Yapping about How to """Beat"""" HKohaku Oki.

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  • Опубліковано 24 тра 2024
  • Yo can someone else give me timestamps for this shit I did like 3 takes today and ended up on this one and now can't be assed.
    Minor notes :
    If you have a 4f DP or faster your DP loses to throw.
    Fuzzy jump is so bad because back jumps have an aditional frame of startup across the cast,
    No Patrick, Fuzzy Jump into land 5a loses to throw, in adition to my own 5a/cmmnd throw. Its a really shitty scramble, and no, fuzzy jumping later doesnt make it any better .
    You should always j8 or j9 the bomb as opposed to j7 so u can block it higher
    Hkohaku cant AUB after the cmmnd throw unless she times her 624c too fast, you can laugh at me for doing the setup wrong around 20 or so minutes in.
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  • @ssmoothie
    @ssmoothie 2 місяці тому +2

    0:00 yapping
    1:16 when does she get oki (alt: omla tries to do combos while recording and it's hard)
    2:50 when does she get oki (actually) (summarized)
    Not from air combo. 236A/236C enders in the corner (dash bomb off 236C)
    3:02 how does the setplay even work
    the bomb hits somewhere around frames 9-11 of your wakeup
    4:03 wakeup mash doesn't work
    unless you're len mashing 3c
    4:25 wakeup jump = you have to air block the bomb
    tohno can raw j8 the setup which is kinda funny
    some other chars can shift their hurtbox with shenanigans
    5:33 the actual setup: cmd grab vs meaty 5a/5c/2b
    cmd grab -> 4.4k + loop situation
    5a/2b/5c -> like 6-7k+ damage if omla doesn't drop
    7:23 backdash
    airborne backdashes can work. however: lots of meaties have backdash catch built in
    if you do manage to backdash a cmd grab attempt, you are + and can (maybe?) 5f normal punish hkoha
    but it's a messy situation
    9:53 meterless DP
    sion 623b smokes meaty 5c, first hit clashes with 2b which can give hkoha options if they react in time
    2A~5D OS can beat most DPs (except ciel 22c and arc 22c) and punishes heats too (even if the shield whiffs)
    13:15 bunker
    same 2a~5d os can react to wakeup bunker and jump block
    14:00 wakeup shield
    discourages hkoha from using A normals to meaty, so can't just do the one OS
    but of course this is gonna lose to doing nothing or 50% to B/C normal meaties
    14:43 "so you either wanna shield or you wanna present heat,dp,whatever. shield if you expect A button meaty. reversal/heat if you expect 5C/2B."
    15:17 what happens if you block the strike
    tick throw situation. hkoha is +16 after doing e.g. 2a~5d os and then you block the bomb
    hkoha can walk up throw or walk up do whatever.
    if she normals after bomb she won't be so plus e.g. 2[c] feint is 0
    generally: blocking leads to one tick throw situation and not backed up by bomb so not so bad (still spooky)
    17:23 beating throw. 1st thing: FUZZY JUMP DOES NOT WORK
    bomb is a projectile, extra frames of air blockstun. 19f! (most things have 8f)
    18:45 fuzzy jumping the cmd grab: sion is +3 but too low to the ground to j.a before landing
    so by the time sion lands, kohaku has recovered so hkoha is effectively +2-3
    you can actually get cmd grabbed again when you land
    21:49 safest escape from the throw
    wake-up (forward, ideally) jump, block the bomb, super double jump
    and yes, you die to meaties
    23:50 char-specific stuff
    c-arc can dash through koha if she expects throw
    nero,hime,ries have big throws. koha can outspace wakeup throw with her cmd grab but slight walk into throw will beat cmd grab
    chars with good dashes (sions and hisui) can even dash throw against cmd grab
    25:00 "if you are extremely insistent on gambling"
    stall in the air after blocking bomb, try to bait an anti-air e.g. hkoha 5b
    you can get cooked by hkoha going up for a gAT and lots of other stuff
    25:58 fast (