g.Bauer Posted April 5, 2010 Posted April 5, 2010 on a random note: Me and Kensou have qualified for SBO as Team Kamen Rider. We will be representing Hazama and Bang accordingly. wow! Congrats! Hope you do good there! Good luck o/ And please link us these vids when available.
Arifureta Posted April 6, 2010 Posted April 6, 2010 Are there any good ways out of pressure when you don't have heat? Right now, all I do is jump and use Ouroboros to escape. IB into A is pretty good. Or if you're feeling daring, 214D~B on wakeup. And good luck kid viper!
Azami Posted April 7, 2010 Posted April 7, 2010 Congratz! Hopefully, some vids will be posted up. I'm expecting great things. Great. Things. Top. Men.
Dangle Posted April 7, 2010 Posted April 7, 2010 IB into A is pretty good. Or if you're feeling daring, 214D~B on wakeup. And good luck kid viper! i second the IB into A if you have no heat, his A and 2A are amazing. I know from personal matchup experience, if you IB bangs TK nails when he's got pressure on you A will beat out almost anything he has to follow that up. So i'd say wait out blockstrings until you know you have an opening or IB A when you know its garunteed, which is in a lot of situations. Edit: GL viper, careful w/ them japanese turtlers :P, asian IB's is craaaazy
kid viper Posted April 7, 2010 Posted April 7, 2010 you only beat bang out if he moves, if bang does tk nails> 5B, he'll beat you out all day because he's still +3 if you want to do IB> 5a/2a you have to know matchups and how long moves are active/their recovery. personally i IB a lot but even then i still don't beat things out with 5A so i don't even bother.
eirei Posted April 7, 2010 Posted April 7, 2010 on a random note: Me and Kensou have qualified for SBO as Team Kamen Rider. You are now obliged to spin a fedora on your finger and say "Now, count up your sins" before a match starts.
_Sey Posted April 10, 2010 Posted April 10, 2010 So~ I've been trying for a while to hit 'short dash, 5C' after launching with 214D~C but I just can't seem to grasp the timing for it... is there any trick to it? Like buffering the dash during 214D or something; and still related to this, is there any trick to be able to not get 6,6C instead of 66, 5C? (Not sure if I should have posted this question in this topic or in the guide one , my bad if I got it wrong).
Wolf Pup TK Posted April 10, 2010 Posted April 10, 2010 So~ I've been trying for a while to hit 'short dash, 5C' after launching with 214D~C but I just can't seem to grasp the timing for it... is there any trick to it? Like buffering the dash during 214D or something; and still related to this, is there any trick to be able to not get 6,6C instead of 66, 5C? (Not sure if I should have posted this question in this topic or in the guide one , my bad if I got it wrong). Fir the second part, you can input 664C. But adding the extra input makes it even harder to time. D:
Superfreeze Posted April 11, 2010 Posted April 11, 2010 hello, i'm having difficulty doing Hazama's air combos- for instance when i throw the opponent forwards into the air, press 6D->D to grapple up to them, and start attacking with C, I only get in 3 attacks before I fall down. it happens when i launch them with other attacks too. but ive seen videos on youtube where people get about 10 attacks in! whats the trick to stay in the air? thanks
PhoenixBR Posted April 11, 2010 Posted April 11, 2010 ^ Use 4D instead and don't start attacking too early.
kazukifafner Posted April 11, 2010 Posted April 11, 2010 I could be wrong, but I don't think 4D connects off of a forward throw.
Wolf Pup TK Posted April 11, 2010 Posted April 11, 2010 hello, i'm having difficulty doing Hazama's air combos- for instance when i throw the opponent forwards into the air, press 6D->D to grapple up to them, and start attacking with C, I only get in 3 attacks before I fall down. it happens when i launch them with other attacks too. but ive seen videos on youtube where people get about 10 attacks in! whats the trick to stay in the air? thanks Not sure if you mean throw as in actual throw, or throw as in launch from 214D->C, 5C 2C. Forward throw does work with 6D->D. If you're not getting enough height from the jump, try mashing C later, since it does affect your trajectory. If you're referring to the launch or some variant of it, you probably need 4D->D.
PhoenixBR Posted April 11, 2010 Posted April 11, 2010 Oh, I didn't know he was talking about a foward throw combo. That's what I get for not reading the whole thing. Wolf's post has pretty much everything you need to know.
