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_Sey

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Everything posted by _Sey

  1. Well, sometimes you can be a bit too far from the corner for a dashing 6C to connect. Depending on the distance you could do dash 5B / dash 5C / 5D~D / j76D~D 66C / etc. 2A > 5B > 3C if done right next to an opponent shouldn't pose such a problem though.
  2. tbh I just mash 66 once it feels I'm close to the ground after j.C x5 lol I don't find it too strict, it's just that sometimes you may end up doing it too early or too late if you are not used to the combo. too early: hiren whiffs after 2C too late: hiren connects but can't pick up with 5C also, 214D~C 6C dash 5C j.C x5 662C tk j214B [dashing loop x2~x3] never whiffs on makoto if done correctly. well, it may whiff you are trying to do so starting with your back to the corner, but in that particular situation you shouldn't be doing that combo anyway
  3. These work fine; Another decent option is IAD j3AB if you are afraid of mashed reversals / DDs (if they hexaedge/DP you'll cross em up and barrier / if they backdash or backward roll you'll tag them with j.B, obviously loses to other stuff, can mix it up with j.b/j.2c, etc.) There are also a few things you can do by ending BnBs with 214D~D instead of going straight to 214D~A for oki (mostly very easy to time safe jumps / empty jump > stuff). Still, Tao feels kinda hard to pin down using Hazama Also, LK: - How do you feel about Litchi vs. Hazama in BBCSX? Of course both character got nerfed in some ways (I guess Litchi more than Hazama?), but from my scrubby POV, it doesn't feel like that match up changed THAT much / still seems even-ish? I'd like to read your take on the match up / how you approach it with Litchi / what kind of patterns you look for when playing an Hazama player, etc. - And since you use her as an alt, how bout Taokaka vs. Hazama? I think this may be his worst match-up, not a straight up counterpick but more like a very difficult match up because Tao kinda nullifies Hazama's zoning / chains game.
  4. East vs West japan after(?) BBR http://ogarabu.blog.fc2.com/blog-entry-73.html + I guess some casuals before that.
  5. I'd like to make a small correction. For this particular case the fact that 5B is +2 on block does not matter at all. Since 5B>6A and 5B>6B are both gatling, the +2 doesn't really matter, what matters is 5B's level (= 3 aka 16fr of block stun) and 6A/6B's startup. What we get: 5B>6B is a 9fr gap frame trap. (can get mashed out from a few characters even w/o IB, the opponent would have to be mashing pretty hard though). 5B>6A is a 6fr gap frame trap. (can get mashed out of this w/o IB as well, unlikely to happen against most characters though). Can probably delay gatling as well to get slightly larger frame traps (does anyone know for how many frames you can delay a gatling btw?) Of course you can still do 5B > wait for the end of 5B's block stun > 6A/6B, but you are definitely going to get mashed out of that. Also, remember that Hazama can combo off a meterless / no CH 6A (and 214D~A) on both Hakumen and Tager with 5A; 6A is definitely "better" in these match ups. When I say "get mashed out" I'm referring to a situation where the opponent may be mashing something like 2A or 5A, not a move invincible on its startup like Ragna/Litchi/Jin DPs etc. Safejump setup: I'd like to point out this setup I've found after watching Mitsurugi doing this in a match against a Ragna player. Midscreen instead of ending a combo with 214D~A you can end it with 214D~D. Immediately IAD j.2C / j.B and you will safejump Ragna's / Makoto's DPs / Tao's Hexaedge / etc. (I used these 3 examples just because they were the characters I tested this setup on, I'm pretty sure that this will safejump every other DP in the game, as well as reversal DDs). You can even catch forward / backward rolls / quick techs in some situations (which I have yet to understand 100% tbh, I've hit ppl out of backward rolls only an handful of times, never had problems with forward rolls / quick techs.) The opponent can get out of this by neutral roll + backdash. You can mix up the setup by doing 214D~D ยป empty jump 2B / 6A / etc. Question: I'd like to know what people do off j214B knockdown midscreen. I've been pressuring the opponent with just basic stuff since like forever and never researched much into this. A particular "setup" that I've found is doing 5D~D (not instantly, let the chain go past the opponent) and then j.A, which can act kind of like an "instant overhead", but I don't have anything interesting other than this. (I wasn't sure on how to format this post tbh; plus I find the "formatting rule" kind of stupid/useless, no offense.)
