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_Sey

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  1. 3C xx 214D~D iad j2C is a safe jump that will catch rolls both midscreen and in the corner. When j214B puts your really close to them you can do a late 214D~ and it will autocorrect to 236D if they roll past you, it won't punish the roll though... but I guess it does put you in an advantageous situation and gets you miniscule chip damage iirc on block 3C xx 214D~D is as bad if not worse than just doing 3C and not cancelling into anything. I think just stopping at 3C works better against "better" players that know the match up and are looking for IB'ing 236D after 3C, although it may not be safe frame-wise, but xx 214D~D is an even bigger cue for the opponent to "mash" something to hit you out of delay 3C xx 236D or 3C xx 214D~A/C or dash-in after blocking 3C
  2. 5C isn't really an anti-air, although it does have a decent vertical hitbox 2C is a good AA for obvious IAD or frontal jump ins but it can get baited (and punished) badly by double jumping, it does have a very high reward if you hit with it though, your options are pretty limited if they air barrier block it. 5A is a really good AA and pretty much his go-to AA. it's pretty fast and works well to deal with cross ups or any kind of aerial approach really, if you hit with it it has good reward and the opponent can't bait it with double jumps and such but depending on the characters you are up against you may just get outpoked (i.e Bang's jB beats 5A clean but loses to 2C), you can do tons of stuff even if it ends up being blocked 214D~B is not a good AA, I guess it's ok vs. Valk and Hakumen preemptively but otherwise it's pretty bad as you need to go into stance to be able to use it first. jA (confirm into jAA > jC5 > loops) can also work as an anti air because it's pretty fast and has a decent hitbox, it's good when fighting someone that likes to double jump a lot to try and bait 2C, sets up ok pressure if it's blocked you should not stick to just chains when moving around with Hazama! 66~1[AB] is a pretty good and safe way to move around the screen or end up in favorable positions. his IAD isn't bad at all and coupled with his jA/jB/j[A]~ it can be pretty good to move around when you get closer to your opponent chains have been discussed a lot, all the old guides are indeed somewhat outdated because chains were reworked in CP but if you go through this very same thread you should find plenty of infos to get you started. whats good and bad wildly change depending on the match up and tbh it's also a really difficult topic to discuss because of the very same nature of chains, j4DD ( cancel the chain into pull right away ) is a pretty good to get around the screen though, eh, you could even call it a "super iad" of sort I guess. you really want to check out top level vids of Hazama if you want to have a better understanding of all his movement options and how to use them effectively though, so hit up the video thread and/or youtube Udon, Mitsurugi, Noze, Aru or Rocha!
  3. optimal corner meterless route is 5B > 5C > 3C xx 236D > d.5C > 6C > d.5C > 2C xx 214D~66B > sjC5 > 5C > jC1 > jC5 > j214B dmg: 4010 do that for every single corner hitconfirm, omit d.5C > 6C and go straight for 6C if you hitconfirm with more 5C AND 2C or 2B if you want a safejump, drop the combo at 214D~66B > jC5 and then IAD j2C. try to drop the jC5 at the lowest possible height or they'll tech mid air depending on prororation if you hitconfirm starting from 2A then do 2A > 5B > 5C > 3C xx 236D > d.6C > d.2C > jC5 > 5C > jC1 > jC5 > j214B ~2800 always jC1 > neutral jump jC5 > j214B if you want decent oki positioning
  4. http://www.nicovideo.jp/watch/sm23170296 http://www.youtube.com/watch?v=Xzbi6dVWsvc jC loops are still in, biggest loss is land d5C 6C midscreen route + overall slightly lower damage 5C leads to 3.7k, so 5B will still be 3+ or so, which is pretty good my only hope is that these routes are universal and we don't end up with jC shooting plat/tao/bang/mak/carl too high or something 236C nerf is still dumb negative penalty buff is dumb in a good way though i'm pretty happy we got this video so early into the patch lol, those urban square videos were sooo bad
  5. they buffed his midscreen and meterless damage but nerfed his damage off hountejin in CP, that was pretty cool and made him a bit more fun to play. now they are nerfing both but giving him a longer backdash and rising his negative penality resistance. asw just want him to be some trollish boring character both to play against as well as to play as. even then I'd still like to see how bad the jC nerf is, just by looking at the frames I think we should still be able to do a bunch of loops still just by swapping 5C for 5B or 5A>5C. 214D~A nerf is w/e, we'll still get 214D~A 2A 5B 3C~ and be able to run oki somehow so it's fine, being able to combo off that on the whole cast was just dumb anyway 623D buff is cool but a bit useless in the current engine, good luck getting/having enough meter to waste off double super. I really do not look forward playing vs Taokaka with shitty damage off anything though whens cp2 relius/azrael
