kazukifafner Posted April 15, 2010 Posted April 15, 2010 Well, you can hit confirm a jD from far away and pull yourself in for a combo. I'm fairly certain you can link a CH jD (either j6D or j5D) to a ground 5D, then pull yourself in for a combo. If you air throw low enough to the ground you can j2D~D > 2B > 5C > 2C > etc.
FlyingVe Posted April 15, 2010 Posted April 15, 2010 If you j214B (RC) > 2D~D>2B>5C> etc it should work. Problem is you almost always land j214B at the end of a long combo so they will probably be able to tech, also the proration on j214B isn't very good so it's a waste of 50 meter.
ghaleon109 Posted April 16, 2010 Posted April 16, 2010 j.2D~D doesn't connect after j.214B (RC) j.4D~D does, but you can only follow up with 5C>2C after. If you do that try a psychic Jakou when they tech. If they tech foreward your fucked... but if they tech back your usually golden. If you've got 100% meter you can j.214B>(RC)>j.4D~D>Jayoku but honestly RC'ing j.214B is best left for guarenteed kills. For what it's worth you can purple !! grab after the first set of any j.Cx5 combo and follow up with j.4D~D as well... but no one really falls for purple !! grabs all that much...
kazukifafner Posted April 18, 2010 Posted April 18, 2010 I feel really scrubby for asking this, but does anyone have any tips for performing his astral? I've been having a real hard time using it under pressure (usually turns into 2D or Jakou).
Wolf Pup TK Posted April 18, 2010 Posted April 18, 2010 I feel really scrubby for asking this, but does anyone have any tips for performing his astral? I've been having a real hard time using it under pressure (usually turns into 2D or Jakou). I've never been able to pull this off using 6321463214D... I still question if it's even valid. (I should maybe note that the pad I'm using kind of blows. )
Roldy Posted April 18, 2010 Posted April 18, 2010 I've had trouble with the 1632143D command as well. I've tried pretending to be Tager and buffering a 720, and it works. The only bad thing is that it might be a bit obvious to the opponent...
ghaleon109 Posted April 18, 2010 Posted April 18, 2010 I've never been able to pull this off using 6321463214D... I still question if it's even valid. (I should maybe note that the pad I'm using kind of blows. ) How the fuck do you play CS on a pad? And yeah the pretzel is the only motion that works for me as well though..
Arifureta Posted April 18, 2010 Posted April 18, 2010 ^ You can combo into the astral with 3C. Crazy timing to get it though, but much safer when you're trying to pull it out under pressure compared to just trying to pull it out by itself.
Wolf Pup TK Posted April 18, 2010 Posted April 18, 2010 How the fuck do you play CS on a pad? And yeah the pretzel is the only motion that works for me as well though.. Through means I'm not allowed to discuss on the forums, lol.
redsilversnake Posted April 18, 2010 Posted April 18, 2010 I've never been able to pull this off using 6321463214D... I still question if it's even valid. (I should maybe note that the pad I'm using kind of blows. ) I've personally confirmed that it is indeed valid.
kazukifafner Posted April 18, 2010 Posted April 18, 2010 Hmm, I'll have to try and get 6321463214D to work. My guess is that's how it's buffered after 3C.
Arifureta Posted April 18, 2010 Posted April 18, 2010 Nah, I can combo it fine with 1632143D so I know it's doable with that input. It just takes some getting used to.
Manta Posted April 18, 2010 Posted April 18, 2010 That being the case, then you get: 63C214 63214 D, which shouldn't work because there needs to be a 3 at the end of it. I have problems with the motion myself for when I'm dicking around trying to use it, I can't imagine myself using it at all seriously on demand. I've never been able to pull this off using 6321463214D... I still question if it's even valid. (I should maybe note that the pad I'm using kind of blows. ) Let slip something there you perhaps shouldn't have said.
