Zeron_X25 Posted May 23, 2011 Posted May 23, 2011 Even Buppa misses his FC Jayoku combos sometimes. The timing on that is so bullshit. It's very deceiving when the opponent actually hits the ground.
Sasame Kiryu Posted May 23, 2011 Posted May 23, 2011 (edited) Even Buppa misses his FC Jayoku combos sometimes. The timing on that is so bullshit. It's very deceiving when the opponent actually hits the ground. This. I drop it a lot online. It could also have a problem to do with my worn out microswitches though... I can't tell. Man, from all the talk in here, maybe I should get BB on XBOX. Trolling scrubs is always fun. ::EDIT:: I forgot to ask, are there any combos that start with 5a, or is it just something really annoying to interrupt other people's combos? Edited May 23, 2011 by Sasame Kiryu
Zeron_X25 Posted May 23, 2011 Posted May 23, 2011 What...? There are like tons of combos that start with 5a ._.
Sasame Kiryu Posted May 23, 2011 Posted May 23, 2011 Okay, now I feel dumb now. I just remembered that I can connect 5a>5b>5c>3c, which means houtenjin>$$$ Maybe I just mash 5a too much. Bad habit.
Kazuki Slice Posted May 23, 2011 Posted May 23, 2011 Well 5a really scales the damage alot, so imo I would opt out of using bar unless its going to kill. also you cant do the full combo houtenjin combo mid-screen with a 5a starter, they'll tech out, during the j.7/8/9D. so you'd be better off doing 5A into a normal bnb. Off of a 5A anti-air you can do 5A>5C>6D~A>4D~D>j.B>j.C x2>JC>j.C x 5> j.214B. or 5A>5C>623D though for this one I only use it when near or in a corner so I can continue after the 623D.
Zidane Posted May 23, 2011 Author Posted May 23, 2011 You could do 5A 2A / 2A 2A / etc Hotenjin and still get the relaunch off if you omit 214DC. You can do 5A Hotenjin full relaunch combo.
Sasame Kiryu Posted May 23, 2011 Posted May 23, 2011 You can do 5A Hotenjin full relaunch combo. Oh wow. That one I didn't know. I really need to practice some of that then >_< Getting off a basic BnB is what I usually do, so I suppose I haven't been doing it too wrong then.
Justice7541 Posted May 24, 2011 Posted May 24, 2011 5A is actually not bad proration all around. It's about the same as 5B so you can just hit 5A > shit about the same way you'd hit 5B > shit. 2A is what will really rape your damage.
Guymam Posted May 24, 2011 Posted May 24, 2011 (edited) Combo I found: (Opponent in Air) j.5D~D [*j.B] j.214B RC 5C 2C 6D~A 4D~A j.7D~A 623D j.6D~D 66C 2C jc j.CCCCC (*5C sjc j.CCCCC j.214B) Damage: 3.5K Heat gain: -50+ 61 -or- (*optional branching ender) 5C 623D 66 3C 214D~A or 236D Damage: ~3.4K Heat Gain: -50 + 63 [*Can be omitted] Damage: 3.7K Heat gain: 58 -or- Damage: ~3.7K Heat Gain: ~60 This is indeed a rapid cancel combo. Its damage isn't amazing by the standards of using 50 meter his other combos set, but it does turn a random hit confirm of something you usually can't get too much off of into a pretty fearsome punishment tool for effective zoning. The heat gain means you have to spend fifty initially, which may make it seem impractical because that's a Hotenjin, but you regain 61 meter and the relatively decent oki j.214B gives you. You can also swap out the ender of 5C sjc j.CCCCC j.214B for 5C 623D 66 3C 214D~A for the oki. Personally, sjc ender is easier for me, but since it's a relaunch combo, there shouldn't be a problem. Also, by omitting the initial j.B before the j.214B, you change the damage to 3.7K and the heat gain to 58. Of course, it red beats all the way. If this combo is already known because of Buppa or the like, cool. I just "found" it playing around in training mode trying to get the most out of random hit confirms. Edited May 24, 2011 by Guymam
Fluck Posted May 24, 2011 Posted May 24, 2011 5A is actually not bad proration all around. It's about the same as 5B so you can just hit 5A > shit about the same way you'd hit 5B > shit. 2A is what will really rape your damage. 5A and 2A have the same proration unless the frame data is incorrect, both have 80 P1 and 84 P2. 5B has 90 P1 and 89 P2, which is considerably better than both.