  6. http://www.youtube.com/watch?v=WFtMpIzkLn8&feature=youtu.be&t=18m33s just doing 623D instead of d.5C 623D is much harder and possibly less reliable though, I think I got it to work only on Bang/Valk/Tao while I got d.5C 623D to work vs Relius too iirc (I didn't bother testing it vs the whole cast). Hardest part is understanding the timing for the ~D pull, the jC5 delay part should be pretty standard stuff by now
  7. jC nerfs could be workable to deal breaking imho, if we can still get jC5 6C off any starter then the damage loss midscreen won't be too huge, maybe 1-1.5k max? we'll probably have to go for ... jC5 d.5C 6C d.5C 2C 4DA jDA jC5 j214B or something corner combos will be ok maybe slightly weaker if the jC nerf is huge there may be still be ways to work around it (although they could be character specific) we still have combo routes like: 5B 5C 3C 214D~66B 5A 2C 6D~D jC5 d.5C 623D d.5C 2C 4DD jC1 jC5 j214B DMG: 3890 OD drive is both a nerf and a buff actually, sometimes OD combos were inconsistent damage wise because you could end up hitting w/ a short range chain instead of a max range and end up losing 200-300dmg or so. This nerf only impacts midscreen OD combos in those situation where you couldn't corner carry them with 5C j4D~D, back to corner OD combo may end up dealing A LOT more damage now (we can already hit ~8k w/ 5C starter + 75% and 50% OD) because it was mostly short range chains anyway. Nerf to 236C is like... w/e? what's the point? we could barely get 2.4k in corner by forcing a sideswap with 236C d.5C 3C 236D dash under 5C 6C ... I guess this nerf will prevent that? I honestly don't get it. Having guaranteed mizuchi off 623D is pretty good, although it'll never be as good as the old games because of how meter gain works now, I wouldn't be surprised if it'll end up being a useless buff compared to just doing hountejin + dash CT combos. 623D > mizuchi may end up being unburstable though. The overall nerf to backdashes could end up favoring us especially against characters that we already struggled against and did not get nerfed (taokaka pls), also that global buff to jump attacks could end up being interesting especially for random j.A confirms. Overall they nerfed things we should have expected and it won't impact his playstyle/gameplay too much at all but it's still pretty annoying that Taokaka didn't get any meaningful nerf while Hazama was given nerfs and no cool buffs (even just 5B being jump cancellable on block again would have been sweet). whens BBCP2 relius
  8. (corner) 5B > 5C > 3C > d.5C > 6D > d.5C > 2C > 4D xx 214D~66B > sjC5 > 5C > 2C > jC1 > jC5 > j214B dmg: 4010 5C > 2C > 4D xx 214D~66B > sjC5 consistently leads to more damage (+~200) off any hit than doing d.5C > 2C > 4D xx 214D~66B > d.5C > sjC5 you can also setup a safe jump off sjC5: slightly delay all of sjC5 hits so that the opponent won't be able to tech mid-air and then go straight for iad j2C (it will also catch rolls). should also be able to do sjC5 > 3C xx 214D~D > iad j2C to setup the same safe jump while tacking on a bit more damage but I actually haven't tried it out yet (3C xx 214D~D > iad j2C also works midscreen). (corner) ch 2C xx CT > d.5C > 6C > d.5C > 2C > 4D xx 214D~66B > sjC5 > 5C > 2C > jC2 > jC5 > j214B dmg: 5135 hg: -25 +23 = -2 if you don't have enough meter you can do ch 2C 6A > same route, ~4.5k hg: ~30 (forgot to take notes).
  9. oops, my bad, you can't really catch back rolls unless you have the other guy in the corner (which kind of makes the option moot) @Putin hmm, the setup isn't really mashable if you do whiff 2B dash 2A/5B fast enough, some 2A may be able to mash or trade with it though, but then you could just do whiff 2B > 2B/5B/5C/3C/632146DD to catch people mashing. I think the setup is pretty much the best Hazama can setup in the corner (just watch any Mitsurugi or Noze vid and you'll notice them always ending combos with 8jC5 just to be able to set it up), it's obviously not super strong but it works well once you have people respect your game. It lets you punish rolls/dps/mashing for a lot of damage while also giving you the ability to dash in and mixup with w/e (2B whiff 632146DD will beat anything on neutral tech as long as they don't wake up > jump or they have an airborne reversal). You can still do 2A oki if you end up too close to the corner though, but in those situation another cool option Hazama has is hountejin OS barrier, 214214~A, this will catch rolls while keeping you safe from reversals, you can also go for Hountejin OS 5B if you feel like it. Just watch that A-cho tournament where Mitsurugi reverse OCVs the taokaka team, he was often buffering this OS whenever he cornered someone.