Superfreeze Posted April 12, 2010 Posted April 12, 2010 Not sure if you mean throw as in actual throw, or throw as in launch from 214D->C, 5C 2C. Forward throw does work with 6D->D. If you're not getting enough height from the jump, try mashing C later, since it does affect your trajectory. If you're referring to the launch or some variant of it, you probably need 4D->D. is there really no jump, or any trick inbetween the attacks? it's just a straight forward 10 hit button mash using 5C? any directional inputs or anything needed? its just i've already tried starting at different times and the most i could get was 4 hits and then i fall too low to keep attacking. or maybe i just need to mash the button faster...
lunaris Posted April 12, 2010 Posted April 12, 2010 sort of funny combo. might prove useful at some point in your life. sorry if it's been mentioned before. (corner) mizuchi rekkazan>rc during pullback>backdash>4/6dx2>jyakou>2b>5c>jc>j.cx5>2c>4d~d>j.cx10>j.214b (~4.1k) the backdash isn't needed, but it helps. mizuchi rekkazan itself does about 2300, so this is a substantial damage increase. style points?
FlyingVe Posted April 12, 2010 Posted April 12, 2010 That combo is mad cool... but 100% heat for 4.1k is just meh, especially when you can get 5k off of a single jayoku. But comboing off of Mizuci Rekkazan is awesome, and you can bet I will try that.
Arifureta Posted April 12, 2010 Posted April 12, 2010 is there really no jump, or any trick inbetween the attacks? it's just a straight forward 10 hit button mash using 5C? any directional inputs or anything needed? its just i've already tried starting at different times and the most i could get was 4 hits and then i fall too low to keep attacking. or maybe i just need to mash the button faster... If you're falling too low then you need to jump up. The max Cs you can get out of a single jump is 5 hits, so you're going to need to jump at that point in the combo. Also, don't rush 6D after the throw. You can wait a couple of frames before pulling it out because otherwise the opponent's too high up for you to connect the rest of the combo.
Waks Posted April 12, 2010 Posted April 12, 2010 I usually find it hard to do j.C's after 6D~D mostly because of the momentum. I only do the jC's after 4D~D.
Wolf Pup TK Posted April 13, 2010 Posted April 13, 2010 is there really no jump, or any trick inbetween the attacks? it's just a straight forward 10 hit button mash using 5C? any directional inputs or anything needed? its just i've already tried starting at different times and the most i could get was 4 hits and then i fall too low to keep attacking. or maybe i just need to mash the button faster... Once you land the first 5 hits of j.C you need to jump cancel. And you actually may be mashing too slowly. I've been thrown off by that before. Most likely it's that you need to start the j.Cs later. When you attack during the movement of your drive followups, it stops the "pull" even if you're partway through, so it can have a significant impact on whether or not you land the full combo. It's possible that your timing on another hit may be a little too soon/late as well, as Arifureta pointed out, since that can affect their trajectory.
Arifureta Posted April 13, 2010 Posted April 13, 2010 hello, i'm having difficulty doing Hazama's air combos- for instance when i throw the opponent forwards into the air, press 6D->D to grapple up to them, and start attacking with C, I only get in 3 attacks before I fall down. it happens when i launch them with other attacks too. but ive seen videos on youtube where people get about 10 attacks in! whats the trick to stay in the air? thanks Oh and if you're still having difficulty, an easier combo to pull after a forward throw is 6D~Ax2 -> 6323D -> 66 -> 3C (~2.5k) Or 6D~Ax2 -> 6323D -> 632146C (~4k)
ghaleon109 Posted April 13, 2010 Posted April 13, 2010 Only problem is that (6D~A)x2 is char specific... But yeah, usually ending in a Jakou will put you in a better position as long as your not throwing them out of the corner..
Arifureta Posted April 13, 2010 Posted April 13, 2010 Ah, yeah, there is that. Safest would probably then just be one 6D~A. True that. Plus, added bonus if you threw them into instead of out of the corner of ~3.5k damage without heat (Assuming you weren't too far from the corner yourself too).
kazukifafner Posted April 14, 2010 Posted April 14, 2010 I find that 6B+C > 6D~A > (slight delay) 623D > 236236B works on quite a few characters.
ghaleon109 Posted April 14, 2010 Posted April 14, 2010 It does. It's just if you know what characters are ok with (6D~A)x2 then you'll net more damage. Tager is an easy example. But someone like Rachel you HAVE to use the delay because no delay = shitty/no follow up after jakou, and trying a double won't work with her...
Arifureta Posted April 15, 2010 Posted April 15, 2010 Is there any way to link an air combo to a ground one with 2D~D (Or any D for that matter)?
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