > j.2A > j.C (3740) I know it's kinda useless to backthrow when not in the corner, but the option is still there. Tensionless corner throw combo, works on Jin/Ragna/Noel/Tager/Lambda (0) B+C > 5A > jc > j.A > j.B > djc > j.2A > j.C > land > j.C (2779)
  16. Facidi

    [CS1] Hakumen Information Thread

    Dunno where to put this so I'll post it here. Now that Tsubaki has increased untechable time, using it in as a crossup is actually viable (albeit gimmicky). While pressuring you can throw in a random point blank IAD and use Tsubaki as a cross-up. This was almost completely (totally) useless in CT since you couldnt follow it up, but CS is a different story since now you have the time to 2B/etc even from such height. Just wanted to share this
  17. What's the best meterless combo you can get off of 6D when not in the corner? I use 6D -> 6C lvl3 -> IAD j2A -> j.C as a placeholder. Just wondering since I occasionaly get a 6D as a round opener versus Tagers who try to punish 4C with 5A. Thank you for the answer!
  18. Facidi

    [CT] Hakumen Combo Thread

    Just do a super jump after 5B if you think the opponent is too high
  19. Facidi

    [CT] Hakumen Combo Thread

    I'm sure it's already known, but there's a tensionless combo you can do off a forward throw in the corner. You guys will probably never use it since its so situational, given: - When you throw, you gain 2/3 of a magatama, so its unlikely you'll be out of them - It only works when your opponent is in the corner - It only works on Jin/Ragna/Noel/Tager Anyway, here it is, B+C - 5A - jump cancel - j.A - j.B - double jump - j.2C - j.C [3128] more useless information -> for Bang/Litchie/V-13, you can pull off a 2a instead of 5A. The most you can get out of it is a tech trap, but since you can't super jump hotaru, you don't have many options. Also Leonil, I started incorporating 5B - tk. Tsubaki into my games lately thanks to you. Dunno why I never used it, its basically the same as Jo's 5K into tk. ensenga :3 Edit: Added the total damage info
  20. Facidi

    [CT] Hakumen Combo Thread

    I've been working on techtraps/knockdown pressure and here's what I came up with As Leonil said, it's better to end your j2C loop into: AD - j2C - jC as it leaves you in a better position for Airthrow/Hotaru trechtraps Lately I prefer to end my combos into knockdown with 5C - Gurren - 6B instead of going for the loop, since I can get a lot out of wake-up games. ex: Tsubaki - 2C - j2C - jC - 5C - Gurren - 6B. 6A is godly to catch forward/Backroll and lead into nasty traps such as : 6A - 5A from there you can either go for airgrab - jC - 5C - Gurren - 6B for another knockdown (purple throw... LOL). You can also do 6A - 5A - jA into hotaru techtrap (nice reset) What I like about haku-men's combos is that they can all end into knockdown or j2C loop techtrap, so you can loop them into one another if you manage to guess right one last thing, I find backdash Tsubaki (on the last frame) to be a good wake-up tool (oki?) since it puts you in a safe position, and you can hitconfirm back into knockdown/techtrap
  21. fine fine, I'm finally starting to catch up =D What about you? having a pleasant experience with the power of science?

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