lindseyboi Posted August 24, 2011 Posted August 24, 2011 what is the notation for the relaunch combo?
Zeron_X25 Posted August 24, 2011 Posted August 24, 2011 stuff > j.6D > stuff > dash 2C or dash 5C 2C > stuff
Justice7541 Posted August 24, 2011 Posted August 24, 2011 Silly char-specific combos is go: Against Jin and maybe some others, I didn't go through the entire roster: Whatever in corner > 3C 236D 3C 214D~C 66 6C 66 2C j.Cx5 5C 4D~D j.Cx5 = 58% meter off 5B and 3.1k. You can also corner throw > 3C 214D~C 3C 236D 3C 214D~C etc. like a boss, not really worth it in a practical sense though.
lindseyboi Posted August 24, 2011 Posted August 24, 2011 how can i practice hitting j6DD without doing the whole hotenjin combo?
Lord Knight Posted August 24, 2011 Posted August 24, 2011 So another question (so if it's been answered before). So, the relaunch combo with jump chain works on everyone, right? Well, after jump chain into like... pull yourself in and you do 66 6C, I've notice some players would do 6A instead of 6C. Is 6A character specific, and if so, is it better? the 6a works on everyone, but it helps with annoying hitboxes i use it against litchi and carl
YukiBlue Posted August 24, 2011 Posted August 24, 2011 how can i practice hitting j6DD without doing the whole hotenjin combo?Record yourself doing a Super Double Jump with Bang?
Putin Posted August 24, 2011 Posted August 24, 2011 Relauching after air grabs seems way harder than after CH 3C or Houtenjin. It feels like I get too close to them, with or without including Zaneiga. They usually tech after some of the chains, which rarely happens to me. Except for Litchi. Same with CH Hirentotsu. Sometimes. Also, what are your airgrab options after j6DD>66C>66 other than 5C>2C>air stuff? Can you replace air stuff with another Jakou>66>3C>Jabaki/Rassenga/Mizuchi? /wishful thinking. I've been wondering what you guys do when they hit on the corner after the first Jakou and they're too close to j6DD even after back jumping. I do know it includes 3C>Jabaki.
Justice7541 Posted August 25, 2011 Posted August 25, 2011 Relauching after air grabs seems way harder than after CH 3C or Houtenjin. It feels like I get too close to them, with or without including Zaneiga. They usually tech after some of the chains, which rarely happens to me. Except for Litchi. Same with CH Hirentotsu. Sometimes. Also, what are your airgrab options after j6DD>66C>66 other than 5C>2C>air stuff? Can you replace air stuff with another Jakou>66>3C>Jabaki/Rassenga/Mizuchi? /wishful thinking. I've been wondering what you guys do when they hit on the corner after the first Jakou and they're too close to j6DD even after back jumping. I do know it includes 3C>Jabaki. Yes, it is harder, because more proration. If you think they're too close after Zaneiga 66 6C (I dunno why they would be but whatever) then just do airthrow > 66 6C. Not sure what you mean by airgrab options, but you have a few different options depending on starter and exactly where you are: 1) Houtenjin very close to corner: backdash 6D 623D 5C 6C [66 5C 6C again if it works on that character] 66 2C j.Cx5 5C [623D or 4D~D j.B j.Cx2 JC j.Cx5 j.214B] 2) Houtenjin not quite in corner, or anything else (i.e. CH 3C, 214D~C, AA 6D, etc.): Whatever > 623D 66 [5C 6C 66 (if close enough] 3C 236D 66 6C 66 2C j.Cx5 j.214B Also worth noting that you don't HAVE to j.7D if you're already in corner.
Putin Posted August 25, 2011 Posted August 25, 2011 (edited) I meant what are the options after air throw>[regular stuff here]>j6DD>66C>66>, other than 5C>2C>jB>jCx2>jCx5>Hirentotsu. This part I've been wondering what you guys do when they hit on the corner after the first Jakou and they're too close to j6DD even after back jumping. I do know it includes 3C>Jabaki. was a totally different question. I meant what's the best followup when you do the regular midscreen Houtenjin combo, but the first hit of Jakou (the 6DA>4DA>7DA>Jakou one) slams the opponent into the corner, and you're too close to them so j6D won't bite. My guess is dash>3C>Jabaki>stuff, but what's the best "stuff" to put up in there? EDIT: You did asnwer my second question, didn't notice. Sorry about that. Edited August 25, 2011 by Putin
Zeron_X25 Posted August 25, 2011 Posted August 25, 2011 I hope all you Hazama players know to use the 9.4k combo against Ragna when you have 100 meter.
Zeron_X25 Posted August 25, 2011 Posted August 25, 2011 (edited) Nig I didn't even know it existed. wtf? It was in the 3 part Haz tutorial vid. You do j.6D > 66A > 665C(2) > 6C > 66 > 2C > j.C x 5 > (optional) dash 5C > Houtenjin > 44 > 623D > 663C > Mizuchi instead. That's with a 6C starter. 5C starter gets you like... 8.8/8.9 Edit: Works on Ragna, Lambda, Tager, Makoto, Mu, Valkenhayn and possibly Platinum. The rest were too far to be picked up with dash 2C. If anyone can think of a replacement for dash 2C, please do. Edited August 25, 2011 by Zeron_X25
lindseyboi Posted August 27, 2011 Posted August 27, 2011 i watched the tutorial videos and i saw that the input for a sliding hotenjin was 236236n6D. So after failing to consistently connect a j6DD for relaunch combo. i tried the sliding hotenjin and it worked. I want to know is what can i do afterward to do most damage?
