Wolf Pup TK Posted June 3, 2010 Posted June 3, 2010 Oh! Okay, that makes much more sense now! I was watching without sound so I didn't hear the "counter!".
redsilversnake Posted June 3, 2010 Posted June 3, 2010 hazama can break 10k http://zoome.jp/sculpture/diary/9/ Damn. That's the kind of badass shit you'd see in a combo movie. Well, if Eclipse wants to add it to the stylish/impractical combos, here's the notation: (CH) 6C>66>236236B>j.C>236236B>(adjust) 4D~A x 4>623D>j.6D~D>5C>4D~A x2>4D~D>gold burst>6D~A>6D~D>gold burst>6D~A x 2>623D>632146C
Fireryda Posted June 3, 2010 Posted June 3, 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... Just to say it again. You can break 8k practically. 5C/6C > 236236B > 4D/6D~A x3 > 623D > dash 3c > 236236B > 4D~Ax3 > 4D~D > j.214B# You have to throw them into the corner for the 2nd 4D~Ax3 to work properly otherwise they can tech out. Timing is really hard though. And I'm 80% sure it doesn't work on Carl since his hitbox is too small to do lots of chains. 5C will bring you just over 8k while i'm assuming 6C will put you around 8.1-8.2k Also that 10k was badass.. although really really really impractical.. 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. I can hit Noel with a wierd Jakou like that in that positioning so, It works on everybody except Carl. Considering Tager's positioning he could've gone for one more 4D~A chain but that would've put him out of jakou range. *Combo is only possible on Tager afaik. Can't get j.6D~D chains to link on any other characters apart from him. Rachel and Haku are a maybe, I've only seen it done after a FC.
koun Posted June 3, 2010 Posted June 3, 2010 Damn. That's the kind of badass shit you'd see in a combo movie. Well, if Eclipse wants to add it to the stylish/impractical combos, here's the notation: (CH) 6C>66>236236B>j.C>236236B>(adjust) 4D~A x 4>623D>j.6D~D>5C>4D~A x2>4D~D>gold burst>6D~A>6D~D>gold burst>6D~A x 2>623D>632146C Wow than is sick just wow and this hz has alot of weird combos. http://zoome.jp/sculpture/diary/12(lol haku) http://zoome.jp/sculpture/diary/13(7914)
g.Bauer Posted June 4, 2010 Posted June 4, 2010 hazama can break 10k http://zoome.jp/sculpture/diary/9/ holy sh1t...
Wrathos Posted June 8, 2010 Posted June 8, 2010 Wow than is sick just wow and this hz has alot of weird combos. http://zoome.jp/sculpture/diary/12(lol haku) http://zoome.jp/sculpture/diary/13(7914) how did that haku tech out of mizuchi?! the combo started off the same as arakune with 623C...
Fireryda Posted June 9, 2010 Posted June 9, 2010 Haven't gotten a chance to test this out but I was thinking, would it be possible to do a double Jakou combo into Jayoku? i.e Hazama in corner. 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b > 214d~c > delay 5c > 2c > 4d~a > 4d~d > 623d > 2b > 5c > 2c > 4d~a > 4d~d > j.214b# I think it might drop after the 2nd 623d before the 3c can connect or sometime shortly after the 214d~c.
Eclipse Posted June 9, 2010 Author Posted June 9, 2010 Haven't gotten a chance to test this out but I was thinking, would it be possible to do a double Jakou combo into Jayoku? i.e Hazama in corner. 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b > 214d~c > delay 5c > 2c > 4d~a > 4d~d > 623d > 2b > 5c > 2c > 4d~a > 4d~d > j.214b# I think it might drop after the 2nd 623d before the 3c can connect or sometime shortly after the 214d~c. Wow, so many Jakou's in there I lost count, haha. I'll definitely try testing it later if I get the chance. Three total, I'm almost certain that after the second Jayoku you won't be able to follow up with Jakou and the corner combo from 2B. If you drop that part and make it 214D~C to the normal followup after a Jayoku, it might work. Nonetheless, I'll try it later and let you know of my results.
ARC-IX Posted June 10, 2010 Posted June 10, 2010 weird, i don't know how u all get the 623D > 6C / 623D > j.6D O.o, i tried it @ the fastest possible but they all seems to teck
Eclipse Posted June 10, 2010 Author Posted June 10, 2010 Haven't gotten a chance to test this out but I was thinking, would it be possible to do a double Jakou combo into Jayoku? i.e Hazama in corner. 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b > 214d~c > delay 5c > 2c > 4d~a > 4d~d > 623d > 2b > 5c > 2c > 4d~a > 4d~d > j.214b# I think it might drop after the 2nd 623d before the 3c can connect or sometime shortly after the 214d~c. I tried this earlier: 236236B (FC) > [6D~A x 2] > 623D > 3C > 236236B (FC) > 2B > 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# And it actually blue beated when I got to the last 5C. I bolded it to show you where it blue beated. I'm assuming if the above combo doesn't work, then your aforementioned one wouldn't either since it uses 623D three times as opposed to two. I could be wrong, but I'm pretty sure it'd blue beat. Edit: Arc-IX, I'm not quite sure what you mean by that combo. 623D doesn't combo into 6C or another 623D. Did you mean 623D > (Dash) 3C? I can assure you that it won't blue beat if you're fast enough. It was actually really difficult for me at first, and comboing into his portal distortion drive (632146C) was even easier. Unfortunately, now it's the opposite, but that's another story...
