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Everything posted by smooshman
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................ ................ dude you make Hazama out to be way more gdlk than he is, he's solid no doubt, but he's not some kind of walking rape machine, yeah he has good poke, but other characters have better ones, his zoning is great, and he can escape pressure, but his options aren't bullet proof. yeah he's got a mid range game, but other characters have better mid range game.... and etc. Also on a personal note
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oh, I got lost in context.... well my answer still stands, jin has an above average meter gain modifier, and does enough damage to have 25 meter at most times.... Though it might be better to say that his heat gain fits him the best.
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nah, Jin's DP D is better than Litchi's
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yeah, but he doesn't rape the rest of the cast like Bang or Litchi, I'd believe he might be in the same tier as Ragna, but not Bang or Litchi. He's a very solid character, but he doesn't slaughter the cast. Though maybe it's a biased I have that I find Ragna to be a terrible matchup for me and Hazama even.
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What the fuck is this supposed to mean?
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except chains can't go backwards, so he has to get close, so characters like hakumen face rape him at that range since he can readily stuff his chains and void them, so Hazama has to spiderman his way up and away.
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Haku's a bad matchup for hazama. sword>chains, yeah he can get around the problem, but Haku just has to react to it. It's disadvantage because it's haku's match to lose, unlike alot of other characters where it's hazama's match to lose. EDIT: not to say it's terrible, it's probably 5.5-4.5 hakumen's favor, and it's Hazama's only bad matchup. for every 1 step haku takes hazama has to take 2, so Hazama's working a lot harder, and so naturally is at disadvantage, but of course if the hazama is better or has good strategy/playstyle then.... yeah.
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super flash buffer.
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altenatively you can compare it to hirensou, which gives similar effects (massive damage) has 15 IF's 100 p1 (and it's a DP), air unblockable, costs half the meter (but that's not fair), and it's second hit can be unblockable giving it many gimmicks. overall Hayoku is really, really good for it's job, but all things considered it's a bit overrated. I mean it gets beat clean by Jin's C/D Dp's and IIRC ID.
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Hazama data has a superfluous "prorate 40" and "repeat prorate 40" in the notes, that is assuming they're the same thing.
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or if you had more than other person who plays GG in your entire city.... and CPU is better than that other person anyway. moral of the story, when I'm the best player in town something is wrong, and it's even worse when the second is the CPU
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I thought so too... that and cloud.
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*picks up GGAC+* *fights pot* yeah no way they could have made it better. seriously, the AI should be atleast capable of combos, it does them in challenge mode....
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curses I've been seen through. yeah I'm a jin player and I've only played hazama a little, the only real thing I can say with an absolute certainty is that fighting him is obnoxious.
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the closest thing to balance changes are just some glitch fixes AFAIK.
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actually Bang is, above average *blahblah* [everything] Hazama is just has incredible tools for his type (glass cannon [arguably], and zoner), he can zone you AND handle you at close range, offensively he's incredible, defensively he's average, he's got 1 good 50 meter reversal, and below average guard primers with average-ish health.... he's just got more tools than he needs (command grab for a zoner, and a safe blockstring ender, really?), and the tools he has for his job are good (chains and shit) kinda reminds me of CT Jin, just a little too good at everything. Honestly he's very solid, and IMO is close to the "goal" for the character balance in BB, perfectly fit for the job he does, sorta like Ragna in that sense, just a few minor nerfs and the lower characters buffed.... but now I'm rambling.
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his pressure is okay if you can use it right, but I agree his defensive game is pretty weak meterless.... but that's about it. Really Hazama just owns neutral game, and with practice, can be a MF on offense.
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oh lol, I practiced it one my brother.... and he can't play, so... I guess he just wasn't blocking or was just mashing buttons. Well I feel stupid
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Hazama's mixup is good (for BB) since his high/low literally have identical start up, in a sense, and his command throw is pretty pimp (though your opponent might get suspiscious as to why you're so close). I've messed around with 2147B for a funny "instant overhead", with varied success. The problem I see with Hazama is that while half his moveset is great (jayoku, safe overhead, some good normals), the other half is pretty meh (236D, 632146C, and maybe 6B/6A)
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it's not like you were wrong on something like a character's damage... or an attack's start up. you were wrong on how to tech command grab..... which is pretty important.
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so, uh.... I tried to remake Ragna's original character design.... and all I have to say is that I applaud all 2D sprite makers... because this was tough, and looks terrible, and that's off an edit it's actually shockingly different than his current design.
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nah, it would mean the attack has to be linked, so it can't be cancelled into. so like TKJ236xx6C would mean you're just doing 6C after the move since it doesn't gatling/cancel into 6C. gatlings are normals that cancel into other normals, so 5B gatlings into 5C/2C/6C/etc. Gatlings (and all cancels in general) are indicated by ">", and a link (which is basically a combo segment that doesn't use a cancel) is indicated by "," or "xx", though most people just do the ">" since it's faster.
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this is a wierd matchup for me.... it's like the worse my opponent does the worse I do.... but anyway, 2D is good for 236C, and occansionally 236A punish. IB>623C/D is effective reversal, Jin also can't do a whole lot against jumpin JB; DP's aren't very reliable for beating it. Bait DP's on wake up, and in general. 214C doesn't really give oki, since it's literally immediately techable. I swear this matchup is so one sided. it's gotta be atleast 9-1 Jin's favor
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not really it's just combo fluff AFAIK, and Jin doesn't really have a combo that would require small adjustments in spacing (johnny combos).
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I disagree, even Ky can turn a match, whether it's just J214D to stall or getting a combo>knockdown, he gains advantage and you are going to have to block based on his tension.... unless it's pot. the only characters you're screwed if you lose life lead are pot and eddie, and pot is only ridiculous for half the cast (all non ranged characters), the other half rape him lol. Hell even Johnny can make comebacks, just one enkasu or corner and things he stands a chance. Damage isn't everything, and most of the characters who can do the 80% damage have very little other tools.