Ghost Beef Posted June 23, 2010 Posted June 23, 2010 that's what i said.. like 5-6 posts back >_> 5c and 2c pushes the enemy a certain amount upwards. By delaying the 5c after the 214d~c you'll lower the amount of height they gain and hence jakou won't whiff. For characters like Haku, Tager and Rachel you don't really need to delay the 5c since they're wide/massive (insert geometric description here ;P) But if you get into the habit of delaying it, it'll work for everybody. Yeah. I guess I should have said "You found my problem guys..." :P Because yeah once I started canceling into Jakou it works like 90% of the time. The other 10% you just need to delay the 5C on. Made up statistics ftw.
Ssuusshhii Posted July 4, 2010 Posted July 4, 2010 So uh, I feel a little silly for asking this, but how do I hit more than 1 chain in a combo? I cancel it after the hit, but the second chain whiffs.
Arifureta Posted July 4, 2010 Posted July 4, 2010 If you're talking about hitting them in the air with it, it's totally dependent on their position in the air, or, if you're doing it in mid-combo, on the amount of proration (hitstun?) your combo has the moment you decide to go for the chains. If you think you've hit them too many times before the launcher, just stick to 1 hit. Don't get greedy. :V If you're talking about ground chains, you can only hit them with a second chain if the first hit was a counterhit.
Ssuusshhii Posted July 4, 2010 Posted July 4, 2010 If you're talking about hitting them in the air with it, it's totally dependent on their position in the air, or, if you're doing it in mid-combo, on the amount of proration (hitstun?) your combo has the moment you decide to go for the chains. If you think you've hit them too many times before the launcher, just stick to 1 hit. Don't get greedy. :V If you're talking about ground chains, you can only hit them with a second chain if the first hit was a counterhit. I'm talking about hitting them in the air. It's kind of weird, because my friend told me that I have to retract it before the snake head clamps down, but there's no way I can retract it before it happens. I'm also doing: 5B 3C 214D~C jc*N 2C 4D~A 4D 623D
Arifureta Posted July 4, 2010 Posted July 4, 2010 I'm also doing: 5B 3C 214D~C jc*N 2C 4D~A 4D 623D Note: If you think you've hit them too many times before the launcher, just stick to 1 hit. Don't get greedy. :V I usually go with the I-hit-him-more-than-twice-before-3c-so-I'll-just-go-for-the-shorter-combo strategy.
Fireryda Posted July 5, 2010 Posted July 5, 2010 I'm talking about hitting them in the air. It's kind of weird, because my friend told me that I have to retract it before the snake head clamps down, but there's no way I can retract it before it happens. I'm also doing: From my experience. That's only if you're going for 4-5 chains after a Jayoku. It's a bit difficult to time but once you get used to it you notice that the chain hits him and comes back instantly.. Well that's what it seems like to me. For some reason when I hit him with the chain before retracting theres a slight delay. also 5B 3C 214D~C jc*N 2C 4D~A 4D 623D Is it possible to do 214d~c > j.c*N and get all the hits in? I thought they'd be too low for that.
DF2K Posted July 5, 2010 Posted July 5, 2010 Hazama's Mission 10 combo: 6c CH, 5d-d, j.b+c, land, jayoku, 6d-a, 623d, 663c, jayoku, 214d~~c, 5c, 2c, 4d-a, 4d-d, #214b (7990) The j.b+c is to stop the forward momentum from 5d-d so he can fall to the ground and Jayoku. Sorry if this has been discussed already, just thought I'd post it here for those who haven't seen it yet. SOURCE: http://www.youtube.com/watch?v=sa9eWn6Zqxc#t=2m30s
Fireryda Posted July 5, 2010 Posted July 5, 2010 dont think it has but going through that, it's possible to add more 6d~a's then DC into 3c jayoku for at least 8200+ damage the 6c CH starter and 5d don't prorate much and are just adding on free damage.
Eclipse Posted July 5, 2010 Author Posted July 5, 2010 Yeah, but 6C CH starter is pretty impractical in a professional match though. Interesting combo nonetheless. I wondered what I was missing at the 5D~D part, so the air throw stops the momentum... I understand now, thanks for clearing that up. Is it possible to do 214d~c > j.c*N and get all the hits in? I thought they'd be too low for that. I think he means: 5B > 3C > 214D~C > 5C > (JC) [j.Cx5] > (Land) 2C > 4D~D > j.214B# The thing is, it's impossible to use more than one 4D~A in that combo, or any for that matter... since it will automatically blue beat. You have to go straight to the 4D~D unless there's something really weird going on like some CH or FC, etc.
Fireryda Posted July 5, 2010 Posted July 5, 2010 yeah thats what i was thinking. While a 6C CH starter is rare, it isn't difficult to nail a 6C against fairly good players. It's a pretty decent get away ticket.
Eclipse Posted July 5, 2010 Author Posted July 5, 2010 I see. I'm no good at it though. Any tricks you'd recommend? I've tried timing it when I'm up close, but it never works. I think I might have to use it from a distance when I predict my opponent is going to rush me. And do you know if all 3 knives need to hit for it to be a CH, or can 1-2 still cause the same effect/CH stun, etc.
Fireryda Posted July 5, 2010 Posted July 5, 2010 if any of them hit they'll have the same CH stun. I generally don't use it up close as it's pretty suicidal. Only for a delayed pressure ender or oki. Isn't an attack that should be used a lot as it has a risky startup.