ARC-IX Posted June 10, 2010 Posted June 10, 2010 oh yeh its 3C XD lol, urgh, on ur combo , y does it FC twice? lol :9 still cant do the 623D > (Dash)3C its still all blue EDIT: Ok nvm, i got it, must start with 6D and not 4D lol Then what about 623D > j.6D O.o
Eclipse Posted June 10, 2010 Author Posted June 10, 2010 oh yeh its 3C XD lol, urgh, on ur combo , y does it FC twice? lol :9 still cant do the 623D > (Dash)3C its still all blue Oh, the double fatal counter was a mistake on my part. In fact, neither hit actually needs to be a FC. Anyways, keep working at 3C. In my opinion, the best way to get it would be dashing as soon as you see Hazama detach his opponent from the chain. You may not be hitting them high enough to follow up either. You usually have to use 4D~A x 2 or a high 623D after Jayoku and the followups. Hope that helps. Just wait until the end of Jayoku's animation. The higher they are, the easier it is. Edit: You can do it from 4D~A as long as it's used twice to hit them high enough. Just saw your edit.
ARC-IX Posted June 10, 2010 Posted June 10, 2010 ok got it ty. damn the j.6D is 1 pain in the ass Normalizing Jyayoku's 4D always hits too high then 2nd 4D whiffs
Fireryda Posted June 10, 2010 Posted June 10, 2010 I tried this earlier: 236236B (FC) > [6D~A x 2] > 623D > 3C > 236236B (FC) > 2B > 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# And it actually blue beated when I got to the last 5C. I bolded it to show you where it blue beated. I'm assuming if the above combo doesn't work, then your aforementioned one wouldn't either since it uses 623D three times as opposed to two. I could be wrong, but I'm pretty sure it'd blue beat. Sounds about right that it should bluebeat around there. Cheers for trying. Well it might set up some mean oki game though. 5a(ch) > Jayoku links so it's possible to do like 4k+ off a 5a. Also for the drive starter combos I've been doing from furthest range. 5D~D > j.a whiff > 3c > 214d~c > 5c > 2c > 4d~a > 4d~d > j.214b# and it hits ~2600 (Not including the mix-ups of chain-in overhead/low ). Since 3c connects its possible to do 5D~D > j.a whiff > 236236B > whatever though the damage doesn't look too great from it. *Edit For the combo I mentioned earlier, This worked 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b. It might be possible to follow up the 2nd 236236b but i dropped the combo
Eclipse Posted June 10, 2010 Author Posted June 10, 2010 Also for the drive starter combos I've been doing from furthest range. 5D~D > j.a whiff > 3c > 214d~c > 5c > 2c > 4d~a > 4d~d > j.214b# and it hits ~2600 (Not including the mix-ups of chain-in overhead/low ). Since 3c connects its possible to do 5D~D > j.a whiff > 236236B > whatever though the damage doesn't look too great from it. *Edit For the combo I mentioned earlier, This worked 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b. It might be possible to follow up the 2nd 236236b but i dropped the combo Nice, maybe following up the second 236236B with the normal 214D~C > 5C > 2C > 4D~D > j.214B# will work. Hopefully it does, and we can all extend our 100% heat combo a bit. As for the whiffing j.A's, does that actually red beat (Because of the hit stun on the chain)? Or is it more of a mind game to play with your opponent on blocked chain, etc? I could use some more tricks on coming in on the chain, so I could see it being valuable. And if I'm not mistaken 2600 is more damage than the traditional drive starters do. Edit: It's good to see you back on the forum Fireryda, it seems like it's been a while since you've been on. Then again, I may just be looking in the wrong threads here, haha.