Putin Posted August 27, 2011 Posted August 27, 2011 (edited) I don't see how dashing Houtenjin magically makes 6DD connect, if it hits too far away you can just add a dash after Zaneiga. You have plenty of time to see that the enemy is far, so it's easy to confirm. Knowing when to 2362366B is not something you should rely on IMO, since there's a much safer alternative. For maximum damage after 6DD do 66C>66>2C>jCx5>5C>Jakou>66>3C>Mizuchi. If you wanna keep the meter or just can't connect 3C because it's a bitch, replace everything after 5C with another set of jCx5>Hirentotsu. Mizuchi finisher deals 8.2k, Hirentotsu 6.8 and gives back like 60 meter. If you have about 60-70 meter before Houtejin, you can replace everything after 66C>66 with 5C>2C>Jakou>66>3C>Mizuchi for 7.7k IIRC. Edited August 27, 2011 by Putin
Zeron_X25 Posted August 27, 2011 Posted August 27, 2011 I don't see how dashing Houtenjin magically makes 6DD connect, if it hits too far away you can just add a dash after Zaneiga. You have plenty of time to see that the enemy is far, so it's easy to confirm. Knowing when to 2362366B is not something you should rely on IMO, since there's a much safer alternative. For maximum damage after 6DD do 66C>66>2C>jCx5>5C>Jakou>66>3C>Mizuchi. If you wanna keep the meter or just can't connect 3C because it's a bitch, replace everything after 5C with another set of jCx5>Hirentotsu. Mizuchi finisher deals 8.2k, Hirentotsu 6.8 and gives back like 60 meter. If you have about 60-70 meter before Houtejin, you can replace everything after 66C>66 with 5C>2C>Jakou>66>3C>Mizuchi for 7.7k IIRC. He meant he got down the mini dash practicing with Houtenjin after 6C CH because if you're not point blank 6Cing someone, Houtenjin won't hit them unless they are big hitbox characters like Tager and Hakumen. As for the maximum damage, j.6D > 66C is actually not the optimal combo with for the following characters I already posted: Ragna, Lambda, Tager, Makoto, Mu, Valkenhayn. For these characters, you should do j.6D > 66A combo instead and if you already have 100 heat, it nets you 9.4k with optimal starter instead of 8.5k. If you have 50 meter, it gives you more meter in return and still does more damage because you get an extra 5C > 6C rep.
PozerWolf Posted August 27, 2011 Posted August 27, 2011 Combo Plat is very hard :x Also, what's hotenjin?
Shazam Posted August 27, 2011 Posted August 27, 2011 JAYOKU HOTENJIN! Spacekick, 236236b. Japanese voice setting > English btw
Zeron_X25 Posted August 27, 2011 Posted August 27, 2011 Plat is the hardest one to relaunch. And Houtenjin is his kick super.
Justice7541 Posted August 28, 2011 Posted August 28, 2011 wtf? It was in the 3 part Haz tutorial vid. You do j.6D > 66A > 665C(2) > 6C > 66 > 2C > j.C x 5 > (optional) dash 5C > Houtenjin > 44 > 623D > 663C > Mizuchi instead. That's with a 6C starter. 5C starter gets you like... 8.8/8.9 Edit: Works on Ragna, Lambda, Tager, Makoto, Mu, Valkenhayn and possibly Platinum. The rest were too far to be picked up with dash 2C. If anyone can think of a replacement for dash 2C, please do. Have you tried doing 2B 5C sj.C instead?
Zeron_X25 Posted August 28, 2011 Posted August 28, 2011 Have you tried doing 2B 5C sj.C instead? Yes I have. They're too far away for the 5C to connect.
lindseyboi Posted August 28, 2011 Posted August 28, 2011 Let me rephrase , what can one do after doing this combo : 214D~C, 6C, 66nC, 2C, 6DA, 4DA, J7DA, 623D, 236236n6B ... What can I follow afterwards to do the most damage.
Justice7541 Posted August 28, 2011 Posted August 28, 2011 Seems like a strange combo to do. The best you can probably get off that is 623D 66 3C > Ressenga/Jabaki.
Eclipse Posted August 28, 2011 Posted August 28, 2011 Generally you don't want to follow 623D with a dash Houtenjin because the proration will kill the remainder of the combo. It's usually better to go for j.6D~D > 66C > etc. ending with Mizuchi and keeping your heat for Houtenjin later. If you really want to go with 236236n6B for style or something, I'd recommend a simple 66C > 3C > 632146C if you have the heat and the ability to end the match. Not much you can do since the proration is shot.
Zeron_X25 Posted August 28, 2011 Posted August 28, 2011 I don't see how you can dash Houtenjin to get to the opponent that is so far away after a 623D.
lindseyboi Posted August 29, 2011 Posted August 29, 2011 its possible , try it on jin. The timing is tricky, but you canbuffer the motion during the 623D. Off topic question, i was greeted with a 400mb update last night when I attempted to play cs2 online on psn. Is this the extend version of cs2?
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