  6. @Putin Dash 3C always works after 214D~B on every character but Tager (on whom you should end corner stuff with 623D anyway). The "mizuchi problem" you have is the one I've posting about forever lol, it's chara specific and you'll have to do dash loop in an exact order most of the time to be able to connect Mizuchi on a few characters. i.e: vs. Noel if you get a 5 rep starter (214D~C) you should do: x1 dash x3 dash x1 5C 2C 214D~B 3C Mizuchi and I'm pretty sure it will work. vs. Jin off a throw you can do x2 dash x2 and 3C Mizuchi will work. etc. It's alot easier to understand after you test it for a while on a variety of characters. random tip: to understand at what distance 3C > Mizuchi will connect on a given character put the training dummy in the corner and then try 3C>Mizuchi from various distances; once you get it try to replicate the same distance by doing a mixture of loops / dashing loops / 5C j.Cx5 / etc. I'm 100% sure that Noze made a niconico video about this a while ago that I remember watching, but I don't have the link anymore / didn't care enough at that time to take notes~ Delay 623D if you want to be able to get a 5C after it.
  7. Midscreen on tao, makoto, etc (or anyone if you feel you are too far away from them after a 214D~C, happened to me vs. bang a couple of times) who have short hurtboxes you can do: 214D~C 6C dash 5C j.Cx5 dash 2C tk j214B [dashing loop x2] [j.Cx5 j.214B // 5C 2C 214D~B 3C]. If you start with a 5C ch you can do x3 loops instead of x2. With 3C CH I'm not 100% sure but I think it should still be x2. Of a 5C ch the dmg is like... 4200~4300 and will pretty much corner carry from P2 starting position or even bit a before. As far as dmg goes punishing something with 5C ch is usually better than 3C ch, or so I've found, off 5C you also have slightly better corner carry than 3C because of 3C's vacuum effect on CH. On Ragna, Jin and a few others if you bait a DP you can punish with dash up 5C ch and go into dashing loop x4 or x5 without too much troubles most of the times. Best route on normal characters I'm pretty sure is 214D~C 6C [dashing loop x2] dash j.Cx5 (dash) 2C tk j.214B (dash) [j.Cx5 j.214B // 5C 2C 214D~B 3C]. As for mizuchi ender the problem isn't related to just small characters, it's slightly more complex than that (I actually haven't even bothered finding out how that works against most character tbh, I just gauge the distance whenever I have to / I just know the distance needed for a few characters).
  8. lol, the same thing happened to me on like, netplay day2, never ever happened again though. actually, I think the guy playing valk did some kind of aerial roll and mizuchi reset'd him.
  9. I think this match up may have got a little easier because of the nerfs to jin's jump in (as in, both levels and hitboxes), but it doesn't feel too different from CS2. His throw game is still pretty scary though. Our new 2B also helps out a bit with baiting his C DP while still being able to apply strong oki off 214D~A (1B~[A]~4 will hit meaty and bait C DP and bursts but will lose to backdash / back roll / D DP, which you can cover with IAD j.3AB while still being safe to C DP as well)
  10. So, did anyone ever bother translating that video that Noze made about how to connect mizuchi in the corner on the whole cast? Actually, I've lost the link to that video, so if anyone knows what I'm talking about and they could link it again it would save me some time (it was on niconico). as for a string I found to work pretty much every time on Noel: 214D~C 6C [loop x1] dash [loop x2] dash [loop x2] 5C 2C 214D~B 3C Mizuchi generally for Noel you want to be as close to the corner as possibile as well as at most/exactly at the distance two loop reps will put you at (yeah, I may have worded myself poorly on this, just try it out). other random tidbits: 4B+C 214D~D j.6D~C [tk loop] combo -> against Valk must do j.8D~C ... otherwise it won't work. 4B+C Hountejin dash 214D~C(2) 6C [dashing loop x2] dash 5C j214B# [midscreen] dmg: 4835 hg: 36 works on Mu (and i'm pretty sure on most of the cast except for makoto/tao/carl), and it seems to be the highest dmg combo I could find starting from a throw and 50% meter while midscreen, anyone got anything better?
  11. Depends on how fast you input 2147B, but yes, that's how you "sj tk 2147B". I'd say try with 9214B / 8214B~
  12. I guess dashing hountejin is also better than RC off 6B+C 623D right? I've been trying that out but I can't seem to get the motion for a dashing hountejin down consistently, how do you go about that? I've personally been trying with 6236236B.
