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Guide - Hat Trick Hat Callback different juggle heights issues

Eddy Wang

Skarlet scientist
Hey guys, not sure if you guys already knew this, the reason why is stupid hard to combo from hat callback even after some buffs is because it depends of how the hat connects against a character.

1.If the character is standing while being hit by the HCB its a bit tolerable to connect a juggle, but at blast radius is not due the recovery time of the hat hitting and the Lao animation is still going this is what makes fairly hard to connect a normal outside of spin most of the time.

2. If the HCB hits someone crouching, its "practically" impossible to connect a normal, because as the opponent is crouching, the juggle height will be similar to pre-patch Hat Trick were it was nearly impossible to juggle unless he burns a bar of meter, adding that to the fact that you need to know for sure that the hat will hit so you can time yourself against the juggle, otherwise the opportunity window will miss all the time (unless i have scrub execution, never actually hit someone after a HCB on crouching opponents).

3. Midscreen your most thrust worthy filler is the spin, because is 7 frames and is active so it can hit on pratically any height as long as the opponent is floating around Lao's hitbox, outside of that you will give the opponent a free combo.


You don't need to take my word for granted, take Hat Trick to the training mode, hat callback anyone standing, then hat callback them crouching and see the differences yourself.

This character is awesome, but are these little things that makes me rage sometimes and ask myself, why is something like that not fixed yet, as if Lao Hat Trick didn't had a fixing list indeed, this is something that needs to be looked at too.

I'm actually glad NRS is sitting on this patch for a while, the more they do it the better, the more issues will come and we can address a proper patch with it.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
Its supposed to be english, is it not?
I mean, what are converting with after the HCB launcher? D1 works pretty damn well at close range (starting range to point blank), doesn't auto lose to them poking you out, and is a shitload safer than naked spin. I know it doesn't fix the problem but should improve it for you till then
 

Eddy Wang

Skarlet scientist
I mean, what are converting with after the HCB launcher? D1 works pretty damn well at close range (starting range to point blank), doesn't auto lose to them poking you out, and is a shitload safer than naked spin. I know it doesn't fix the problem but should improve it for you till then
Yes that is true, but F21 and B321 should net the most damage, need to see if scales the damage, i will find out tomorrow if we're getting buffed anyway.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
Yes that is true, but F21 and B321 should net the most damage, need to see if scales the damage, i will find out tomorrow if we're getting buffed anyway.
It does cost a couple of percent. I think the safety and reliability of it makes up for it however. Can't wait to see tomorrow tho
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
It's getting buffed to combo easier
I know things...

Well. 1 thing, thats all I know.
I was apart of this conversation. It is going to happen, that is confirmed. @A F0xy Grampa and I are Illuminati
Looks like you guys got your Illuminati membership revoked lads :D


Oh well, it was unfortunate to see Hat Callback and/or juggling crouching opponents remained completely unchanged.

Hat-A-Rang scaling less damage is welcome, but entirely un-necessary. Will be interesting to see what we get off it now, but it was already working perfectly fine as a tool, and unfortunately our tools that needed a slight fix went unlooked at.

Aside from that, the only change for Hat Trick was making a useless string slightly less punishing when you accidentally input it, but still entirely useless.



All in all, I'd say the most harmful thing for us is going to be the removal of OS. While I definitely agree with the change in general, there goes F2xxSpin OS, the only safe way to convert F2 meterless. There is a tradeoff however, because while F2 is now really bad opener meterless, on the flipside of the coin, for 1 bar we can now get 36% off F21, which is a 4% improvement from before. However, there is no more converting a Hat Callback with D1xxSpin OS, which was the only safe way to convert against crouching opponents, which I think hurts.



All in all I think we took a little bit of a hit and lost a bit more than we gained this patch, but the removal of OS was inevitable and bound to happen, and at least we got a little something to make up for it.
 
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I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
HCB, D1, F21xxSpin, JiKxxDK, 21 = 25%


I think this is our best conversion up close, it works against crouchers the timing is just a bit tighter. Converting off a D1 is much safer than convering off a Spin for obvious reasons, and just as hard to poke out of, unlike other converts like raw B321 which is easy to beat, and seeing as you can't hitconfirm the launch from Hat Callback you just have to dive straight into it, I think D1 is the best option we have now.
 

Eddy Wang

Skarlet scientist
HCB, D1, F21xxSpin, JiKxxDK, 21 = 25%


I think this is our best conversion up close, it works against crouchers the timing is just a bit tighter. Converting off a D1 is much safer than convering off a Spin for obvious reasons, and just as hard to poke out of, unlike other converts like raw B321 which is easy to beat, and seeing as you can't hitconfirm the launch from Hat Callback you just have to dive straight into it, I think D1 is the best option we have now.
This means we have to D1 everytime we hat callback midscreen because we're not sure if it will hit them standing or crouching, this is fucking bullshit.


About the OS, it won't affect my Lao at all because i never bothered to learn them, so not learning OS and not basing my game around it paid off for me, fucking yes.

Its not like we didn't got buffed, but the Hat Call Back juggle heights is something Lao actually needs, aside from the Hat-a-Rang which i also think it was uneeded, i've read on the patch notes that several hitbox got fixed on crouch block, so now maybe Lao can actually hit crouch blockers with 112124 and Hat callback

His jab was also already good, now i'm eager to see if i can anti-air characters that had a stupid priority hitbox like Sonya, Kotal and shit.
 

I GOT HANDS

Official Infrared Scorp wid gapless Wi-Fi pressure
This means we have to D1 everytime we hat callback midscreen because we're not sure if it will hit them standing or crouching, this is fucking bullshit.


About the OS, it won't affect my Lao at all because i never bothered to learn them, so not learning OS and not basing my game around it paid off for me, fucking yes.

Its not like we didn't got buffed, but the Hat Call Back juggle heights is something Lao actually needs, aside from the Hat-a-Rang which i also think it was uneeded, i've read on the patch notes that several hitbox got fixed on crouch block, so now maybe Lao can actually hit crouch blockers with 112124 and Hat callback

His jab was also already good, now i'm eager to see if i can anti-air characters that had a stupid priority hitbox like Sonya, Kotal and shit.
The issue for us here is that converting crouch blocks became so much harder without being able to OS D1xxSpin, whether you used it or not there WAS a valid way to convert against crouch blockers now. That's now gone, and I'm not complaining because I agree with the removal of OS, just disappointed that this way our only way to do it IN THE FIRST PLACE because it's ridiculous that we go to all this trouble to set up a 25% activated trap that costs us all our tools, and STILL have to risk a Spin with no hitconfirm possible



EDIT: a bit of practice, and I think it MAY be possible to hitconfirm the spin as long as you D1 first, and then just choose whether or not to follow up. All may not be lost, and converting off crouch blocking might be just fine. Practice it like this


Set AI to "block random combo", and stance to "duck"

throw hat trap, call it back, go D1DF1 in a single motion

if they don't get launched, don't press the second "1" and spin doesn't come out. Managed to convert it 20 times in a row just then against a ducking Cassie without ever Spinning myself into a block, never being more than -5, just having that D1 blocked. I'm confident with a little bit more comfortability I'll be able to do this in a live match. I recommend learning this for your poke range convert.


However, I could not find any possible way to convert at all from any further back unless the Hat is a little bit further behind her, in which case I think F21 hitconfirmed into Spin or EX-Spin is our best convert for closing the gap, although B321 might be debatably better at a very small window of range, but unless you are amazing judge of that range I think the consistency of F21xxSpin is probably preferred, especially considering how quickly MKX characters can move distances of that size.