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Everything posted by Arifureta
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Besides 2C and 6B, what else do you guys use as an anti-air?
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Ohhh. I derped pretty hard there. Thanks for clearing that up!
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What does the '*' mean?
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Just double tap and let go. There's no point in holding the dash for Hazama since he can't really run.
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I see I see. I usually backdash and wait to see what they'll do if I ever do that finisher. If they roll it's a free pickup. If they neutral, there's usually enough time to dash up 5A to start pressure again. Though I tend to only use that finisher on characters that have no real reversals so I don't eat a dp when I run up.
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If you're looking for oki options, I feel it's much better to end the combo with a mami circular into bubble+TK swallow moon setup. It's guaranteed neutral tech.
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That j.2C > Swallow moon looking pretty sexy.
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The only bursts I can actually catch on reaction are when they burst the mami circular, since there's enough time to rapid and block before it comes out. Other than that, it's pretty much a guessing game. Unless it's really obvious that they'll burst (like say that last hit before the distortion that'll guarantee kill them or something (and even then that's still not guaranteed)), I just usually keep going with my combo.
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Work on your blockstring. You're missing out on the 5A fun. Also oki. The standard A mash ender in the air does do more damage but unless they're near death, it's better to get oki.
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TK swallow moon for oki is pretty godlike since j.C immediately lands you back to the ground and sets up a throw or low followup. So you've got a fast overhead/low/throw mixup after knockdown and if you think your opponent is going to mash out then you can barrier cancel it as well.
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Flying in on a blocked chain is just a bad idea overall imo.
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Since I used to be Hazama main, I thought I'd write this up. Punishes: - Clearly, a whiffed/blocked jayoku is a free punish to anything. - Any move from his stance (214D) is punishable on startup. Depending on the spacing, you can either 5A or 5C the followup. Though watch out for a gimmicky flash kick followup since that'll eat anything. - 214D~B is punishable on whiff, although it really depends on how close you are on him. I think IBing it is also a free punish. - Blind chain-ins are punishable with 2C. Anti-airing: - I'd say use 2C more since every time Haz approaches from the air he'll be coming in with a meaty so having head invuln and a lowered hitbox is a nice thing. Plus it has the added bonus of being crossup safe, just in case he decides to fly in with the C followup. Though to be honest, only a silly Hazama would actually fly in on a blocked chain so that's probably the least of your worries. Zoning: - lol no. Although at full screen, you do have an advantage if you have the cat missiles. If you throw one out, your ground approach is pretty much safe since his chains can't cancel the missile and he'll either block or jump out, Either way, it's a free dash in. Just know the range of his chains and watch out where you decide to throw out your projectiles. Strategy: - Nothing really special; just go with your standard strategy. Try to get him in the corner and get your godlike bubble oki (B bubble + TK swallow moon) going. An annoying thing about Hazama is how easily he can get out of corner by using chains. You'll really have to work to keep him in there. Your j.C beats his air game clean though so feel free to abuse that if he's jump happy while trying to get out. - I probably don't have to say this, but watch out for Jayoku. If he has 50 heat, then stick to an actual blockstring for your pressure, otherwise you might eat a nasty fatal into 5k combo. - His midscreen oki got nerfed a little bit, but you'll still have to watch out not to roll towards him because his 2A will pick you up and get you back into a BnB. His corner oki is still pretty godlike, so watch out for that. 2A will eat any attempts at rolling out of the corner so your only option is neutral tech (although staggering your rolls can sometimes work). Don't try to mash out on wakeup since nothing you normally have beats his normals (although the bat does work wonders). Just watch out for the mixup and wait for a good place to poke out. Hazama's blockstrings end fast so you won't be wating long. He can extend it with 214D~A or 6B, but those are reactionable. Basically what'll happen is you'll wait for jabaki and be like "aha, end of blockstring". - If he likes to fly in on blocked chains, laugh at his face and 2C. Though he can safely approach by stopping the chains before they hit you. - A good way to get in on Hazama is to IB the chains and then dash in as he retracts it. Just be careful since he can cancel his chain into Jakou to catch out any air dashes. - Always barrier cancel your dashes, just to make sure you don't eat a chain on your way in. Item Strategy: - The bomb is at a disadvantage in this matchup since their effective range is right inside his chain range so be careful whenever you throw those out. - The missile is pretty good at covering your ground approach since he can't cancel them with your chains. Just be a little wary of where you throw them out on the screen since his chains are fast enough to beat your startup if you're close enough. Char specific details: - His hitbox is like Jin's (i.e. thin) so some combos need to be adjusted. Most notably, the full hammer loop doesn't work. Either you do 2 reps of the hammer into oki, or you do 1 hammer into super. Though this might be execution failure on my part so if someone has done it then I stand corrected. - Oh and watch out for his command grab. At 12 frames, it's pretty scary. It's really effective in corner when he gets his oki so just be careful.
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I think it's about the length of the A bubble when it comes out. No need for the crouch too.
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GGs to everyone I ended up playing. :D
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Oh god, that tune is in my head now.
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D: I'm near positive he's a Ragna player.
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Yup, Hazama. Seum's was Jin and Tresnor's was Ragna. And sorry for the late reply. ;;
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I don't know if you want to be using 5B though. It's hitbox is pretty low and it's not like it has any priorities (I think).
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http://www.youtube.com/watch?v=fUUhJlu2_oo#t=2m27s That 214D~C spin to 6C is just too funny.
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lol, 6C and 236D in midcombo? Flashy.
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Played against Dabit and another Arakune at NCI. You want to be reaaaallyy far away from him in this matchup. He can't do anything about your chains at that distance plus it'll punish any 6D attempts since his hitbox is pretty big. Midrange is a little tricky since he can use 6D or 6B (I think it's 6B. The little teleport that hits low) as a chain cancel punish. If you see him throw out a cloud, you should throw out a chain since he has forced recovery when he lands and you might be able to catch him if you're fast enough. 214D~B is fast enough to catch the teleport if he tries to get in that way. During curse, uh... legit options are block, CA, and cry. Curse is scary. QQ This match is one giant zone fest until you get knockdown. Watch out for reversal super on wakeup though. Backdash is also an option since it's invincible I think, though I'm not entirely sure what its properties are.
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I'm happy you get a stock back when you hit them with the chain. I was a little worried about that during the loktests.
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Make him come to you, but watch out for meter turtling. His anti-air isn't as good as the others but his orbs are still painful when they're out. Footsies using 3C is a pretty good approach on the ground. Good news is that he really doesn't have much of an answer to your knockdown since he has no real reversal until he gets meter for yukikaze, though I think TK Hotaru stuffs anything that isn't a poke on wakeup. I could be wrong though.
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Work better under pressure? :U Jayoku is bufferable during 214D~C if you really need it. Or I think it's bufferable. Or 214D~C is cancellable into Jayoku. Anyway, something like that.