specialist Posted July 12, 2010 Posted July 12, 2010 I've been having issues connecting the aerial combo after 4D~A 4D~D. Is there a certain delay that I should have in mind? I have pulled it off maybe four times, never consistent. Kind of weird to me I guess, I'm used to CT Jin's almost automatic aerial combos.
Eclipse Posted July 12, 2010 Posted July 12, 2010 Do you mean you're having issues with [j.C x 5] (JC) [j.C x 5] j.214B#? Well, depending on the character you're facing, you have to start pressing C a bit sooner or later. Personally, I'd recommend to start pressing C right near the end of the chain pull during 4D~D. My best advice would be to go to training mode, or sparring, etc, use Ragna or Tager as your opponent and practice it on them a lot. Those two characters are a bit easier to connect the j.C's on. And you'll begin to understand the timing for it. It's usually near the middle of the characters body. And when you jump cancel, jump up and forward. So the direction would be 9. Continue with 5 j.C's, and cancel the last one into j.214B. (And Hazama's air combo is much easier than most characters when you get the hang of it since it's mashing one button.) ~ It's come to my attention that I've been on these forums way too much lately guys. So I'll be responding a bit less now, haha. ~
Ghost Beef Posted July 12, 2010 Posted July 12, 2010 I've actually found that you can fix any amount of timing necessary for your j.C's simply by adding or subtracting chain hits (1-3 total) In other words try doing an extra 4D~A, may fix the timing for you. It's really one of those things you have to kinda feel out to get a good idea of when you can do extra chain hits or when you should just launch at em.
Fireryda Posted July 12, 2010 Posted July 12, 2010 you can do a j.124b# off any chain hit in the standard bnb. if you do too many chain hits in some combos then you won't be able to do a full j.214b# so i don't know what you're on about here. but yes its best to get a feel of how many chain hits you can do so you can max out your damage.
ARC-IX Posted July 12, 2010 Posted July 12, 2010 also, 3x 4D = dependent on the elevation of your enemy, too high and they will tech (mostly from 5C > 2C), 5B > 2C creates a small chance if done low enough and 5B > 5C is pretty much OK if done when opponent is about your knee's height.
Arifureta Posted July 13, 2010 Posted July 13, 2010 Which one's better for crossup, j.B or j.2C? B's hit property's good at confusing the opponent but then 2C seems like a safer approach so I dunno.
Eclipse Posted July 13, 2010 Posted July 13, 2010 I think j.B has longer range, so I'd recommend it. But j.2C has a much longer hit stun, so you may find it easier to go into a combo from there. Personally, I prefer j.B for a crossup.
Ghost Beef Posted July 13, 2010 Posted July 13, 2010 I like j.2C but it practically seems like it was made for cross ups. Haven't experimented as much with j.B
ARC-IX Posted July 13, 2010 Posted July 13, 2010 j.B have a 2nd hit which hits behind your hitbox. so yeah, j.B for crossup
Fireryda Posted July 13, 2010 Posted July 13, 2010 j.2c has a big hitbox underneath so it's good too ;p it really depends on the angle and height at which you hit them. j.b is better for more damage overall but j.2c is more reliable and easier to use. best to experiment when you can use j.b or not.
xlolxlolx Posted July 13, 2010 Posted July 13, 2010 5D~D>j.2C>anything, 2C can also be used as an overhead since it has a huge sweep. j.D~D>j.B>JC>j.B>j.214B isn't bad from what i've tested. Also, can someone give advice on how you would hit j.6D after 236236B>adjust>6D~A>6D~A>623D I can't seem to get it right.
Arifureta Posted July 13, 2010 Posted July 13, 2010 Also, can someone give advice on how you would hit j.6D after 236236B>adjust>6D~A>6D~A>623D I can't seem to get it right. http://www.dustloop.com/forums/showthread.php?8862-Hazama-Combo-Thread/page41
DF2K Posted July 13, 2010 Posted July 13, 2010 Situational it is then. Thanks guys! Remember with j.2c you can link jayoku when you land. The damage isn't very solid but it's a cross up none-the-less.
Eclipse Posted July 13, 2010 Posted July 13, 2010 You can link Jayoku with a j.B as well, the timing is just a bit more strick, and it prorates less. Both are good nonetheless.
Tetra - K Posted July 14, 2010 Posted July 14, 2010 Hummm personally I'm still having difficulties to input a dash after the 214D->C is there a trick I don't know? Like delaying the C after the stance?
Fireryda Posted July 14, 2010 Posted July 14, 2010 well i just mash foward until i see him dash then jam the stick into 4 and hit C. works everytime for me.
DF2K Posted July 14, 2010 Posted July 14, 2010 Like buffering any other quick dash mid-combo, go forward once during the very end of the animation and again right when the animation finishes. It's just a matter of practicing it a lot and committing it to muscle memory.
Tetra - K Posted July 14, 2010 Posted July 14, 2010 Like buffering any other quick dash mid-combo, go forward once during the very end of the animation and again right when the animation finishes. It's just a matter of practicing it a lot and committing it to muscle memory. Ok thanks, will try that in my next practice session.
Ghost Beef Posted July 15, 2010 Posted July 15, 2010 I actually find it easier not to mash it out, and to just calm down and watch for when the animation is about to end then do what DF2K said. If you mash too much you'll probably get antsy pants and then possibly miss the follow -up.
Arifureta Posted July 15, 2010 Posted July 15, 2010 Just, you know, lightly tap the forward dash. Execution tip: Learn the taunt loop. Everything becomes a lot easier (execution-wise) after that. :V
Ghost Beef Posted July 15, 2010 Posted July 15, 2010 What do you guys think about HAZAMIND GAMES?! I'm thinking feint chains will be a lot of fun to do against people. But I haven't played a person yet. >:|
DF2K Posted July 15, 2010 Posted July 15, 2010 IB throw vs. IB Jayoku: If you have meter and your opponent is pressuring, they may try to bait Jayoku, that's when you go in and throw (or command grab). :P j.5d-d cross-up: If your opponent blocks j.5d-d, do one j.5c when you get close, dash underneath, and cross them up. There's a couple.
Arifureta Posted July 15, 2010 Posted July 15, 2010 Feint chains grow old really fast. Like, for serious. It'll stop working after, like, 4 or so games in. And then after that, your opponent's gonna realize that every time you cancel a chain, it gives him enough time to air dash straight to your face. Or, at least, slip past the point where a chain isn't an effective zoning tool anymore. Also, if your opponent blocks any D, don't fly in. 9 times out of 10, you'll get hit out of it. 214D stance is like one giant mindgame. Throw it in a blockstring from time to time if you know your opponent's going to keep blocking.
Fireryda Posted July 15, 2010 Posted July 15, 2010 1.Feint chains grow old really fast. Like, for serious. It'll stop working after, like, 4 or so games in. And then after that, your opponent's gonna realize that every time you cancel a chain, it gives him enough time to air dash straight to your face. Or, at least, slip past the point where a chain isn't an effective zoning tool anymore. 2.Also, if your opponent blocks any D, don't fly in. 9 times out of 10, you'll get hit out of it. 214D stance is like one giant mindgame. Throw it in a blockstring from time to time if you know your opponent's going to keep blocking. 1. unless he's tager at which point it's fun times :V 2. don't forget that you can cancel your momentum. 5d~d > j.5d/6d early hits them out of pre-emptive AA >:3 usually won't get any hit stun off it though. sometimes j.b beats things out too. 214d stance is good but don't overuse it as it's unsafe. D cancelling takes time and everything else is unsafe/slow.
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