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Posted

This is the real talk of what happens in Hazama netplay :

5B, 3C, 214D~C, 5C ( the 5C whiffs due to netplay option select )

IB becomes 44 and you eat 5k from Ragna

623D becomes 236D/5/2D

236236B becomes 2/6B

dash 3C after Jayoku becomes 6C

632146C becomes 6C

j.Cx5 becomes j.Cx1 or j.C x0

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Posted
This is the real talk of what happens in Hazama netplay :

5B, 3C, 214D~C, 5C ( the 5C whiffs due to netplay option select )

IB becomes 44 and you eat 5k from Ragna

623D becomes 236D/5/2D

236236B becomes 2/6B

dash 3C after Jayoku becomes 6C

632146C becomes 6C

j.Cx5 becomes j.Cx1 or j.C x0

Doesn't help that I also play Hakumen, so in addition to that I almost always miss the timing of my D counters and 623AA combo.

in netplay Jayoku becomes 6B.

This makes me cry every single time :gonk:

Posted

Netplay.....I usually just spam 236 motion 4 times then press B, sometimes it still comes out as 2/6B ftw.

Funny thing is i still manage to get kills with 6B as last hit lolz

Here be some other ones:

2/4/6D~A>follow up chain not coming out

pressing 623D but 236D comes out

jasetsu with instant follow up that doesnt even start up

Doing double jayoku combo is just a pain in the ass online because there are multiple margins of error that could occur during it.

Posted
Netplay.....I usually just spam 236 motion 4 times then press B, sometimes it still comes out as 2/6B ftw.

Funny thing is i still manage to get kills with 6B as last hit lolz

Here be some other ones:

2/4/6D~A>follow up chain not coming out

pressing 623D but 236D comes out

jasetsu with instant follow up that doesnt even start up

Doing double jayoku combo is just a pain in the ass online because there are multiple margins of error that could occur during it.

My favorite is:

... 6D~A, 6D~A, 623D, 66, 3C = 90% fail rate.

I really wanna play this game locally :wasted:

Posted

Oh god yes, I love when my 2C becomes 3C during a BnB during netplay.

It occurs so much that when people ask me what happened in PSN mail I go

" I didn't drop the combo, that was mixup homie "

Posted

Well the hardest part is building up your dexterity so you can do smaller motions so you're not trying to make a halfcircle by riding along the gate. Then there are still inputs like hazamas astral :vbang:

Thank god for the 720 shortcut.

Posted

Idk about all this netplay trouble. I admit, there are times when I miss an obvious Houtenjin because of it, but I rarely have a problem with anything else.

Posted

Any body have any tips on hazama oki? i feel as though hazama's oki so weak (even though everyones oki is pretty bad :vbang:) but i feel like Haz is at a disadvantage in the matter because he cant run :mad:. im so used to being able to wait for the tech and react to it but Haz doesnt have that option, I hate having to guess weather to try and time 2A is beat rolls or a meaty 5B to keep pressure on wake up in the cornor its so fustrating really. and I have no idea where to begin with Hazama's almost non existent oki mid-screen. I feel as though my Hazama gameplay has hit a ceiling and im trying to get past it.

Posted

mid screen i usually use j.6D for oki works pretty well most of the time, catches the backrollers for a combo.

Posted

Hazama's all about oki. :V

There's 2A, there's 2B, there's 3C. There's jumpback > 6D, but it's pretty gimicky. There's command grab plus throws if you want another way to trip your opponent. There's also 214D~A if you're felling pretty gutsy.

Posted
Any body have any tips on hazama oki? i feel as though hazama's oki so weak (even though everyones oki is pretty bad :vbang:) but i feel like Haz is at a disadvantage in the matter because he cant run :mad:. im so used to being able to wait for the tech and react to it but Haz doesnt have that option, I hate having to guess weather to try and time 2A is beat rolls or a meaty 5B to keep pressure on wake up in the cornor its so fustrating really. and I have no idea where to begin with Hazama's almost non existent oki mid-screen. I feel as though my Hazama gameplay has hit a ceiling and im trying to get past it.

option select a houtenjin to beat forward rolls.. i thought everyone did this?

Posted
option select a houtenjin to beat forward rolls.. i thought everyone did this?

What option select are you referring to ? I heard about it in some vids, asked a question about it and nobody gave a definite answer afaik.

i guess it's something like 214214B on their wakeup ? so if they forward roll out of the corner a houtenjin comes out, if they don't, you get a standing B ? I heard mention of a crouching A, houtenjin option select, but I don't really get how that would work exactly (2A14214B ?)

Posted
Hazama's all about oki. :V

There's 2A, there's 2B, there's 3C. There's jumpback > 6D, but it's pretty gimicky. There's command grab plus throws if you want another way to trip your opponent. There's also 214D~A if you're felling pretty gutsy.

Could you give me situations where each of these options are used effectively? because it just seems like they block either option after a neutral tech or backward roll and you are back to zoning game?

and i knew about option select hotenjin but nobody i play with is dumb enough to roll out of the cornor to get hit by it. and if they are they get it by it once immediatly say in their head okay should not do that anymore.

Edit:

theres also whiff 5D~D>j.Axn

Flying in on anything that's not a confirmed chain is a free combo for the oppenent.....

Posted

Oki doesn't equal free hit. If you're getting them to block/forcing them to tech a certain way then you're doing it right. It's pretty much: get knockdown > pressure > get knockdown > ...

2A is standard oki. Safe on anything so if you're not sure what to go for, just throw that one out. Also has the added bonus of being barrier cancellable just in case your opponent decides to wakeup DP/super. 2B is for catching rolls toward you. TBH, 2A works too but the timing is a little different. Dash > 3C is for people who roll away from you. Pretty unsafe if your opponent doesn't roll back. Every grab is for neutral tech. 214D~A is just another tool for corner oki. Pretty situational but it works from time to time. You could mixup with the B followup too.

whiff 5D~D > j.2C works if your opponent doesn't want to tech for some reason. Other than that it's pretty dangerous.

Posted

Yeah, on oki I usually go with 2A when close (watch out for DP) or j.6D when mid-far.

If I feel gutsy, sometimes I'll 214D~A from a good way out, but that is probably a bad idea. It just works for me because the people I play always block low on wakeup. But again, its pretty much a free inferno divider for the other guy if they wise up.

Posted
option select a houtenjin to beat forward rolls.. i thought everyone did this?

derp never mind:eng101:

Posted

any tips for getting 214214b j9d 623d into j6d relaunch? i can catch them with the 623d but most of the time they aren't in the right position for relaunch & the j6d chain whiffs

Posted

@Above

You just have to work on your positioning. The timing and positioning changes depending on how far / high they are when they get hit.

Damnit somebody sticky the FAQ thread!

Posted

hey I'm now to the forums, and well new to fighters... kinda. BB was the first Fighter I really got into, the closest being SSB lol but I got the first one, mained Ragna, then switched to hazama just cuz I liked his gameplay style. I don't play online often but any tips on online play? my best results so far are to jus notice people's patterns and punish accordingly. The best case scenario I had a ragna on the other end of the screen afraid to approach me because every approach he was sent back, but that playstyle is a coin flip in my case

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