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_Sey

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Everything posted by _Sey

  1. You more than likely did 4DC. It has happened to me on occasions as well, since after jayoku I often do 63214DC to reposition myself (hazama often need to walk a bit before being able to catch a launched character with 214DC) and sometimes it just happens if you fuck up and hold 4 for too long. If you want some legit chain "gimmicks" you should look into dropping j.214B at the end of a combo and pressure your opponent with chains/catch they air rolls. Anyway while browsing Hazama's BBCS2 frame data I noticed that pretty much all of his normals are better on block~ 5A is 0, 2A is +1 etc.
  2. That's...just not true at all. Stop cancelling from 3C already (and don't abuse 214DA on people who likes to mash 2/5A unless you've taught them to not do it) and instead mix up which normals you cancel from. If anything 214DA is way too good since it's always + on block (+2 lv 1, +8 lv 2) and it's Hazama's fastest overhead (19f, 6A is 22f). 214DB is kinda...meh, like, it's alright to use at times, but for most situations you'd use 214DB for (AA/occasional reversal), there are better stuff to use. Of course this does not mean 'spam dat ressenga', but saying it's bad just makes no sense. Even 214DC is pretty good, it has decent pushback and it's relatively safe if not IB'd (or even if IB'd maybe, spacing dependant). Hazama's mix up are all about command throw and stance high/low, just don't be predictable and do stance off 3C or stuff like that. Randomly doing stance off 3C is alright, but I'd say the best option after 3C is 236D, there's no point in not doing that (I think, it should not be punishable even if IB'd, unless, idk, Tager can sledge through it or something, but I really doubt that), of course doing 3C>236D puts you kind of far away from your opponent, which is not that good in a few MUs.
  3. Would you mind giving some examples? I think I may have understood what you mean, but I'm not quite sure. Also, how do you go about learning blockstrings/frame traps of characters you don't play as/you hardly play against? Like, of course the starting point, as you said, would be to know how every character can go into their highs and lows, but how do you go from there? How do you go about learning every character's frame traps? Do you just learn by playing against them? Or you mostly read frame data and then test stuff in training mode? I mean, I'm sure that in every scene (that is not Japan) there are characters that are hardly used, so I guess it could be a problem learning how such characters work with noone playing them. I know this may sound kind of stupid, but I've found pretty much no info whatsoever on some characters' blockstrings/frame traps on DL (plus I don't know japanese, so navigating through JBBS is pretty difficult).
  4. Uh, I'm not too sure as far as 5B goes (never used it but that doesn't mean I may not be doing something wrong!) but for 5A: - 5A>5C>4DA>4DD>#j.214B. When I can't reliably use 5A (mostly against Arakune's j.B) I use 2C as most of the times it either straight up wins or trades. After a trade you can follow up with 623D (or 4/6D chains etc).
  5. PS3 HRAP3 Dual modded X360 TE
  6. While watching this video JetM vs Zidane BB:CS @ SBR at about 4:00 you can hear the commentator calling out a "Buppa setup". After spending some time in training mode and asking Zidane a few things I guess I may as well post what I came up with ( I take no credits for the setup obviously... it's actually pretty "basic" too). So, what's a Buppa setup? It's a teching mind game. It's possible to set it up after a 4DA, 4DD, j.c(5), dj.c(5) combo by just dropping the dj.214B (it still works off any #j.214B combo, but I guess lifting the opponet higher with 4DA,4DD makes it way more ambiguous?). This puts the opponent in a mind game where you can react to any kind of teching they may do by either pressuring them or catching them for a new combo. - If they backward tech you can catch them with 623D or have them block 4D/6D chains. - If they forward tech you can catch them with 2D; can probably backdash and catch them with 5A/5C/etc. or something too depending on your opponent's position as well as yours. - If they neutral tech or if they do not tech at all, you can pressure them with chains (like, 5D while they are falling and ~D or ~C to end up in front/behind them) or go for 5A/5C/etc. There are a lot of possible follow ups, so I've more than likely missed a lot of them.
  7. So~ I've been trying for a while to hit 'short dash, 5C' after launching with 214D~C but I just can't seem to grasp the timing for it... is there any trick to it? Like buffering the dash during 214D or something; and still related to this, is there any trick to be able to not get 6,6C instead of 66, 5C? (Not sure if I should have posted this question in this topic or in the guide one , my bad if I got it wrong).
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