Eclipse Posted May 21, 2010 Author Posted May 21, 2010 Buzama key is spamming Ressenga and 2A :P I laughed quite a bit when I read this. Very true, but he uses frame traps and conditions his opponent quite well. If there's anything I love about fighting games, or any game in general, it's messing with your opponent's mind. Psychology and mind-games will always be my favorite part of any competitive activity.
Arifureta Posted May 23, 2010 Posted May 23, 2010 ^ I'm starting to really enjoy the mindgames since I die if I don't use them. ._. And 6A is my new favorite move. No one ever sees the overhead coming. :V
Eclipse Posted May 23, 2010 Author Posted May 23, 2010 ^ I'm starting to really enjoy the mindgames since I die if I don't use them. ._. And 6A is my new favorite move. No one ever sees the overhead coming. :V It's so slow though, haha. I want to get into the habit of using Ressenga as my primary overhead. Only because it looks cooler though. Despite what I said, I believe 6A could be faster than Ressenga anyways. Since you need to go into the stance first.
FlyingVe Posted May 24, 2010 Posted May 24, 2010 6A is 22 frames, and Ressenga is a total of 25 (stance plus attack). In addition, the proration on 6A better than ressenga. So basically 6A is a much better overhead in most situations. The only advantages to Ressenga are that is covers a decent distance and it jumps over lows/throws.
Wolf Pup TK Posted May 24, 2010 Posted May 24, 2010 6A is 22 frames, and Ressenga is a total of 25 (stance plus attack). In addition, the proration on 6A better than ressenga. So basically 6A is a much better overhead in most situations. The only advantages to Ressenga are that is covers a decent distance and it jumps over lows/throws. But if you're not following up with Jayoku, 6A becomes a dead hit, while 214D~A leads to a 2k combo and good heat.
Eclipse Posted May 24, 2010 Author Posted May 24, 2010 True Dat, but when won't you have meter as hazama? Valid point, haha... But in the very beginning of the match. Or shortly after using a Jayoku FC. But you'll usually build meter with the followup or completely destroy your opponent anyways. Nonetheless, in the beginning, or when applying mixup, I think Ressenga is better. But when going for the overhead Jayoku, and when you're close to your opponent... 6A. This thread has strayed a little off topic. Any new suggestions on practical combos? Or better yet, some new damage figures?
Fireryda Posted May 24, 2010 Posted May 24, 2010 This thread has strayed a little off topic. Any new suggestions on practical combos? Or better yet, some new damage figures? Apart from some missing damaging figures, I'm pretty sure we covered everything. I have other combos but they're just retarded and a complete waste of meter. 100 heat for 3.7k damage what? 5c>3c>214d~c>5c>2c>4d~a>4d~d>j.214b(rc)>4d~d>5c>236236b>4d~ax2>4d~d>j.214b# alot of the rest is just improvisation on the combos.
Eclipse Posted May 24, 2010 Author Posted May 24, 2010 Apart from some missing damaging figures, I'm pretty sure we covered everything. I have other combos but they're just retarded and a complete waste of meter. 100 heat for 3.7k damage what? 5c>3c>214d~c>5c>2c>4d~a>4d~d>j.214b(rc)>4d~d>5c>236236b>4d~ax2>4d~d>j.214b# alot of the rest is just improvisation on the combos. I believe we did cover all of the combos. Until the console version gets released, we're pretty much set. I'm a little worried they'll make major changes to Hazama when it hits the consoles. You think they'll keep his BnB's and FC Punish Jayoku's? ... If they have that, his gameplay really can't be changes all so much... Also, I wanted advice on the timing of a few situations if anyone can explain it well. After Jayoku Houtenjin (236236B), it's always difficult for me to know when to dash and use 214D~C. 6D~A x 2 is a lot easier than dashing at the correct time. I have the same problem with Jakou, I can pull off a Mizuchi Rekkazan (632146C) quite easily, but always have trouble dashing into 3C. Does anyone have advice for the exact timing to dash after Jayoku and Jakou? Or should I just mash 44 or 66 depending on my position?
PhantomX Posted May 24, 2010 Posted May 24, 2010 Most of the time you don't even need to dash, 214D~C has huge range, so just hold forward and walk a bit, and then do a quick uncharged Zaneiga if you're worried, like 200 less damage from that one move, but at least you get the followup and meter. I still think getting Mizuchi after Jakou is way harder than 3C, haha. For the dash input it as they're about to hit the floor, iirc.
Eclipse Posted May 25, 2010 Author Posted May 25, 2010 Most of the time you don't even need to dash, 214D~C has huge range, so just hold forward and walk a bit, and then do a quick uncharged Zaneiga if you're worried, like 200 less damage from that one move, but at least you get the followup and meter. I still think getting Mizuchi after Jakou is way harder than 3C, haha. For the dash input it as they're about to hit the floor, iirc. Thanks for the advice. I'll try it out later tonight. And yeah, I was getting good at walking forward into 214D~C, but I want to pull the charged one off a little more like Buppa does, haha.
PhantomX Posted May 25, 2010 Posted May 25, 2010 Does Buppa dash into Zaneiga? Usually he does it after a comboed Jayoku, which never hits far enough away for you to have to dash... that'll only happen on random Jayokus or reversal Jayokus, at which point it's probably easier/better to do the 6/4D version of the combo.
