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_Sey

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Everything posted by _Sey

  1. yay me and my team mate won a local team tournament we were even supposed to get some prizes from zen united but shoutouts to italian post offices not being fast enough and also got interviewed by sakabato for that dustloop scene interviews project~ I'm soooooo not used to actually speaking english instead of listening/writing/reading it
  2. I've actually found a way to set up a "sweet spot" to beat late techs while still being safe from emergency techs+mashing. from a 2a confirm ~> 2a>5b>2b>5c>3c>214d~a and then 2b as oki What happens is that if they try to late tech, 2b will catch everything since it's thrown out right away, if they emergency tech+mash 2a, they will be out of range. Of course instead of 2b we can just dash > meaty whatever to mix up on an emergency tech. I think it works with 5c oki as well, and it can be setup from any random hit as long as the distance is right; of course it's not dp safe ( not 100% sure on this, I only tried with Litchi's; Makoto's should whiff I think ). I'll more than likely stick to doing guesses most of the time anyway, but something like this should be alright to test an opponent reactions to Hazama's oki.
  3. How do you guys go about people not respecting Hazama's 214d~a midscreen oki? I do understand how Hazama's oki works (dash meaty 2b/5c/command grab, 6a, iad j.3ab/j.b/j.2c; 2b/5c to beat people who don't emergency tech and confirm into 4k, etc.) but recently I played against some people that were ok at "mixing up" their wake up, and while it wasn't too big of a problem, it got me wondering if Hazama had an option to cover both emergency tech and late techs at the same time. I've usually gone about it by mostly guessing what people would do but who knows, maybe I'm just missing something? Most people would rather get meaty command grab'd on their emergency tech instead of losing half their life because they wanted to roll away, so it's not like it has ever been hard understanding what people were gonna do, and most of the time when people decide to not tech it's kind of obvious (for example if Litchi has no staff or 50% to CA, I'd expect that they could try to roll away or late neutral tech). Reacting right away to what the opponent does after 214d~a seems kind of impractical, but it could just be me not being used to doing it.
  4. yay we get 3k+ meterless off forward throw vs. tager in cse! (11m16s) 6B+C > 623D > dash 5C > j.C xN > dash 2C > tk j214B > 5C > 2C > 623D DMG: 3249 HG: 47 nice, then it wasn't just me lol, sj tk hirentotsu is indeed "different" from tk hirentotsu~
  5. From Noze http://www.twitvid.com/69K8Z @corner 2a>5b>hountejin>...>mizuchi still does tons of damage in csex! (it's not like we didn't know about this, just felt like posting the video lol) there's also a nice mizuchi bug: http://www.twitvid.com/XVAUY
  6. So... 5c > hountejin > 214D~C (2) > dash 5C > 2C > tk j.214B > dash 5C > 6D~A > 4D~A > j.7D~A > 623D > dash 5C > 623D > 3C > 236D does 6024 on Tager, which is like, 150ish more dmg compared to the current midscreen hountejin combo (the one with two dash 5C 623D rep). Dunno if it works with more hits before the 5C, I'll test tomorrow if no one else does it before me. Didn't check the heat gain. Perhaps it's possible to just do xN reps of dashing hiren loops to get even more damage on Tager?
  7. Wow Zeron's suggestion of using 8214B was very good~ I went from not being able to pick up with 5C EVER, to doing it pretty much every single time, even midscreen/with dash 5C lol I swear that 2147b is slightly higher than 8214b and that's why I was missing the 5C pick up They also look slightly different, since 2147B also has the super jump trail when doing it, and I never noticed anything like that in the japanese videos. Does anyone actually do the loop consistently using 2147b or 2149b? Also the timing is pretty easy now that I know how to do it; As long as there's a slight delay when going from 5C to 2C, it's pretty much impossible to drop the loop Can't wait for CSEX now~
  8. I think that most Hazamas don't go for the side switch route because they are afraid to get burst'd on the pick up after doing (side switch) 6C (and therefore dropping the 5c/2c pick up and bait the burst unless they want to risk being forced in the corner). Plus I doubt the damage you gain from doing the side switch combo is much higher than just going into the hiren loop. You could occasionally see jps doing this in CS2 as well (opponent with a burst, and refusing to side switch after hit confirming hountejin), the reward for not side switching was obviously pretty bad so it wasn't a very popular choice of course (and people were bursting the second Hazama hit with a normal and 50% ready anyway ) Also any hindsight on 214d~b oki? It feels inferior to j214b or 214d~a oki to me, but I guess there might be something I'm missing.