  10. Some safejumps I've been testing/found watching jp vids. Midscreen: end your combo with tk.Hiren > 5D~D > j.A. it will hit (lv1 chain, can special cancel into stance for h/l mixup) forward roll (and if they aren't ready to air tech asap you'll blue beat ~D j.A and can get a bit more damage/set it up again?) it will hit (lv5 chain) backdash, backward roll, neutral roll safejumps any dp/invincible dd except for mu's dp/super armor reversals example: 2A 5C 3C 214D~66B d.5A 5C jCx5 d.5C 2C tk.j214B it's about ~300 damage less than doing x2 chain or 5C jC5 j214B, going by memory so it may be a bit more/less Corner: drop your combo early at jC5 and iad j2C will hit any roll, can buffer anything to cover/meaty late neutral tech safejumps anything this setup is very proration specific to setup, easiest way to test it is: 5B 5C 3C 236D d.6C d.5C 2C 4D xx 214D~66B sj.C5 ~500 damage loss compared to the "best" route I honestly don't feel like the corner one is usually worth it, mostly because if you end your combos right ( whiff 2B > dash w/e ) is already a strong setup that, because of the distance you end up at, makes anyone wary of trying to reversal on wakeup, unless they wanna risk not even being able to RC their DP, should be pretty good against Hakumen though. On the other hand I really like the midscreen one because you generally won't be able to corner carry off a 2A hitconfirm anyway, so may as well go for a stronger setup (and once people start to respect it you get to setup a really fast high/low mixup with jA/land 2B).
  11. I know I don't play Terumi but I may as well chime in! to be honest I think you often respect my chains a bit too much, or well, you tend to think that you should either block or try to 5A/6A my approaches, but you can actually upback after blocked chains too (slightly better if you get to IB them. chains got slightly better in CP so I should probably test this out again though, but I'm pretty sure it's still doable from time to time). upbacking out of chains can actually be frustrating to deal with because the best way to deal with that is to ~C and air throw as a follow up, which is pretty "easy" to AA. I also think you were respecting my (poor) pressure a bit too much, I'm not sure if Terumi's 2A can mash Hazama out of 214D~A / ~C but if you get the chance to IB Hazama's 5B you should definitely try to challenge the other guy's pressure with your own 2A. Terumi's 2A isn't a 6fr 2A so it's not godlike but it's still pretty good. if you IB 5B you will pretty much put an halt to any pressure reset Hazama may do off 5B (namely dash 5B/2A) and if he tries to 5B > 2A it'll (should) trade. Obviously this IS a bit dangerous because Hazama can late gatling 5B w/ 5C/2C/3C which all lead to a lot of damage, but it's definitely an option that you could try to use a bit more! even upbacking after a 5B can be ok although a lot more risky because of 2B/you may not have enough time to air barrier to not get hit by Cs, you will get out of 214D~C though, and may even be able to get a "quick" punish with jD/j2D? I was indeed playing a bit too poorly in neutral/confirming combos/mashing after j2D like an idiot but eh, that's no excuse and I should have played better , but you do move in neutral well and I often have a bit of trouble understanding how to stop you, although you are sometimes a bit too wild (like those 6C or sometimes even some iad/run jC trying to catch me upbacking/doing an air chain to get out of the corner) but Hazama's neutral game/chains are frustrating so can't blame anyone for that lol I was actually surprised I was getting hit by some of those 6C too even when I was just chaining to the ground, I think I was probably trying to jA~Barrier but inputs would get mixed up or something
  12. Unfortunately we can't rob people off our air throw just like Hakumen but I guess it's still worth noting that we do have something to play around with. While playing around with air throw > air dash ODc > j4D > 6A > ... I started experimenting with iad air throw as a starter, turns out that we can still link 6A even if we are already use our air option. iad air throw > j5D~A > dash 6A > 5C > 6C > ... j5D~A > dash 6A is either chara specific or hard, I was testing this combo on Hazama as a dummy and to get it to connect I pretty much had to ODc ASAP and delay just a tad j5D~A. I don't remember how much was I able to get off it but I don't think I ever broke 4k (meterless), dat S starter damage I think the second route in the vid may also be character specific, I didn't get to test it much but I was trying it on Valk and I just couldn't get dash 5C > 2D > 214D~66B to crossunder
  13. Meterless midscreen 100% OD DMG: 5364 5B > 5C > 3C > ODc > d.5C > j7D~D > 5C > 2D xx 214D~66B > 623D > 5C > 2C > 4D~D > jC5 > j214B ~5700 off 5C > 3C and ending with jB > jC2 > djC5 5C > j7D~D 5C -> let the chain fling you right under the opponent, do 5C > j7D~D asap look up noze bbcp combo tutorial or something on youtube, it's one of the most recent vids
  14. Yeah, can't look up vids atm but I'm 100% sure I've seen Mitsurugi go for 214D~C 6A (corner) combos a few times, a 6A route could indeed lead to something interesting.