Fireryda Posted May 25, 2010 Posted May 25, 2010 Does Buppa dash into Zaneiga? Usually he does it after a comboed Jayoku, which never hits far enough away for you to have to dash... that'll only happen on random Jayokus or reversal Jayokus, at which point it's probably easier/better to do the 6/4D version of the combo. You don't always have to dash into zaneiga after a Jayoku. Only if you hit them at the edge of your Jayoku hitbox (it has like Ragna's 5B range). You have enough time to do what you want though. A zaneiga combo after a Jayoku is good because it builds HEAPS of meter since you can do the relaunch (j.cx5 > 2c > 4d~d > j.214b#). Compared to the 6D it's really hard to get them in the optimal position to do as much damage (6d~a x3 > 6d~d). If you hit 2 chains then chain +follow up it does the same damage as doing a zaneiga follow up. If you're near the corner though, definately go for 6D > 623D. On a sweep , if your sweep hits close don't dash > zaneiga as the zaneiga will make them crossup and you'll have to do 5b>2c and you'll be losing damage (if you don't hit the wrong way..) Afaik. Buppa does zaneiga > dash (crossup) 5b > 2c > 4d > 623D when the opponent is in the corner to go for the relaunch combo.
Eclipse Posted May 25, 2010 Author Posted May 25, 2010 You don't always have to dash into zaneiga after a Jayoku. Only if you hit them at the edge of your Jayoku hitbox (it has like Ragna's 5B range). You have enough time to do what you want though. A zaneiga combo after a Jayoku is good because it builds HEAPS of meter since you can do the relaunch (j.cx5 > 2c > 4d~d > j.214b#). Compared to the 6D it's really hard to get them in the optimal position to do as much damage (6d~a x3 > 6d~d). If you hit 2 chains then chain +follow up it does the same damage as doing a zaneiga follow up. If you're near the corner though, definately go for 6D > 623D. On a sweep , if your sweep hits close don't dash > zaneiga as the zaneiga will make them crossup and you'll have to do 5b>2c and you'll be losing damage (if you don't hit the wrong way..) Afaik. Buppa does zaneiga > dash (crossup) 5b > 2c > 4d > 623D when the opponent is in the corner to go for the relaunch combo. I see, so I'll never have to dash into Zaneiga unless I hit with the very tip of Jayoku. That's good to know. And I already know about the crossup and what followup I should use depending on the situation. Personally, I find 6D~A > 623D with the corner follow up much easier than adjusting my distance and Zaneiga. I think I figured out a few of my flaws like pressing C too early during Zaneiga, and I end up shooting my chain updwards.
Fireryda Posted May 30, 2010 Posted May 30, 2010 http://www.youtube.com/watch?v=fK_xjygiDIw#t=3m55s Zakiyama does 236236B (non-FC) > 6d~ax3 > 623d > j.6d~d > 5c >j.c (dropped combo ) for at least 5k damage. so it looks like any combo with 623d > j.6d~d can be done on rachel maybe.. man i love how Zakiyama plays.
Eclipse Posted May 30, 2010 Author Posted May 30, 2010 http://www.youtube.com/watch?v=fK_xjygiDIw#t=3m55s Zakiyama does 236236B (non-FC) > 6d~ax3 > 623d > j.6d~d > 5c >j.c (dropped combo ) for at least 5k damage. so it looks like any combo with 623d > j.6d~d can be done on rachel maybe.. man i love how Zakiyama plays. I still love how he plays, but I'm more of a Buppa fan now, since he's constantly on his opponent and doesn't rely as much on IB'ing... Which I can't do. Nice combo though, too bad I won't see many Rachels online to use it on :8/: Haha. Unless they balance it more of course.
Wolf Pup TK Posted June 2, 2010 Posted June 2, 2010 So I've been thinking... Maybe there is a way to break 8k if we can figure out a way to get 3 supers in one combo. I mean, Hazama does gain heat like a beast. I haven't tested anything of the sort, but maybe something along the lines of.... Jayoku (FC) > 6Dx3 > 623D > 3C > Jayoku > 214D~~C > 5C > j.Cx5 > Jayoku > 214D~~C > 5C > j.Cx5(or 10?) > 214B? I dunno, am I on crack? I just feel like there should be SOME feasable way to start with 100 heat and get 3 supers...
kid viper Posted June 2, 2010 Posted June 2, 2010 hazama can break 10k http://zoome.jp/sculpture/diary/9/
Eclipse Posted June 2, 2010 Author Posted June 2, 2010 hazama can break 10k http://zoome.jp/sculpture/diary/9/ Wow, I'm not going to lie. That was the most awesome epic combo I have seen in my life. And Wolf Pup TK, you may be able to pull off 3 Jayoku's, but the problem isn't the fact that you can't build enough heat... It's the fact that it blue beats automatically. I think it has something to do with the number of hits in a combo, or the number of times you used the same attack, etc.
PhantomX Posted June 2, 2010 Posted June 2, 2010 That combo blew my mind... I guess he couldn't have landed the 3C > Jayoku there instead of Mizuchi?
Wolf Pup TK Posted June 2, 2010 Posted June 2, 2010 That combo blew my mind... I guess he couldn't have landed the 3C > Jayoku there instead of Mizuchi? At that point, Mizuchi deals more damage because of the proration, and the combo count was too high to followup after Jayoku. I'm surprised about some of the moves used though; Starting with 5A, using 6C... I bet it can be tweaked to do even more damage. o.o Also... can this work on non-tager? I -think- you can connect j.6D after Jakou if the spacing is just right, but I'm not sure.
PhantomX Posted June 2, 2010 Posted June 2, 2010 If it can work on anyone else at all, it would be Rachel, but that's it. I mean, look at that first Jakou, it's not even touching Tager, lol. No one else has a hurtbox that huge... then again, you could just Jakou earlier.
kid viper Posted June 3, 2010 Posted June 3, 2010 5a 5b did not start the combo. it was 6C CH > dashing Jayoku
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