Eclipse Posted May 24, 2011 Posted May 24, 2011 Couple questions about Hazama and his pressure/ options to escape pressure. For some random reason I use mixup ten times more in CS2, so I'm glad I'm improving. But question 1: I often do j.B > 5B > 214D~A as a pressure string, and it surprises people. I've read that 214D~A is advantageous on block, and I usually follow it up with an immediate 2A. But recently I've noticed that Ragnas are Inferno Divider'ing immediately after 214D~A. If it was advantage on block, wouldn't there be no time frame for them to do so? I've even seen people 2A and 5A me after 214D~A, but it's possible I'm just not quick enough with the input. What can I follow it up with to create tighter gatlings, and not give my opponent's a chance to DP. (Obviously they'll always be able to DP during a stance I enter, but that's why you mix it up and don't use it after 3C.) Second question is what options does Hazama have in the corner when under pressure. Ragna and Makoto get out of my 2A range, so I can't wake up 2A anymore. They usually 5B or whatever Makoto has that keeps me in her range. The problem is when there's a gatling in their blockstring, I jump out. But they predict it and keep pressure on me by jumping in the air and attacking. I need another option to escape pressure. Don't want to use wake up Houtenjins since it's too risky, and 2A's range is too short to work in the situation I'm talking about. Advice?
WUT Posted May 24, 2011 Posted May 24, 2011 Couple questions about Hazama and his pressure/ options to escape pressure. For some random reason I use mixup ten times more in CS2, so I'm glad I'm improving. But question 1: I often do j.B > 5B > 214D~A as a pressure string, and it surprises people. I've read that 214D~A is advantageous on block, and I usually follow it up with an immediate 2A. But recently I've noticed that Ragnas are Inferno Divider'ing immediately after 214D~A. If it was advantage on block, wouldn't there be no time frame for them to do so? I've even seen people 2A and 5A me after 214D~A, but it's possible I'm just not quick enough with the input. What can I follow it up with to create tighter gatlings, and not give my opponent's a chance to DP. (Obviously they'll always be able to DP during a stance I enter, but that's why you mix it up and don't use it after 3C.) Second question is what options does Hazama have in the corner when under pressure. Ragna and Makoto get out of my 2A range, so I can't wake up 2A anymore. They usually 5B or whatever Makoto has that keeps me in her range. The problem is when there's a gatling in their blockstring, I jump out. But they predict it and keep pressure on me by jumping in the air and attacking. I need another option to escape pressure. Don't want to use wake up Houtenjins since it's too risky, and 2A's range is too short to work in the situation I'm talking about. Advice? If the frame data is still correct, the weak version of 214D~A is only +2 on block. This advantage is big enough to stuff any poke attempts that aren't invincible, like your opponent mashing 2A or 5A. DPs like Inferno Divider will still come out uninterrupted. If your opponent instant blocks 214D~A however, you're at -1. This gives your opponent a window to outpoke you should you try to restart pressure. 214D~A doesn't give you enough frame advantage to have a solid pressure string; just enough to let you punish people trying to poke out of your pressure strings. As for Hazama's defensive options, they're rather limited outside of Jayoku. 5A then 2A are your fastest pokes at 5 and 6F respectively, and your only other invincible option is 214D~B, which takes almost twice as long as Jayoku to become invincible. If you're stuck in the corner guarding your best option is to simply barrier guard until they get pushed out far enough and then try to jump away. If they try to stop you from jumping via things like jumping pressure or anti-airs you can punish them with the proper pokes and regain momentum.