Fireryda Posted June 10, 2010 Posted June 10, 2010 I've always been around ;P Just nothing to add.. trying to learn Lambda and Rachel since my Hazama is kinda at a stump atm. Trying to get out of a habit of auto-piloting. But yeah for the 2nd 236236B, I doubt that it'll be possible to do a 214d~c follow up as they'll most likely tech between j.c hits or 214d~c > 5c. Might be able to do 4D/6D~a x2/3 > 623D but thats about it. On a D follow up, throwing out a move will stop your momentum. Like a 5D~D no inputs at full screen will just launch you over the other player thats why you use j.2c / b so it stops you moving foward so fast and puts you infront of them. The j.a is the same purpose as j.2c except you don't hit them and just go straight to a 3c. It's more obvious from a j.6d~d > 3c since that brings you down to the ground faster because you're going at an angle. It's probably better to just hit them with a j.2c anyways. On a blocked chain it makes entry fairly safe as you can j.a whiff and barrier as you fly towards them or condition them to expect overheads and suddenly cut your drive short into a low. I'm not positive on the damage values but I'm pretty sure it's around there. Most times on chain hits I do j.2c > 3c and missing out on the 5b entirely. It's probably better to do this stuff if you plan to go into a Jayoku from a drive starter or into a really long combo so the proration doesn't ramp up. Don't think it makes much of a difference if you go into a normal bnb since theres not enough hits to prorate it significantly.
Fireryda Posted June 11, 2010 Posted June 11, 2010 Nothing wrong with 5b. It's a good normal, fast and advantageous on block. I just don't use it much in combos. Also any idea on if the subsequent hits of j.c prorate as well or just 1st hit proration carries.
ARC-IX Posted June 11, 2010 Posted June 11, 2010 i think they prorate on each hit. becuz, if they prorate on 1st hit, the damage output would have been somewhere around Ragna's O.o?
Eclipse Posted June 11, 2010 Author Posted June 11, 2010 Nothing wrong with 5b. It's a good normal, fast and advantageous on block. I just don't use it much in combos. Also any idea on if the subsequent hits of j.c prorate as well or just 1st hit proration carries. I wish I could answer your question, but I'm no expert on proration. If I had to guess, I'd say all the hits prorate. Has anyone has a chance to face unlimited Ragna on Hell difficulty yet? Is it me or does the AI in this game seem more intelligent. Well, maybe not more intelligent... But more developed combos than the first game.
ARC-IX Posted June 11, 2010 Posted June 11, 2010 I cant even get pass Haku on Score Attack mode, his counter ability is seriously too, annoying . and i think the AI got more intelligent due to the fact that they read your output commands faster and then recalculate the frame data and finally stick out something to counter u lol, Nothing wrong with 5b. It's a good normal, fast and advantageous on block. I just don't use it much in combos. Also any idea on if the subsequent hits of j.c prorate as well or just 1st hit proration carries. The 5th hit also gives bonus 110% proration so my guess is that they prorate on each hit
Fireryda Posted June 11, 2010 Posted June 11, 2010 Score attack mode is easy~ Well easier than dealing with my local Litchi and Bang players thats for sure lol. To beat Unlimited Hakumen just stay out of his 4c range and 214d~b ch him into combo when he jumps in. preferably to jakou so he's far away from you. repeat until death. Unlimited Ragna, dodge that shit and just chain confirm into combo for meter and IB jayoku his stuff. If he's close range do safe pokes like 5b and watch out for his command grab. Whiffing anything will make you eat a 5k carnage scissors and for the love of god when you're getting combo'd TECH. his drive adds so much damage And yeah seems like j.c prorates on every hit then.
Eclipse Posted June 11, 2010 Author Posted June 11, 2010 Score attack mode is easy~ Well easier than dealing with my local Litchi and Bang players thats for sure lol. To beat Unlimited Hakumen just stay out of his 4c range and 214d~b ch him into combo when he jumps in. preferably to jakou so he's far away from you. repeat until death. Unlimited Ragna, dodge that shit and just chain confirm into combo for meter and IB jayoku his stuff. If he's close range do safe pokes like 5b and watch out for his command grab. Whiffing anything will make you eat a 5k carnage scissors and for the love of god when you're getting combo'd TECH. his drive adds so much damage And yeah seems like j.c prorates on every hit then. On unlimited Ragna, I actually rarely hit confirm with the chain. I tend to block and punish him with a BnB or a FC'd Jayoku when I have meter. I've found that this was the easiest way for me to defeat him quickly. Once you get used to his pressure, it's pretty easy to block. My main problem relying on punishment the whole time was losing all my guard primers insanely quickly. And even when I barrier guard, his second hit of Carnage Scissors takes nearly half of the meter away from me. It's more or less a race for time with him. Since I try to kill him before he can destroy all of my guard primers.
Fireryda Posted June 11, 2010 Posted June 11, 2010 you can smack him between the hits.. the delay is MASSIVE. getting hit recovers his health so much though ><
PhantomX Posted June 11, 2010 Posted June 11, 2010 Unlimited Ragna SUCKS, because he takes forever to kill and is so freaking fast, haha. Most AI has some exploitable thing you can do to punish them, so Score Attack isn't so bad.
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