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Posted

Yeah, your completely right on the purple throw. It's not something I usually do, but it was working great today (lots of throw reject miss') so I just tried some different followups. (Lol at people mashing so hard the fucking cabinet shakes) But that's exactly what I thought about the 6D's. I figured I was just hitting the "A" too early so I tried it without even doing the "A" follow up and the same tech problem still happened. It's weird because I never have that issue on any of the other multiple chain combos... it only happens after Jayoku. :psyduck:

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Posted

I tried it earlier and apparently I was indeed wrong about 6D. I dunno what to think then, perhaps the distance between you and the target? I need to learn the friggin timing of Jayoku combos, dropping them 75% of the time is not cool.

Posted

Yeah seriously, when I see Zakiyama do the 6Ds it seems like they can't tech out for an eternity. Does it have to be Fatal Counter? EDIT: In the Japanese Hazama combo wiki I see some combos that end in > 4DA > 214B. What the hell does that mean? You retract the grapple and....214B? On the ground? Wut?

Posted

You get to link more 6D's if it's a FC up to 4 I think it was, I don't remember if the normal hit was 2 or 3 though... Now that you mention it Phoenix, I think I do remember Zakiyama taking a slight step backwards everytime he does the 6D's after Jayoku. I dunno if that's just to help him with timing or what though. I'll have to try it next time I head out there. It's not a complete backstep... it's just like a step or so backwards...

Posted

think about how hazama's chains work as an attack.

If close up the chain retracts

If in the right distance the chain will latch.

This makes sense, anytime it did actually latch the chain hit them at a further distance, when it was retracting and allowing them to tech imediatly the chain always connected at a closer distance...

Posted

EDIT: In the Japanese Hazama combo wiki I see some combos that end in > 4DA > 214B. What the hell does that mean? You retract the grapple and....214B? On the ground? Wut?

You're reading it a little bit wrong. They call it the 214B series. Meaning you do the standard 214b Combo after the 4DA which for them is (4DD)>(JB)>JC×n>jc>JC×n>214B.

Posted

So for those of you who have had the luxury of playing other solid comp with hazama, what would you say are the important traps to avoid falling into while learning him? Every character has good habits and bad habits to pick up on the learning process so I was just curious to know what those of you who've had a chance to play actual live competition have discovered during that process.

Posted

So for those of you who have had the luxury of playing other solid comp with hazama, what would you say are the important traps to avoid falling into while learning him? Every character has good habits and bad habits to pick up on the learning process so I was just curious to know what those of you who've had a chance to play actual live competition have discovered during that process.

I'd say that the best thing to be careful of is your D approaches. Learn exactly when you can combo from a 5D~D©/j6D~D© approach. The computer might not do much against it, but against a live opponent you'll likely eat an anti-air otherwise.

Posted

I'd say that the best thing to be careful of is your D approaches. Learn exactly when you can combo from a 5D~D©/j6D~D© approach. The computer might not do much against it, but against a live opponent you'll likely eat an anti-air otherwise.

Makes sense, I've been trying to teach myself to hit confirm D attacks if intend to grapple in as a follow, doesn't seem to be that difficult even at longer ranges, but sound advice non the less.

Definitely interested in hearing as many good habit/bad habit advice as anyone is willing to give.

Posted

like i said, you don't want to be obvious with an unpredictable character. you need to know his chain followups and how they're affected based on how far the chain is extended before you pull in/what follow up you do. approaching just off of 5D~D/C or j.6D~D/C is a very high risk. you have to know things such as how your j.6D hit them and where it hit them. if it hit them on the leg/closer to the ground you have great mixup options with your follow up because j.6D~D will put you in front but j.6D~C will but you behind the opponent. chain fakes, chain follow ups, command grabs, stance baits, hazama has so much versatility in his game that you don't want to be caught doing the same thing over and over and over.

Posted

think about how hazama's chains work as an attack.

If close up the chain retracts

If in the right distance the chain will latch.

You know... that made everything clear now. I was "wth" everytime they retracted.:vbang:

Thanks.

Posted

lol is that sarcasm? iono XP

starting combos with 5C = upscales damage by lots... mmmmmmm damage....

i noticed this pretty quickly. If you have a good punishment opportunity, ruin that shit by starting with 5c over 5b. A solid increase in damage, and doesn't take that much effort to learn at all.

Posted

not only that, 5C has LOTS of hit confirm time. his normals have soooo much hit confirm time. it's like 3S chun low foward super except with hazama it's 5C > combo or 5B combo

Posted

Is there a zetaboards page for Hazama's moves, framerate, proration, etc?

Stuff like frame data be available until the mook comes out.

As for his moves, read the first page. Zetaboards will have one once Tian stops being lazy. :)

Posted

lol is that sarcasm? iono XP

starting combos with 5C = upscales damage by lots... mmmmmmm damage....

rofl! no sarcasm! It really shed a light on this matter to me.

and yeah, 5C as a combo initial is great, wayyyyy better than 5B, I just need to check his revolver action table ;/

Posted

Obviously it's hard to tell without having the mook out, but has anyone got a feel for what moves are safe on block. I feel like 214D~A is, especially on charge (though it may not change it at all, not sure). Maybe 6B as well? Though i don't know what the hell to do with that move at this point.

Posted

Can you do Jayakou Houtenjin off of 6B? That's the only thing I could think about it being useful for. Other than that maybe guard crush pressure. I would think it's not good as a combo starter since 3C does the same thing, but much better.

Posted

Yes you can super cancel 6b on hit, just like 6a. And 6b should be at least neutral (small disadvantage at worst) on block. Other than the aforementioned primer breaking, it is a pretty useless normal.

Posted

Did u know u can connect 6a after 5b CH. Hehehehehehe Getting knee in the face and elbow down on the head. THEN JAYOUKU HOUTENJIN!. *edit* They have to be crouching for this 2 work. :toot:

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