  15. It's not just Bullet, Platinum (and sometimes Relius, probably some other characters too) are all characters where 4D can hit as lv1 and not lv5, what you want to do is slightly delay 4D after 2C, then it will bite 100% Your corner route is definitely good, but while testing it felt like the last 5C 2C sjC2 jC5 j214B was a bit unstable? like I could hit it on a bunch of characters but on some others not so much (I could just be fucking up somehow of course) also it felt like the opponent could (ground) roll out after j214B? I feel like 5B > 5C > 3C > Jabaki > 66C > 66 5C > 2C > 4D > Jakatsu Gasshou > 66 5C > sj.C5 > 5C> j.8C5 > Hiren (~3900) may be a bit more stable but I'll keep testing for a bit. Bace's google doc had some good stuff too! I hadn't noticed I could hit jC5 of S starters midscreen
  16. just 2 pages ago :\ http://www.dustloop.com/forums/showthread.php?15958-CP-Hazama-Gameplay-Discussion-New-members-read-first-post/page69&p=1561693&viewfull=1#post1561693 so, combo stuff: Midscreen: starters: 2A > 5B > 3C > 214D~66B > dash 5A > jC4 > dash 5B > 5C > > jC1 > j8C5 > j214B DMG: 2506 HG: 17 214D~A > dash 2A > 5C > 3C xx 214D~66B > dash 5A > 5C > 2C > 4D~D > jB > jC2 > j8C5 > j214B DMG: 2400 HG: 17 AA 5A > 5C > sjC5 > dash 5C > 6C > dash 5C > 2C > 4DD > jC5 > j214B DMG: 3162 HG: 21 starters: 5B > 3C > 214D~66B > dash 5A > jC4 > 5C > 6C > dash 5C > 2C > sjC5 > 5C > jB > jC2 > j8C5 > j214B DMG: 3642 HG: 26 starters: 236C > dash 5C > 3C xx 214D~66B > dash 5A > jC4 > 5C > 6C > dash 5C > 2C > sjC5 > dash 5C > j7C5 > j214B DMG: ~2200 HG: ~20 ground CH 2C > IAD > 5C > sjC5 > dash 5B > 5C > jC4 > dash 5C > 6C > dash 5C > 2C > jC2 > j7C5 > j.214B DMG: ~3600 HG: ~30 AA CH 2C > 5C > sjC5 > dash 5C > 6C > dash 2C > 5C > sjC5 > dash 5B > 5C > j8C5 > j214B AA CH 2C > 6D > jC2 > j8C5 > dash 5C > sjC5 > dash 5C > 6C > dash 5C > 2C > j8C5 > j214B 214D~C > dash 6C > dash 5C > 2C > 4D xx 214D~66B(2) > dash 5C > sj.C5 > 5C > j.B > jC1 > j8C5 > j214B DMG: 4070 HG: 29 214D~C > dash 6C > dash 5C > 2C > sjC5 > dash 5C > 2D xx 214D~66B(2) > 623D > dash 5C > 2C > sjC5 > j214B DMG: 4441 HG:31 CH 5C xx 214D~C > dash 6C > dash 5C > 2C > 4D xx 214D~66B(2) > dash 5C > sj.C5 > 5C > j.B > jC1 > j8C5 > j214B DMG: ~4100 HG: ~30 CH 5C xx 214D~C > dash 6C > dash 5C > 2C > sjC5 > dash 5C > 2D xx 214D~66B(2) > 623D > dash 5C > 2C > tk.j214B DMG: 4371 HG: 32 Throw starters: 4B+C > 214D~66B > dash 5B > 5C > sjC5 > dash 5C > 2C > 4D~D > jC5 > j214B 4B+C > 214D~66B > dash 5B > 5C > sjC5 > dash 5C > 2C > jC2 > j8C5 > j214B DMG: ~3700 HG: 25 Corner: starters: 2A > 5B > 3C > 236D > dash 5C > 6C > dash 5C > 2C > jB > jC1 > j8C5 > j214B DMG: ~2500 HG: ~20 starters: 5B > 3C > 236D > dash 5C > 6C > dash 5C > 2C > sjC5 > dash 5C > jC4 > 5B > 5C > j8C5 > j214B DMG: ~3600 HG: ~25 Throw starters: 6B+C > 214D~66B > dash 5C > 6C > dash 2C > jC5 > 5C > j8C5 > j214B DMG: ~3900 HG: 26 (dash 2C is chara specific) 6B+C > 214D~66B > dash 5C > 6C > dash 5C > 2C > sjB > jC1 > j8C5 > j214B DMG: ~3800 HG: ~25 (works on everyone) Overdrive midscreen: starters: 5B > 3C > cOD100 > dash 5C > 6DA > dash 5C > 2D xx 214D~66B > 623D > j7DD > dash 6C > dash 5C > 2C > sjC5 > j214B DMG: ~5300 HG: 47 Notes: JP Hazama wiki: http://www40.atwiki.jp/blazblue/pages/1996.html JP combo tutorials: I prefer better oki (the kind that will let me hit rolls with 2B > 5B/5C > stuff, which leads to about 3.6k) over max dmg so most of those combos have enders (j8C5 j214B, tk.j214B) that favor that. If you'd rather go for max dmg or weaker oki (hitting rolls with 2A 5B) there are "better" enders (jB > jC2 > jC5 > j214B, 5C > 2C > 4DD > jC5 > j214B, etc). There are a lot of possible routes this time, and even between