kazukifafner Posted February 5, 2010 Posted February 5, 2010 Even when you include the BnB off the super?
IkeTakeda Posted February 5, 2010 Posted February 5, 2010 yes... You can do o so much after super.... 6a is like powerful Lol... kind of..
kazukifafner Posted February 5, 2010 Posted February 5, 2010 Huh, I though 6A would prorate more, lol
wuku Posted February 5, 2010 Posted February 5, 2010 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. 5B (+2 on block) 5DA (far) (+3 on block) 236D Jabaki (+1 on block) 214 DA (+2 on block) 214 D~~~~~~A (+6~8 on block)
Almadiel Posted February 5, 2010 Posted February 5, 2010 Does anyone have Hazama's starter/combo proration and damage data?
Klaige Posted February 5, 2010 Posted February 5, 2010 5B (+2 on block) 5DA (far) (+3 on block) 236D Jabaki (+1 on block) 214 DA (+2 on block) 214 D~~~~~~A (+6~8 on block) Good shit Wuku! Wow So Jabaki is safe on block, that surprises me actually. Mad props for this.
jellotek Posted February 12, 2010 Posted February 12, 2010 Is anyone else having trouble landing 2C after CCCCC? I keep dropping my combo there. I've somewhat compromised into settling for 10 C's instead :\
kilvear Posted February 12, 2010 Posted February 12, 2010 Does Hazama have kara throw? Short answer No. Long answer because non of his normals move himself forward a fair amount pretty much he doesn't have kara throwing.
Wolf Pup TK Posted February 12, 2010 Posted February 12, 2010 Is anyone else having trouble landing 2C after CCCCC? I keep dropping my combo there. I've somewhat compromised into settling for 10 C's instead :\ I have this problem. My only guess is that it must require very specific timing when you 5C after 214D->C. If it's something else though, any advice would be much appreciated.
g.Bauer Posted February 12, 2010 Posted February 12, 2010 Is anyone else having trouble landing 2C after CCCCC? I keep dropping my combo there. I've somewhat compromised into settling for 10 C's instead :\ I was having this problem but what I noticed was: check your distance to the opponent when you do the 214D~C 5C <- some characters require you to be close to them while some others don't. Be sure to see how high above the ground they are too! Also, I can't, by all means, do the following: 5D~D j.2C 5B 3C 214D~C 5C (j.C)x5 2C 4D~D (j.C)x5 JC (j.C)x5 j.214B They tech after the 2C tho if I use the 214D~C 5C 2C 4D~A 4D~D (j.C)x5 214B variant I can make it work. Thoughts?
Darksoul173 Posted February 12, 2010 Posted February 12, 2010 ...jCx5 land 2C 4D~D... combo only works after a ground combo with ONLY 1 hit before the 3C For example: 5B 3C 214D~C 5C/2C jCx5 land 2C 4D~D... or 5C 3C 214D~C 5C/2C jCx5 land 2C 4D~D... Even if you're going to add a 2A before the 5C/5B they can tech from the 4D~D part
g.Bauer Posted February 12, 2010 Posted February 12, 2010 ...jCx5 land 2C 4D~D... combo only works after a ground combo with ONLY 1 hit before the 3C For example: 5B 3C 214D~C jCx5 land 2C 4D~D... or 5C 3C 214D~C jCx5 land 2C 4D~D... Even if you're going to add a 2A before the 5C/5B they can tech from the 4D~D part Great! That's good to know. Thanks.
IronTager Posted February 12, 2010 Posted February 12, 2010 Anyone know if there's any Tiger Knee use for Hirentotsu? (2147B) I mean, getting a hit in is good, but can it combo after you do this or is it only good for finishing off Aerial Comos? (I'm sure there's probably something that can either be done on counter hit or if you use a Rapid Cancel. Maybe I haven't been pressing the right things to combo afterwards.
Moogster Posted February 12, 2010 Posted February 12, 2010 Zakiyama did a combo off a TK Hirentotsu, but it was part of a ground combo if I remember it correctly.
