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Author Topic: Hatsuki  (Read 4945 times)

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Offline Benny1

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Hatsuki
« on: January 06, 2012, 01:59:22 PM »
BNB:

2A 5B 5C 5A 6AA 2C 3C 214A j.BC ad.A dj.BC AT (damage)
2A 5B 5C 5A 6AA 2C 3C 623A (oki)
2A 5B 5C 5A 6AA 2C 5C 623B 5B 2C 623C 2C 3C 623A (meter oki, note 5A 6AA to 2C is a link, not a cancel)
j.C dj.CAA 2A 5B 5C 5A 6AA 2C 3C 214A j.BC ad,A dj.BC AT (fuzzy guard setup, the j.CAA has a pretty big delay between the j.C and the j.A)
On characters which it works:
2A 5B 5C 5A 6AA BE2C 2C 3C 214A j.BC ad.A dj.BC AT is her bnb.  Any 5A 6AA 2C can be replaced with 5A 6AA BE2C 2C.

5A 6AA BE2C 2C combos are character specific.  Don't bother with 5A 6AA 2C (5A) 6AA j.BE5C, they're stupidly hard, character specific, and not worth it.

Sonic Boom (j.BE5B) can be combo'd off of at low height with 5A.  Sonic Boom DOES NOT hit high.

623A and 623B both have upper body invincibility.  623A is a solid down with no OTG, 623B is a solid down with OTG, 623C is ground bounce.  236 series follows the same pattern, 236B is unblockable.

214A is jump cancellable on block.  Throw also gives a solid down.  Can sort of sandoori off of any down, throwing a sonic boom isn't the worst choice in this case.  214B is your only ground overhead, and it's a slow one.
« Last Edit: February 13, 2012, 09:42:07 PM by Benny1 »
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Offline noradseven

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Re: h-yumiduka
« Reply #1 on: January 06, 2012, 09:03:50 PM »
Hey the 2[C] combos are just memorize what works on who.

The 2[C], 2C timing is the same for everyone pretty much it just doesn't work on some people.  Plus it isn't too much effort to learn and can net significantly more damage.

623B combos...

Midscreen Blah blah 2C3C,slight delay, 214A,j.slight delay B, slight delay j.C land 623C, way easier just as much maybe more damage.  *this actually works on everyone and is like 100% more relyable.

Corner: blah blah 623B 5B 2C 623C is pretty much universal.

The midscreen thing of 2C,3C,214A,j.BC land 623C is useful in air counter hit combos too.

edit: The 5A6AA,2C 5A6AA combos are not only really tricky they are also super character specific as well yay.  I only ever learned how to do it consistantly in a match against kouma :(.

edit 2: Ha 2A 5B 5C 5A 6AA 2C 3C 214A j.BC dj.ABC AT (damage)  Does insignificantly more damage for an insignificant amount of effort.  But yeah it doesn't matter I just use BC BC cause w/e.
« Last Edit: January 06, 2012, 09:59:55 PM by noradseven »

Offline Benny1

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Re: h-yumiduka
« Reply #2 on: January 07, 2012, 08:53:29 AM »
It's actually fairly common to see people doing j.BC d.BC ad.A AT as their aerial.  It gives a bit more corner carry so it's nice.

Added in 623B stuff and fuzzy guards.
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Offline Remzi

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Re: Hatsuki
« Reply #3 on: March 09, 2012, 06:05:48 PM »
Even better.

stuff -> j.BC ad.A sdj.ABC Airthrow
IAD j.C dj.CB is more stable and does slightly more damage than the fuzzy you have.
214B can OTG relaunch.

(corner) stuff 2C 3C 214A 623C 2C 5C 623B 5B 2C 623A -> sandoori
stuff 2C 3C 22A 5A 623A gives better damage off meterless oki options.
stuff 2C 5C 623B 5B 2C 623C 2C 3C 22A 5A 623A is similar, giving better damage off metered oki options.
(corner) stuff -> 2C 3C 22A 5AC j.BC dj.BC Airthrow. It gives a bit more damage.

Offline LordPangTong

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Re: Hatsuki
« Reply #4 on: March 09, 2012, 08:29:50 PM »
Character specific DUNK bnb:
2aa 5b 5c 2c 5a(whiff) 6aa BEj.C BEj.C into whatever

In corner, add 2b. will post up character specifics later maybe. Off the top of my head, doesn't work on Miyako. (Luckily BE2C combo does hit her)
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Offline Remzi

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Re: Hatsuki
« Reply #5 on: March 09, 2012, 09:04:43 PM »
Very nice.
It drops on all the lolis and nero too. I have no idea why it drops against Nero.
:mystery:

Either way, that combo works against everybody that 6AAA 2[C] doesn't as far as I can tell. I should probably make a list later. Done. Please never use 6AAA 2C 6AAA. It's terrible and only works on six characters.
-----------
6AAA 2C 6AAA
Aoko, Ciel, Mech, Nanaya, Shiki, WArc

5C 2C 6AAA
Aoko, Archetype, Ciel, Hisui, Kohaku, Kouma, Mech, Nanaya, Neco, PCiel, Roa, Ryougi, Shiki, Sion, VAkiha, VSion, WArc, Wara

6AAA 2[C]
Akiha, Aoko, Ciel, Kohaku, Kouma, Len, Miyako, Nanaya, Neco, Nero, PCiel, Ries, SAkiha, Shiki, WLen, Wara

None of the above
Arc
-----------
Another edit. Anyways, in corner you can 2C 3C 22A 5A 623B instead of 623A. Generally they'll be out of the corner slightly if you use 5C 2C 623A for the OTG followup, so you can sandoori if you want to. Also leads to pretty cool damage. Might work against some characters midscreen. Not going to test that though.
« Last Edit: March 11, 2012, 01:14:13 PM by Remzi »

Offline Benny1

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Re: Hatsuki
« Reply #6 on: March 14, 2012, 10:44:05 AM »
Awesome little trick I found:

5B/2B BE5C is a frametrap, and if they flinch, you are in a high damage situation, as you can do something like BE5C CH j.BE5C sdj.BE5C land BE2C 2C 5C 623B 5B 2C 623C 2C 5C 623A.  Absolutely devastating damage.
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Offline Remzi

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Re: Hatsuki
« Reply #7 on: March 14, 2012, 11:39:13 AM »
Also a frametrap off of 6AA.
You can get more damage off of CH BE5C j.BE5C sdj.BE5C 2C 3C 22A 5A 623B 5B 2C 623C 2C 5C  623B 5B 2C 623A. (6308 damage unreduced on Sion)

Either way, nice find.

5C -> (whiff) 2A 214A is amazing on block. It's a frametrap if you do it right, and it leads to huge damage. If you get a CH, followup with IAD j.C 5BC 2C 3C 22A 5A 623B 5B 2C 623A. If they block it just jumpcancel into j.BE5B to control some space or whatever.
« Last Edit: March 28, 2012, 03:33:15 AM by Remzi »