  13. My bad, I forgot the 214D~C 6C part when I wrote down that stuff lol fix'd
  14. I think Hazama's damage off a CH AA 2C may have gone up considerably compared to CS2. I actually don't remember what we could off 2C CH in CS2, but in CSX we can get about ~6k+; 2C 623D RC 214D~C 6C dash 5C j.C x5 dash 2C tk j.214B * * = either dash loop if you are close the corner or go into aerial if mid screen You can actually do 2C 623D RC 214D~C 6C dash 5C 2C tk j214B dash 5C j.C x5 2C tk j.214B * but while I was trying this out on Arakune I felt that going straight away into the loop wasn't easy because of how far the 623D could throw the opponent away, so most of the time I'd end up too far away for the dash 5C (after tk j214B) to connect. Should be able to get about 3 additional reps if you get close to a corner.
  15. 1. afaik 3C doesn't work on Tager 2. even if it did, you don't want to test Tager players mashing habits anymore now that he gets retarded damage and heat off anything for no reason; so you may as well throw him across the whole stage and go back to laming him out. Don't try to mash out the dash and try to input it kinda late. As for when you are supposed to input 5C, it's kinda like the 66C everyone had to do in CS2.
  16. You can always do 3C or 5C 2C 214D~B. The only "problem" is that sometimes you have to dash before 3C, and that may or may not let you connect Mizuchi. I hope someone else will eventually figure out how it works vs Tager do dash 5C 2C 623D or dash 5C 2C 214D~B dash 5C 2C 623D if the proration lets you do so.
  17. Starting w/ 6A is 4 damn sekido was doing some fancy corner oki in that video lol, especially against the valk player
  18. Sorry, I've been kinda busy with school stuff (and FFXIII-2 ) lately. Spent very little time trying that out and it doesn't work (on Rachel). As Fluck said 623D recovery is pretty big now, so it's pretty much impossible. 623D recovery is so heavy that I'm pretty sure everyone will feel the difference when trying out CSEX for the first time, especially when trying to learn cross under Hountejin combos in the corner. fuck Tao btw, looping her twice midscreen is pretty gay. w/e > 214D~C > 6C > dash 5C > 2C > hirentotsu never hits her unless you were super close when you did 214D~C. Can still do it once by going into j.C x5 > dash 2C > hirentotsu > w/e though. Doesn't work consistently on Carl either, (amazingly) works fine on Platinum.
  19. Ahh, yeah, you are definitely right, guess I worded that poorly. I guess a better way of saying what I meant would have been "Learn how to do his hiren loop, as that's what makes Hazama a very dominant character in CSEX." His dash 2B oki after 214D~A is indeed a lot scarier now. It only loses to backdashes and some backward rolls (and any DPs but Jin's dpC, since Hazama can just do dash 2B~[A]~4 to bait/cover that), which can be beaten with pretty much every other option. It also leaves Hazama at +1 when done meaty. In other news: Mitsurugi is 6th in the arcade PSR Rankings!
  20. He doesn't really feel any weaker, his max damage is SLIGHTLY lower mostly because you don't always get to finish your combos with Mizuchi now, but I'd say his average damage is alot higher now thanks to the throws buffs and being able to do 3~5 loop reps off anything in the corner. His worst nerf was definitely losing strike invicibility on his command grab; His new 2B is pretty godlike though. His corner oki off 3C 214D~ is also pretty tricky as you can either let the 214D charge and get a ~A/C/B(2) or ~D and mix up with his ~C chains/bait stuff/whatever. As for the 6B "nerf", well, at least we got 214D~A(2) breaking primers now Overall Hazama is still a pretty good character, if anything his worst nerfs may have been the changes to the BB's engine (losing 1 primer off a CA, barrier's increased push-back, etc). Learn how to do his hiren loop, as that's what makes Hazama a very good character in CSEX. Yes, you can do it in CS2 as well. No, it's not any easier in CSEX~
  21. Oh wow, I hadn't notice till now, but they've changed 2B alot~ 2B's level was upped and it has a noticeably faster recovery now (down to 13 from 22, otherwise it wouldn't make sense that a slight change in the attack level would up the frame advantage from -11 to -1).
  22. 6C dmg: 500>842>1184 Astral off 214D~B (1 or 2) doesn't seem to work.
  23. Yes, it has been changed alot. If by tager combos you mean the meterless 3k one off 6b+c, then you gotta delay slightly your 623D otherwise your dash 5C will hardly if ever connect (or at least that what I do). How about pointing out what's wrong or what's right instead of being like "YOOOOOOOOOO LET'S DO....something", otherwise you aren't helping either. Plus I really don't see how this board is any bad when the Hazama wiki is easily one of the better wikis (or was for a quite a bit) thanks to Zeron, ZeroRaider and MetalMaelstrom.
  24. Hazama - Tager is only 5.5 in Hazama favor? Really? no way.
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