Ghost Beef Posted July 5, 2010 Posted July 5, 2010 Having trouble getting 3C > Jayoku to connect after a Jakou. Any advice? I may just be too slow as they usually tech after the 3C and I catch Jayoku while they're inv.
Eclipse Posted July 5, 2010 Author Posted July 5, 2010 If that's the case, then you're doing it too slow Ghost Beef. I have trouble getting the Dash 3C down myself. The thing is, when you do a normal 3C > Jayoku, you have plenty of time for the followup, since they trip and the input time is great, because they're stunned so long. On the other hand, after Jakou, the bounce very slightly on the ground, so you need to 3C > Jayoku extremely fast. My best recommendation to master it is practicing 3C to Jayoku lighting fast by itself, in training mode, if you have access to it. You can even start buffering the 236236B motion during the 3C. You just have to be lighting fast bud, good luck.
Ghost Beef Posted July 6, 2010 Posted July 6, 2010 If that's the case, then you're doing it too slow Ghost Beef. I have trouble getting the Dash 3C down myself. The thing is, when you do a normal 3C > Jayoku, you have plenty of time for the followup, since they trip and the input time is great, because they're stunned so long. On the other hand, after Jakou, the bounce very slightly on the ground, so you need to 3C > Jayoku extremely fast. My best recommendation to master it is practicing 3C to Jayoku lighting fast by itself, in training mode, if you have access to it. You can even start buffering the 236236B motion during the 3C. You just have to be lighting fast bud, good luck. Haha, nope... been doing all this crap on the arcade version. Such a pain in the ass to practice on even in sparring mode, the AI just sits there and pokes you randomly >:| Edit: Actually I don't think I've tried buffering it during 3C. Definitely will give that a try that'll probably help a ton. Edit numero dos: What's Hazama's safest AA? 2C and 5C feel alright but seem too punishable.
ARC-IX Posted July 6, 2010 Posted July 6, 2010 For AA, i would prefer either 214D~B or sj.2C (if fast enough)
kid viper Posted July 6, 2010 Posted July 6, 2010 5a or 2c also please stop posting stuff in the wrong thread. it really is annoying going into a thread thinking someone either posted a new combo or something and it's just a question about gameplay. :\
ARC-IX Posted July 6, 2010 Posted July 6, 2010 new combo? ok here's 1 before i left Hazama XD 5B > 3C > 214D~A > 5A > 5C > 4D~A > j.214B#
Eclipse Posted July 6, 2010 Author Posted July 6, 2010 new combo? ok here's 1 before i left Hazama XD 5B > 3C > 214D~A > 5A > 5C > 4D~A > j.214B# I actually tried this combo out myself a few weeks ago. I like it, it's very flashy. I think Fireryda has the patton on this one though. I'll check the combo thread now, but I believe it's been submitted a long time ago. Edit: Yeah already found this combo in the flashy section. Decent damage for a flashy combo too.: 5B > 3C > 214D~A > 5A > 5C > 4D~A > 4D~D > j.214B# Damage: ~2763
Fireryda Posted July 6, 2010 Posted July 6, 2010 totally mine~ it's possible to start combo off a standing 214d~a non-charged though. Requires a certain spacing and is a pretty small frame window link. 214d~a > 5a > 5b > 3c > 214d~c > 5c > 2c > 4d~a > j.cx5 > j.214b might have to remove 2c > 4d~a because of untech time.. can't remember Damage is crap.. something around ~1800-1900.
DF2K Posted July 6, 2010 Posted July 6, 2010 That combo is actually pretty good in the corner if you plan to use 214d-a in a block string and your opponent gets eager and tries to jump out. Edit: Well obviously not the WHOLE combo listed above, more like: 214d-a, 5a, 5c, 4d-d, #j.214b
Eclipse Posted July 6, 2010 Author Posted July 6, 2010 totally mine~ it's possible to start combo off a standing 214d~a non-charged though. Requires a certain spacing and is a pretty small frame window link. 214d~a > 5a > 5b > 3c > 214d~c > 5c > 2c > 4d~a > j.cx5 > j.214b might have to remove 2c > 4d~a because of untech time.. can't remember Damage is crap.. something around ~1800-1900. Yeah, I remember when we learned that 214D~A combos into 5A without crouching, charge, or CH. The damage is low though, so I don't think it's really worth it. Still a viable option if you happen to catch someone off guard with a Ressenga though.
Arifureta Posted July 6, 2010 Posted July 6, 2010 Have some flashy: 5B > 3C > 214D~C > 5C > 2C > 4D~D > j.CxN > RC > 44 > 4D~D > 2B > 5C > 2C > 4D~D > j.214B# Though 2B could be changed to 5C if it picks them up.
kid viper Posted July 6, 2010 Posted July 6, 2010 just omit the 2b>5c part of the combo and you're fine
PhoenixBR Posted July 7, 2010 Posted July 7, 2010 Somebody help me out, please. I have a couple of doubts about some of his combos. I have to use my DS3 to play BBCS, that might be the problem as I'm used to playing with arcade sticks. Anyway, here it goes: 1- When exactly can I do [...] 2C > 4D~A > 4D~D [...]? Is that character specific or something? 2- How do I get stuff like (66)3C, 2B and 5C (on large characters) to hit after Jakou? I'm pretty sure it has something to do with the opponent's height in the moment you swing them down to the ground... what's the timing / spacing then? Sorry if those questions were already answered (probably were), but there are too many pages to go through... D=
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