Arifureta Posted April 19, 2010 Posted April 19, 2010 I feel really scrubby for asking this, but does anyone have any tips for performing his astral? I've been having a real hard time using it under pressure (usually turns into 2D or Jakou). Oh, there's also an easier way to -sorta- cheese the astral. If you're in the corner, go for any launcher that combos into a jakou and then buffer the astral as they're falling down. Here's all the setups that I've been able to lead into an astral: - 3C > Astral - (back facing the corner) 4B+C > Astral - ... jakou into corner > Astral - ... 214D~C > Astral (Blue beats. Do it only if you think he's not going to tech out. Although I think this might be comboable if you start it with a counter)
kid viper Posted April 19, 2010 Posted April 19, 2010 if you want to do astral consistently just do 63214632143D
Wolf Pup TK Posted April 19, 2010 Posted April 19, 2010 63C214 63214 D, which shouldn't work because there needs to be a 3 at the end of it. IIRC, there are supposed to be 2 separate inputs for the move. At least that's how it's stated in the guide.
kazukifafner Posted April 21, 2010 Posted April 21, 2010 what do you mean by 2 seperate inputs? He means 2 fundamentally different inputs for a single move that are both acceptable. For Hazama's Astral, both of the following supposedly work: 1632143D & 6321463214D Though, they both contain the "63214" motion, they are different in the sequence that the directions hit and end. For example, the first diagonal direction hit in the first command is "1", while in the second one it is "3". Similarly, the first input ends in the left half of the directions layout, while the second one ends in the right half.
Wolf Pup TK Posted April 25, 2010 Posted April 25, 2010 So, I'm trying to start using the charged/blue 214D->C in my combos now... the timing is really tight! Does anyone know how many hits you can have in your combo after 3C before there isn't enough time for the blue 214D->C? I've been able to pull it off with 4 so far.
Arifureta Posted April 25, 2010 Posted April 25, 2010 There's always time to pull of the charged version I think, no matter how many hits there are before 3C.
FlyingVe Posted April 25, 2010 Posted April 25, 2010 ^^ I can verify this. I'm not sure if more hits makes the timing any stricter though.
kazukifafner Posted April 25, 2010 Posted April 25, 2010 There is always enough time as long as the 3C knocks them down from a standing/crouched position. If it helps, the amount of time it takes to charge is very similar to the way charge characters moves work in SF. The key is to buffer the 214D into the 3C so that the stance starts as soon as the 3C ends. So basically, the actual motion is far more fluid, like 3C214D
Arifureta Posted April 26, 2010 Posted April 26, 2010 I haven't had a chance to try this out a lot but I'm thinking Hazama's oki game is pretty good if you can get a jakou on your opponent. If you think they're going to tech roll, jump and 6D. If they're going to neutral tech, 5D. Either way, you get another combo. What do you think, is this right?
FlyingVe Posted April 26, 2010 Posted April 26, 2010 I'm assuming you mean midscreen. The problem with those options midscreen is that if the opponent blocks them that's it, there are no remotely safe follow ups. You better off throwing 2A to catch techs through you and jumps outs, 2A it force neutral techs to block, or j6D/dash3C/IAD 2C/IAD 5B, to tag (not hit) a person rolling away. In my opinion, the goal of Hazama's Oki game is to get the opponent into the corner, where 2A becomes a magical oki attack. You can do it on reaction and it will catch rolls and jump outs, plus force them to block if they neutral tech.
Wolf Pup TK Posted April 26, 2010 Posted April 26, 2010 I'm assuming you mean midscreen. The problem with those options midscreen is that if the opponent blocks them that's it, there are no remotely safe follow ups. You better off throwing 2A to catch techs through you and jumps outs, 2A it force neutral techs to block, or j6D/dash3C/IAD 2C/IAD 5B, to tag (not hit) a person rolling away. In my opinion, the goal of Hazama's Oki game is to get the opponent into the corner, where 2A becomes a magical oki attack. You can do it on reaction and it will catch rolls and jump outs, plus force them to block if they neutral tech. Just for confirmation, this stuff only works against people with no reversals, right? I may very well be missing something, but I think Hazama is actually at a disadvantage against characters like tager after doing a <launch, j.CxN, 214B> combo. Since Hazama lands right on top of the opponent, and tager can just tager buster. Jumping away isn't an option because of atomic collider. I end up having to backdash. In general... does anyone have advice on a good way to pressure characters on wakeup if they have a reversal?
Recommended Posts