  9. cross up OS barrier Input: (iad) j.3ab Explanation: I do this with Hazama, so I'll explain it using a common situation concerning him. After a 214D~A knockdown, iad and input j.3ab after the air dash is "done" (can't barrier during an iad, etc). If the opponent does a wake up shoryu or just mashes stuff, Hazama will cross them up and barrier (can do w/e after barrier). If the opponent backdashes j.B will tag them (it also works on backward roll, but it may be character specific as the j.B may whiff). Works on: anyone, and can be done by anyone, it's all about the setup beforehand and the character's j.B. Counter: the opponent can escape this by doing a forward roll or inputting (some)DDs backward.
  10. I know about j.6D, but as I said, I'm mostly interested in wake up backdashes since it seems to be a really strong way to escape oki. As for the OS...I'm not sure how I could have explained it better, but I'll try again. After a 214D~A knockdown: IAD j.3b~a (hold a AND b, you could probably just do a+b, no need to piano the input) You should input b~a after the airdash is "done" (as in, it's possible to do barrier). It works because if we IAD and she emergency tech/mashes something on her wake up we are crossing her up and the game interprets the input as j.1a+b (aka barrier). If she backdashes she'll be in front of Hazama, therefore the game will not interpret the j.3a+b as barrier, but as j.B.
  11. What can we do against her if she backdashes on her wake up? I found that meaty 5C beats it, but I feel that while possible, there isn't much time to confirm into 3C>214D~A, so we have to commit to dash5C>3C>... to be able to punish it. Buuuuuut, I also found this OS: after 214D~A, iad j.3b~a (and hold). if she wakes up shoryu barrier comes out (and we can punish afterward), if she backdashes (I think it also works on backward roll) j.B tags her. Of course such setup doesn't provide us much (if anything at all) if she goes for forward roll or neutral tech. What do you guys do? Is her backdash the definite answer to Hazama's mix ups?!
  12. Yeah, that video is why I even bothered trying the combo in training mode lol But I just can't seem to pick up with 5C after j214B. I'm sure there's some kind of height requirements/need some kind of delay, but I haven't figured it out yet. Still, the loop could be easier to do in CSEX if j.214B's untech time has been buffed, who knows~
  13. So, I'm trying the tk loop but I can't seem to pick up the opponent after the tkj214B. Anyone got it working?
  14. I guess it's pretty much like a 214D~B done really close at the corner, where you don't really see some kind of bounce/bound effect even though it's there. Still, that sounds kinda interesting, we'll see if it gets any use in combos. edit: nvm, pktazn uploaded a bunch of bbcsex combo videos with the j214B relaunch! we once again get 50% meter back from an hountejin combo!
  15. I think it may be possible to squeeze a bit more dmg/meter from the combos in the video, since most of them were done on carl who isn't exactly the best combo dummy. Plus the ability to cancel chain pulls really early is very neat. Hazama: we (still) in there !
