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Arifureta

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Everything posted by Arifureta

  1. ^ yeah, I guess it's because 214D~A counts as an extra hit before the BnB. You mean: 236236B > 66 > [2D~A] (x2) > j.214B# ? There's also: ... j.214B > RC > 2D~D (latch)> 2B > 5C > (JC) j.214B# in the corner. Though I think it might be character specific since I remember failing this before and people got angry at what they thought was a trolling attempt.
  2. The only times people have managed to tech out/combo blue beats in the middle of my jCs are when I've been doing a bunch of stuff before I went into the launcher. It's rare, but it happens. Although I think I've conditioned the people I play with to look out for an air grab so they don't mash and so don't get out of it. :V In normal circumstances though, you'll always get 10 C mashes. The only way to screw that up is to over/undershoot your 4D~D pull up.
  3. So the 2B combo works for most everyone, but the proration goes to shit. I don't think it's worth the effort. :V 214D~A doesn't normally combo into anything unless it's on counter/charged hit. Hitting a crouching opponent might let you combo into 2A though.
  4. I second this. If a combo works on Hakumen, it'll work on most of the cast. Then I try it out on Jin to see if it'll hit him since that dude has a weird hitbox, just like Hazama. I feel he's more of an improvisation character since there will be plenty of times when you suddenly get unexpected hits. j.B is notorious for this because of its 2 different hits. I've had to sometimes do part of the C mash facing the other way because of it. Oh man, I can't keep up with the speed of this thread.
  5. Many things redbeat on Tager. Heck, I've gotten a redbeat Astral off of a midscreen chain hit confirm. i.e.: 5D~D > j.2C > (land) 3C > Astral Note: It's actually possible to do that on any other character as long as they're backed up in a corner, I think, since the combo can't push them away any further and that's the only thing that makes this uncomboable. I'm thinking it might also be possible if you whiff the j.2C since that's the main thing that pushes them away, though I haven't tried it yet. I'll edit this post for any combos that I can think of later. Oh, and 2A is very good at picking up characters who tech wrong. If you're feeling plucky, you can even chase them off of a tech. The only thing that stops it is a DP so it's relatively safe. Though of course if you spam it then...
  6. ^ TRUTH The most recent GC tournament has epic Buzama videos if you wanted to know where to start watching MIRACLEfool. :V
  7. The longest versions are the most useful and usable. Everything else are just derivatives of said longest combos. :V In fact, the way I see it, he has like 3 BnBs: The chain hit confirm BnB, the normal BnB and the Jakou BnB. People just mix and match as fit. All is forgiven bro. :V
  8. It's totally finals week but I'll most likely still be on (sadly). I agree with posting the long version. In fact, it might be a good idea to list the longest possible combo you can get from a chain hit confirm and the longest you can get from a normal since, as FlyingVe said, you can start the combo from any part of it, and those two combos are a good chunk of what new players will be landing when they start out.
  9. ^ I've played him with friends. The thing you'll eventually find out is that all your friends will hate you if you keep playing this character. :V
  10. Generally, I think of using 5B if I want more damage on my BnB and 5C if I'm going for heat buildup. But the damage/heat difference is very slight so it's really just me that thinks it matters which one is used. :V Though 5B might give more stability for the BnB launch. Or that might be 2C. EDIT: With you in the corner: 4B+C > Astral is like easymodo. :V
  11. 5D hits but I don't know if it combos into the BnB since I've only done it when I distortion finish with the mizuchi.
  12. It's around 5:20. Jin also does his in the same round. Ah, yeah, but it was like 2k, and I'm pretty sure it wouldn't have killed him though it would have been close if he didn't drop it.
  13. ^ inorite. Here's an effective use of the counter assault: http://www.nicovideo.jp/watch/sm10618999 Also, rapid cancel trolling. :V Or at least to me it looks like he's trolling. Like, why would you waste 100 heat on a command grab combo.
  14. I don't think the counter assault is comboable at all, although if you're under crazy pressure (i.e. TK Nails Bang ) then maybe throwing one off isn't such a bad idea. It looks like 5C, with 236D effects. If you did it to someone in a corner then it might be comboable actually, now that I think about it.
