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redsilversnake

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Everything posted by redsilversnake

  1. Was that Enishi I saw amongst the flashes of the opening? Could this mean Jinchu Arc characters?
  2. lol CA combo CH 6A+B>5B>5C (SJC)>j.B>j.214B>j.D>j.236A>j.236B>CD>j.B (JC)>j.B>j.C Saw someone connect 5B after a counter hit CA in a replay, so I decided to test this out in Training, and much to my complete, utter shock, it worked. Only does 1.7k, but hey, damage off CA.
  3. I've actually been able to land 6D if they burst right as Jakou hits.
  4. The techable time after Jakou seems to be determined by when they hit the ground, so they do need to be at a certain height for you to be able to use Mizuchi afterwards. And no, it's not character specific.
  5. That trope isn't really applicable to either of them. The PWAB's current agenda most likely formed shortly after their supposed disbandment, not when they were formed. As for "That Man," he's explicitly stated that he's preparing for a bigger threat than the Crusades (in fact, I'm pretty sure he also stated that that was why the Gear Project went the direction it did). They're machines. Crow's nationality would have nothing to do with his controlling them.
  6. Indeed. And Rachel is A+.
  7. Yeah, Hazama's at his best when the game's neutral thanks to being able to zone the majority of the cast effectively. For offense, though, you'd have to play him contrary to his playstyle (that is, pure, psychotic rushdown), and it doesn't seem that a lot of players are willing to do that. Though, I would be interested in seeing what people could do with j.B and IAD j.2C.
  8. His pressure is weak, largely because his only good ground normals are 2A and 5B. Even if you manage to start a decent blockstring, you have to be more cautious than with most other characters if you attempt mix-up, since he can be punished for it pretty easily. When being pressured, his only real option is IB>Houtenjin, and even then, it's not that hard to bait. Even if you have enough to RC it, you've just blown full meter for next to nothing. His normals have sub-par range, which puts him at a disadvantage at mid-range, especially since his chains have negligible hitstun at that distance. There's more, but I can't recall it off the top of my head at the moment.
  9. I got one thing wrong from not checking a specific aspect of command throws. That hardly justifies telling me to shut the fuck up, great player or not. But hey, you got pissed over something I actually got wrong, so at least you're a step up on Zidane, albeit barely.
  10. It is? That's strange, it was always techable when I started doing that, but before then, it was untechable.
  11. When I was playing at my local arcade, the local Bang player would sometimes dash in and use 623C during a blockstring. However, I eventually got to predicting it half the time, and letting the stick return to neutral made it a purple throw.
  12. Any command grab is techable if you stop blocking right before it's used. Bang's 623C, Hazama's 236C, even Tager's 720C. And they're purple throws, which are the easiest to tech.
  13. The combo I was talking about starts with 5B>5C, not 5B>3C. And yeah, I know 22C is better, so I should use 3C instead, but there's this little thing called hit confirming that I'm trying to do, but by the time I've done so, I've already committed to 5C and they're out of 3C's range, so I just roll with it. There is no official tier list. The ones everyone usually go by are those released by magazines. [sorry for double posting, everyone.]
  14. I already explained why Hazama's "DP" isn't very good against a grounded opponent. Although it initially seems that it puts the game back in neutral, it's disadvantageous for Hazama. As for his other stance moves, he has a very good chance of getting hit out of any of them, so using them is often a bad idea. That's...basically what I said. It's not safe on block at all. It's -18. Also, I haven't tested lvl 2-3 on regular hit, so anyone is free to correct me on this, but I'm pretty sure regular hit doesn't have enough hitstun to combo into Jayoku. Usable, yes, but only rarely, since the opponent isn't going to be high enough almost all the time. Also, 2A and 5B don't anti-air "extremely well," though they can be used as anti-airs. I'm painfully aware that it's safe. However, it can still be hit out of on reaction. And how are you not going to IB an overhead? The vast majority of Hazama's moves are mids and lows, so I don't see how seeing him standing would make them think he's going for an overhead. Sure, it's less obvious than Bang's 6A, but it's still a poor mix-up tool. Don't need luck. It has the same problem as 214D~A: if it's reacted to or predicted, Hazama's screwed against various characters. Same limitations like awful range and being very techable if the opponent sees it coming. Throw in the ungodly proration, and you've got a move that's only good from time to time. This made me laugh my ass off. Seriously, comedic gold right here. There are so many characters above Hazama, yet you say he's top three? Brilliant. Truly magnificent satire that Twain would applaud were he a BB player.
  15. My mistake for not thinking you'd be dumb enough to assume you can get 22C as an ender in every combo.
  16. Finishing it with ID will net exactly 58 meter.
  17. His standard double BE combo gets him 58 meter.
  18. His zoning and j.B are indeed good tools for him, but 3C should never be used as a poke. Any follow-up to it except 236D can be punished pretty easily. Houtenjin may be his best meter option, but it's hardly "the reversal of the century." It is one of the better reversals in the game, but not the best. As for 214D~B, you're really overblowing it. It's nowhere near as good as most other reversals. You can get decent damage off a counter hit (especially if Hazama's close to the corner), but if it's blocked, the opponent has enough time to rush in and poke. It's better as an anti-air, since the opponent has to barrier to block it (which, of course, gives more pushback) and can't do anything till they land, giving Hazama more time to zone them. 623D isn't a good anti-air. Maybe if you react to an empty super jump, but other than that, 5A, 2C, and 214D~B are far better. Throwing out 214D~A in a blockstring is a terrible idea unless you've conditioned them. His mix-up is terrible. 6A is as easily blocked as any other overhead and can only be followed up by Jayoku, and his stance moves are easy to react to. As for his command grab, not only does it have the same limitations as Bang's, but it also prorates to hell (75-70%, I believe), so it shouldn't be relied on. IAD j.2C/j.B, though, is a good idea. You'll most likely cross them up and even if they block, you've essentially reset pressure. Tick throws...are universal, IIRC, so I see no reason to specify that for Hazama, seeing as his 5/2A isn't special. Cut out "almost" and replace "above average" with "awesome," and this'll be the most the most accurate thing in your post.
  19. 1.01 is indeed the one with Makoto. 1.1 (or 1.5 or 2.00, whatever they're gonna call the re-balanced version) is the one everyone's waiting for. 'Cause who knows, maybe then, Tsubaki won't be second-worst.
  20. It's not a glitch. He's invincible to either normals or specials and Overdrives (I forget which). Just find what damages him and whittle his health down.
  21. Wait, what? No, she doesn't. She has one standing overhead, whereas Ragna has two (granted, one of them's a special, but still), and her's is as easily blocked on reaction as any other.
  22. No, it was listed as a 4 charge combo with a lvl 3 super.
  23. In the combo compilation, I noticed this Install DD combo: 22D>6C>214214D>623D>j.214D>214D>2CC>5C(w)C (SJC)>j.B>j.C (JC>j.CC>j.236A>j.214C It's listed as a level 4, but I found you can do it meterless with four charges. For the DD, you only need 2 Install stocks after the 22D.
  24. Back when Arcadia first put out a tier list for the game. Not all of us are Zakiyama, you know. You're right that IBing isn't that hard, but it's not that easy against certain blockstrings and/or when you're online. Also, it's true that Hazama has fast meter gain, but that doesn't mean he can get 50 heat right away. And just so you know, Jayoku isn't the best reversal in the game. It costs meter, trades with various moves, and is beaten by throws. It's certainly one of the best in the game, but Inferno Divider, Tsubame Gaeshi, and Tager's 360 are better as reversals.
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