top players there doesn't seem to be a prefered route, it's all about understanding what starter is good and what you want to accomplish. Want better corner carry? don't do 6C midscren, go for [jC4 > 5C]*N. Want better damage? do 6C midscreen Are you willing to trade a bit of damage for better oki? (don't) end your combos with 4DD etc. Most of my combos should be close to max damage while going for good okizeme spacing, but there are a lot of little things that are just too boring to test by myself (what's better, more jC4 5C reps or 5C 2C sjC5? etc) and that I won't bother testing. I haven't bothered writing down every single route for every starter because that's just a waste of time, you should be able to understand Hazama's combo theory just by going through most of those combos though. Hazama combos are very "freestyle" in CP so just play around with routes and enders and try to find out what you like best. I still need to work a bit on hountejin confirms (214D~66C feels like the best route if you are just going to corner carry, 214D~66B for OD and ending your combos with 632146C) and some OD confirms so I haven't written anything about that yet. If anyone has any better combos/tech please share them!
  17. 632146DD is a shortcut for 214D~632146D
  18. jC loops timing depends on what you what to accomplish, starter, position on the screen. jC x4 is done to keep your opponent low to the ground after a non-super jump scenario, going 2x2 seems to be the best way there are two major variant to (s)jC5: x2-x3 or x3~x2 (kinda, sometimes it feels like x4~x1) you use x2-x3 to keep them up the ground while descending before them, this is useful for doing stuff like 214D~C > dash 6C > dash 5C > 2C > jC5 > dash 5C > 2D xx 214D~66B(2) > 623D > 5C > 2C > tk j214B DMG: ~4200 HG: 30 x3-x2 is the one you usually do after 4D xx 214D~66B dash 5C ... or after risin jA stuff etc. when you read jC4/jC5 its just to refer to the total amount of hits, not the timing involved, rule of thumb is: do jC twice early to keep 2P above you, otherwise it'll be falling with you Is anyone working on combo optimization/oki stuff? I still need to check a few corner routes and then work on OD stuff otherwise I think I have found most optimal punish and stuff. As far as oki goes what I've figured out is that his oki is overall pretty bad now but you can prevent your opponent from rolling out of your setups by ending your aerial ender with njC5 j214B. If done right you should often be able to be at a distance where you can immediately go 2B (whiff) 5B, what this does is limit possible forward rolls (by auto-hitconfirming 2B 5B) or get a meaty (although far) 5B. Otherwise you can go for 2A 5B, which does have some application (its usually better if you are closer to the opponent that the "optimal" spacing) but the damage you get off a punished roll is pretty bad. If you end up really close to an opponent you can also do 214D~ if timed right if they try to roll forward you you'll have them block 236D (which is nothing to get hype for but it still setup an advantageous situation for Hazama) or if they respect you/backward roll/backdash you get to mix up ~A/C or dash ~A/C etc. So unlike CSEX where we could setup safejumps and a bunch of OS' we are pretty much left to just "intimidating" the opponent as far as oki goes (which is actually not too bad as we get retarded dmg off any hits and comboable 214D~A) I understand Terumi is hype but I'd really like to read more than "halp how do i combo" :<
  19. err, yeah thats true as well. I guess there's something like "level 1.5" or maybe even the fastest ~66B adds ~B(2) double hit? I never really paid attention to that, there's no point in not doing ~66B anyway