LeFartknocker Posted May 24, 2011 Posted May 24, 2011 Couple questions about Hazama and his pressure/ options to escape pressure. For some random reason I use mixup ten times more in CS2, so I'm glad I'm improving. But question 1: I often do j.B > 5B > 214D~A as a pressure string, and it surprises people. I've read that 214D~A is advantageous on block, and I usually follow it up with an immediate 2A. But recently I've noticed that Ragnas are Inferno Divider'ing immediately after 214D~A. If it was advantage on block, wouldn't there be no time frame for them to do so? I've even seen people 2A and 5A me after 214D~A, but it's possible I'm just not quick enough with the input. What can I follow it up with to create tighter gatlings, and not give my opponent's a chance to DP. (Obviously they'll always be able to DP during a stance I enter, but that's why you mix it up and don't use it after 3C.) Second question is what options does Hazama have in the corner when under pressure. Ragna and Makoto get out of my 2A range, so I can't wake up 2A anymore. They usually 5B or whatever Makoto has that keeps me in her range. The problem is when there's a gatling in their blockstring, I jump out. But they predict it and keep pressure on me by jumping in the air and attacking. I need another option to escape pressure. Don't want to use wake up Houtenjins since it's too risky, and 2A's range is too short to work in the situation I'm talking about. Advice? Don't forget about Counter Assaults, the corner is a scary place to be (ESPECIALLY in CS2), and they can totally save your ass. If you don't have/want to spend the meter, try Barrier blocking so you can make room to j.D~D out... Only real options Hazama's got on the defensive like that (outside Houtenjin, but duh).
ZeroRaider Posted May 24, 2011 Posted May 24, 2011 CA may be best. If applied correctly, you can make your opponent try to work to come you and punish any hasteful mistakes trying to regain the pressure. Or keep it at neutral distance (where its usually Hazama's advantage.)
Guymam Posted May 24, 2011 Posted May 24, 2011 5A and 2A have the same proration unless the frame data is incorrect, both have 80 P1 and 84 P2. 5B has 90 P1 and 89 P2, which is considerably better than both. You. You pm'd me on the irc yesterday. Whyz.
Justice7541 Posted May 24, 2011 Posted May 24, 2011 Ragnas will mash ID on everything so there's no reason to really read too much into it. But yeah, if it's airtight a reversal will always go through it. It'd have to be at least +5 on non-IB (+8 on IB) to be able to followup up a move with 5A completely safely. Combo I found: (Opponent in Air) j.5D~D [*j.B] j.214B RC 5C 2C 6D~A 4D~A j.7D~A 623D j.6D~D 66C 2C jc j.CCCCC (*5C sjc j.CCCCC j.214B) Damage: 3.5K Heat gain: -50+ 61 -or- (*optional branching ender) 5C 623D 66 3C 214D~A or 236D Damage: ~3.4K Heat Gain: -50 + 63 [*Can be omitted] Damage: 3.7K Heat gain: 58 -or- Damage: ~3.7K Heat Gain: ~60 This is indeed a rapid cancel combo. Its damage isn't amazing by the standards of using 50 meter his other combos set, but it does turn a random hit confirm of something you usually can't get too much off of into a pretty fearsome punishment tool for effective zoning. The heat gain means you have to spend fifty initially, which may make it seem impractical because that's a Hotenjin, but you regain 61 meter and the relatively decent oki j.214B gives you. You can also swap out the ender of 5C sjc j.CCCCC j.214B for 5C 623D 66 3C 214D~A for the oki. Personally, sjc ender is easier for me, but since it's a relaunch combo, there shouldn't be a problem. Also, by omitting the initial j.B before the j.214B, you change the damage to 3.7K and the heat gain to 58. Of course, it red beats all the way. If this combo is already known because of Buppa or the like, cool. I just "found" it playing around in training mode trying to get the most out of random hit confirms. Real ballers will do j.214B RC j.2C 5C etc. Dunno how the proration works out but it looks mad kawaii and shit.
Zeron_X25 Posted May 24, 2011 Posted May 24, 2011 His fancy combo is from CS1 modified for CS2. lol You could also do RC > j.4D > dash 6C > etc. That looks mad fancier.
Fluck Posted May 25, 2011 Posted May 25, 2011 You. You pm'd me on the irc yesterday. Whyz. I wanted to know what the RC combo looked like. 5C with opponent in the air or grounded?
Eclipse Posted May 25, 2011 Posted May 25, 2011 Thanks for the advice guys. I barely use CA. But ironically, I've been using it sparingly since CS2 came out, as opposed to CS1, when I never used it. I think CA has become a bigger part of BlazBlue now, thanks to the corner pressure system they worked into it. The game feels so much more balanced, diverse, and fresh. I love it. Hope when they make the next BB game, it's done just as well.
YukiBlue Posted May 26, 2011 Posted May 26, 2011 First 214-C into Astral today. Guy was shit, deserved it.
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