  15. Is there any use for 6B? I don't think I've ever used it intentionally (though input fail on Jayoku has led to many punishes ) since I don't see what's the point, but maybe I'm missing something?
  16. My contribution to the mixup/pressure discussion: Though I wouldn't call it decent, his 5B > 3C > 214D~C/214D~A pressure is pretty intimidating. Of course, it's very easy to get hit out of the 214D~A with an A mash, but if your opponent catches on then you can go for the C version and into the long version of his BnB. And if he starts jumping, go for the 214D~B anti-air into the jyakou BnB. Spacing's a big part of the pressure so 66 if you have to.
  17. Case in point. His BnBs are basically the same things, with just slight variations on how you get into them/end them. So it's either you're doing the C mash BnB or the Jakou one. :V As has already been said, his 2A is godly. Don't be afraid to throw it out to interrupt someone's pressure (preferably after an IB), then continue on to your BnB of choice. I guess people can learn how to escape pressure with the chains, though I feel like that shouldn't even need to be emphasized since it's pretty basic.
  18. Yeah, I feel like since he's not a very complicated character to understand, the key to winning with him is to completely know what each of your moves can and can't do. I mean, he has like 2 BnBs. Not overly complicated at all.
  19. His mixups are TERRIBLE. D: 6A is really slow and doesn't combo into anything but jayoku (proration is terribad too), 214D~A only combos on charge or counter, but you can easily get hit out of it. General playstyle (or at least how I play him): hit and run. It's very easy to hit confirm from a screen away so there's no reason not to. I also tend to abuse 214D~B to stop anyone from rushing me down but you probably don't want to be too predictable with any move. Also, yeah, unpredictability is a big part of how you should play this character since, as mentioned, his mixups are terrible so you can't really rely on those at all.
  20. Ah, you see that in Noel's combo he hits her with the charged 214D~~C. You can see it flash blue.This adds about 100 or so extra I think.
  21. I think it picks up everyone. I personally have used this against Noel, Lambda, Jin, Hakumen, Rachel and Ragna. Interesting thing happened today when I was fighting Hakumen. I activated his yukikaze with a 214D~B but I didn't get damaged. I don't know if it was because of the invincibility frames, the fact that I was in the corner when it happened or a combination of both. Pretty funny though.
  22. If I'm in the corner: Jayoku > [6D~A]x3(4) > 623D > 2B > 5C > 2C > 4D~A > 4D~D > [j.C]x10 > 214B [~5k?] Otherwise: Jayoku > 214D~~C > 5C > 2C > 4D~A > 4D~D > [j.C]x10 > 214B [~4k] Another 50 heat combo I like: 214D~B (CH) > (66) > [6D~A]x2 > 623D > Mizuchi [~3k. ~4k if you do [6D~A]x3]
  23. For 214D~B (CH), getting the 2nd 6D in depends on the character. I think Noel, Litchi and Jin (maybe Hazama too. Dude's got a weird hitbox; I just realized it the other day) are characters that you can only do 1 6D on. 214D~~B(FC) gets you 3. For 214D~~C > 5C > 2C, it's possible to get 2 4Ds on them before you pull yourself up for the c Mash. It's just like the standard BnB though. If there's 2 hits before the 3C, the 2nd 4D isn't going to hit. Jayoku (FC) can get you 3 6Ds (4 on some) before Jyakou. Only viable if Jayoku did FC since anything less than 3 6Ds isn't really worth it (although if you slam them into the corner and you're close enough for the follow-up then by all means), otherwise just go into the 214D~~C follow-up since you still get > 4k damage plus ~30 heat gain. Plus, you can do 2 4Ds on the launcher B+C gets you 2 6Ds (though, again, not on Noel, Litchi and Jin). Generally though, all the extra chain hits involve correct spacing. If you're too close the chain doesn't clamp and you've wasted a knockdown; if you're too far they tech out. There's also the matter of taking into account how low your opponent is before you hit them with the first 6D. If you do it too fast then they're still too high up into the air and your next 6D is going to wiff. tl;dr Let them fall for a little bit before you do 6D. Also, dashing in helps with some characters.
  24. I'm actually really looking forward to how Mu's going to play. *_* But yeah, mirror matches are never fun; Hazama one's even worse. Everyone's just going to try to hit confirm with chains. ._.
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