  20. What you are saying is pretty much right. ~66 (full length) is pretty much a faster "stand still and charge". I'm not 100% sure if it is indeed a couple frame faster or not, but the mook says ~66 is 35F long and you always get lv.2 follow ups after a full dash so I just assume that it is faster (stand ~C lv2 is a 51F charge). Doing ~66 also boosts Orochi/632146D damage by ~400 or so As for 214D~66C after hountejin: cancel into ~66 just before they start falling and ~C after they appear from the top of the screen, it's really not that hard after you play around with it for a bit.
  21. cancel into 214d~66b asap but don't cancel the dash into B, let it go the full length, you should see the opponent slightly falling before hitting him with all hits of ~66B or you could turn on the hitstun decay bar to get a feel for how much you can delay 214d~66b
  22. 1) its 214d~66b not 214d~b 2) dash 5a is required if you somehow end up too far from the opponent, otherwise dashing or not does not impact the execution of the combo therefore... just stick to dashing everytime! 3) this time around it is extremely important to be quick with hitconfirms, upclose 2a 5b 3c is already pushing hazama's ability to combo into 214d~66b d.5a btw in the combo thread, the combos off 214d~66c are lv2 ~66c combos and the second one does not work, the right input would be 214D~66C[Lv.2] xx dash 6C xx dash 5C > 2C > 4D > 214D~66B[Lv.2] xx dash 5C > sj.C x 5 > dash 5B > 5C > j.B > j.C > dj.C x 5 > j.214B (DM: 5017, HG: 36)
  23. so, a bunch of random stuff: jp wiki with hazama combos http://www40.atwiki.jp/blazblue/pages/1996.html ground CH 2C is one of the biggest buff hazama has got, it now shoots the opponent up (its pretty much as if you were hitting 2C CH AA), it leads to 4k+ and makes his delay gatling / frame trap game even scarier you can combo off ch 236D his combos are pretty easy, if anything limiting yourself to mashing jC only four times is kind of weird at first if you have been playing Hazama forever lol mitsurugi's valk combo may work on other characters too, I have yet to get the timing down 100% but while I was testing that route on Taokaka I ended up hitting a sideswap 5C 623D instead of just 623D like mitsurugi did vs valk. this leads me to believe that that combo probably works on her too (I haven't bothered practicing this route much yet). edit: got it to work on azrael, tao, hakumen, valk. challenge 20: just do dash 2C xx AH super command grab is a lot stronger than I had thought. 5c 214d~632146d is a purple grab (wtf) 5b 214d~632146d will beat pretty much anything bar DPs/premptive jump out (even if I IB'd 5B a mashed 6fr 2A would still get grabbed). can't jump out after super flash
  24. have you noticed any top hazama player doing any peculiar setup/anything interesting/any cool stories yet? has mitsurugi senpai noticed you yet? would you care to (somehow) test if there's a combo path where you can drop 1 rep of j.C mash for a tk hiren ender w/o losing a billion dmg? (and then checkout if nj.j2C / j.2C still catches rolls and safejumps dps)
  25. You can end combos with tk j214B, Udon and Mitsurugi have done that a few times. In the corner tk j214B n.j2C (maybe even just a jforward will do the job, I forgot) will catch rolls, safe jump DPs and setup ambiguous airdash/empty jump mix ups just like what we can do off 214D~B x2 now (theoretically of course, I have no idea if we have the same frame advantage off tk j214B in CP compared to EX) I'd gladly lose a bit of dmg for a better oki than lol2A. especially vs characters like Ragna or Jin with meter etc.
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