RAQU 17 Posted February 12, 2010 Posted February 12, 2010 Anyone know if there's any Tiger Knee use for Hirentotsu? (2147B) I mean, getting a hit in is good, but can it combo after you do this or is it only good for finishing off Aerial Comos? (I'm sure there's probably something that can either be done on counter hit or if you use a Rapid Cancel. Maybe I haven't been pressing the right things to combo afterwards. I've only seen a 2147B used effectively once, but it's probably not worth the meter. It looks cool as hell though. 5B, 3C, 214D~C, 5C, 2C, 2147B, 236236B ~ etc... I still find this combo hard to do. It's easiest to do in the corner for me. There's a vid of Zakiyama doing it to (I think) Kaqn's Hakumen.
geist Posted February 13, 2010 Posted February 13, 2010 I've only seen a 2147B used effectively once, but it's probably not worth the meter. It looks cool as hell though. 5B, 3C, 214D~C, 5C, 2C, 2147B, 236236B ~ etc... I still find this combo hard to do. It's easiest to do in the corner for me. There's a vid of Zakiyama doing it to (I think) Kaqn's Hakumen. proration is terrible after 214B I think it might be better to go into 4D->623D->mizuchi...not to mention harder to screw up
ghaleon109 Posted February 14, 2010 Posted February 14, 2010 You can get pretty far into a BnB and still link Jayoku... Char specific one is 5C, 3C, 214D~C, 5C, 2C, 236236B Even done 5C, 3C, 214D~C, 5C, j.Cx5, 236236B
lunaris Posted February 16, 2010 Posted February 16, 2010 5B, 3C, 214D~C, 5C, 2C, 2147B, 236236B ~ etc... There's a vid of Zakiyama doing it to (I think) Kaqn's Hakumen. i think you may be thinking of 2b>5c>(2c?>)TK hirentotsu>236236b>etc. used to pick up an opponent who chooses to stay on the ground. i'm not sure what the damage is compared to simply doing, say, 2b>5c>super, but that would probably alter the timing of whatever your followup was due to the height difference in a way that would be small and hard to adjust to. i'm almost positive i learned this from zakiyama vs kaqmen, and this could be what you saw(i've never seen him do a longer combo into TK 214d, it would just prorate too bad).
geist Posted February 16, 2010 Posted February 16, 2010 i think you may be thinking of 2b>5c>(2c?>)TK hirentotsu>236236b>etc. used to pick up an opponent who chooses to stay on the ground. i'm not sure what the damage is compared to simply doing, say, 2b>5c>super, but that would probably alter the timing of whatever your followup was due to the height difference in a way that would be small and hard to adjust to. i'm almost positive i learned this from zakiyama vs kaqmen, and this could be what you saw(i've never seen him do a longer combo into TK 214d, it would just prorate too bad). no, he was thinking of the right combo, zakiyama did it in the corner to kaqn...he followed up with:(after super) 214D~C, dash under 5C 2C 4D->623D (either that or went into missed jyakou without 4D)
wuku Posted February 16, 2010 Posted February 16, 2010 At Corner, Jabaki (Ch) - 2b - 5c - 2c - tk 214b - 2b - 5c - jc x 10 - j 214b
Arifureta Posted February 16, 2010 Posted February 16, 2010 It's not on the first page, but 4B+C > 5D~D > j.B > 2C > 4D~D > j.Cx5 > j.Cx5 Is a pretty handy combo for when you drop your BnB startup and your opponent starts blocking. Doesn't work on Jin and Rachel for some reason though. And once you get into 2C, you can more or less do anything that links from your normal BnB (i.e. 4D~A> 4D~D ... whatever)
ghaleon109 Posted February 16, 2010 Posted February 16, 2010 You can just mash C when you get near them on the approach, then mash C some more untill you see 5C come out then it's 2C, 4D~D, ect. Think it may do more damage and it's hella easy to mash C..
Arifureta Posted February 17, 2010 Posted February 17, 2010 Oh wow, yeah, that should do more damage. I never thought of doing it since I thought mashing C wouldn't continue into a combo by giving them more time to recover.
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