  16. For the explanation of chains movements, I'd say look here: http://www.youtube.com/watch?v=D4r4kZj2ZGM It's one of the japanese tutorials that we all used to learn combos once cs2 was released; at the 5 min mark they also explain chain movements, and I think the images they used to explain them are pretty much perfect. In other news, apparently Arcadia has some early info on bbcsex? From the jbbs: アルカディア情報 ・しゃがみBの硬直減少 ・ドライブ移動派生からの行動可能タイミングが早く ・ドライブ強化時のヒットストップ、ガード硬直の減少、補正弱体 ・蛇咬ヒット時、ハザマ側の硬直増加 ・牙昇脚ヒット時、端バウンド効果 ・蛇翼崩天刃のクールダウン時間延長 ・6Cに同技補正追加 ・牙砕衝は1F~発生後まで投げ無敵 ・6Bカウンター時は浮かせ効果、空中通常ヒット時はたたきつけ効果(緊急回避可) 見にくかったらスマン I wish my japanese google translate was better at translating this kind of stuff tho
  17. Hey~ I've been trying out Mu for a few days, and I'm now looking into her oki setups. I saw that Eyes setup that C0R posted in the oki thread, and I've also saw H.H's video where he demonstrates it (it's the one he does on Lambda at ~0:45, isn't it?), what I don't understand is: I understand she has a loop in the corner, but what are the differences between a mid/low one, and an high one? I'm trying to do the setup (to no avail) off: 5b > 5c > 2c > SoD > 66~6a > :6b > 66~6a > j.2c > j.5d > 66~2b > 5c > 2c > (back)j.2c > j.5d So I'm not sure if I'm failing to replicate it because I'm doing the wrong kind of loop or because my timing of the late j.5D cancel/214D is wrong.
  18. I'm not sure if this is general knowledge, but meaty 3C pretty much forces Makoto do not do anything on her wake up. (midscreen) As oki off 214D~A do a very small step forward and then 3C: - 3C will catch every roll. - it will catch emergency tech > jump/back dash. - Makoto can't mash stuff (yay for 3c ch~). - DP will whiff. The only way she has to get out of this is: - particle flare - late neutral teching over our 3C, we are definitely at a disadvantage if she does so but she can't punish us for doing it. I'm pretty sure it also works as corner oki but I don't know if her DP will whiff. You may have to adjust your timing a bit to get it to cover every option.
  19. Well, the lower level on D moves might not let us do our CS2 staple combo in CSX. The Jakou buffed hitstun could somehow help in doing a possibly reworked combo (like, idk, 6DA 4DA 623D j.6DD instead of doing j7DA as well, etc). It's obvious arcsys doesn't want Hazama to be able to get back 50% meter from any houtenjin combo, and they also don't want us to be able to do very high dmg off hountejin/214D~C, so who knows how he will turn out. The "better" B follow up does sound interesting; I wonder if the new properties on 6B and 214D~B will prove useful. I really don't like the nerf to 236C.
  20. Damn, missed it. Does nico live have some of kind archive? Oh well, guess I'll follow him on twitter and wait for the next broadcast
  21. So, I'm having some serious trouble in this match up. Being "defensive" just does not cut it. Jin will eventually catch up to Hazama and lock him down for a long.fucking.time. It also feels like Hazama has NO WAY out jump cancelled moves/pressure, as in 2C and stance~B are too slow and 5A will just trade in his favour. A "bad" chain be it a whiffed one or a bad approach, and the lead that Hazama may have gained from playing "defensive" will be pretty much gone. Also "peculiar" movements like j.4DD, or 6DD > j.4DD, blabla, to get close are pretty much useless because of how mobile Jin is. His 5B as an AA feels also pretty strong, I'm not sure why. Oh, and of course his 6B is like...pretty fucking annoying while in neutral. During pressure I feel it's so so, since if IB'd Jin can't do shit except doing psychic shoryus, but when in neutral/footsies range, it's just great. I think 5A may be a good way to stop it but I'm not sure. I...seriously don't get his match up. Being defensive just seem a pretty bad way to approach the match up. tl;dr: I don't get how am I supposed to zone a character that is very mobile and why it's supposedly the best way to approach the match up. Also, while his pressure isn't strong because it's ambiguos, it feels strong because of how safe it is, and Hazama doesn't seem to have a way out of jump cancelled moves. I'm sure this match up is even, but damn, it's, like, really hard
  22. Hmm, I've often read that Buppa does things that only work because its him, and while I understand that his style may be a bit more reckless than others', I'm not too sure about the stuff that works only because its him doing it. Would anyone care to give a few examples of such things? Possibly with a video reference .
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