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Eclipse

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Everything posted by Eclipse

  1. I assumed so, but thanks for confirming it. I'll add it tomorrow. Sorry, just got too late tonight, and I need some sleep.
  2. That would be awesome ARC-IX. And I believe the j.6D is specific on a few select characters, or the timing is extremely strict to pull it off.
  3. I prefer Jayoku > 6D~A. Anyways, I'll have a few more combos up later tonight.
  4. Yeah, that's why it'd definitely go in the Flashy section. After I master all of the complex and viable combos for Hazama, along with many of his other tactics, like zoning, mixup, etc. I may try mastering this combo. Only so I can use it against beginners in a player match to show off though, haha. Nonetheless, it might be fun to learn, but I'll hardly use it if I do.
  5. If it blue beats, it's not worth it. I may be submitting some more Flashy Combos soon, like the double burst ones we all saw earlier for 10K. Just debating whether they're really worth it. I guess more combos can never be a bad thing...
  6. I think you misunderstood me. I wasn't saying the damage or proration should be changed, or anything for that matter. I was just saying that after 632146C (Mizuchi Rekkazan), your opponent can attack you before Hazama recovers from it completely. It's fair, I just thought they might change it, since moves with knockback usually don't result in the opponent attacking first.
  7. It really was, I'm fairly impressed with that Tsubaki. Most of the ones I see tend to do much worse against Arakune. The more I think about it, the more Tsubaki reminds me of Gabranth in FF: Dissidia. They both charge for some deadly potential, but Gabranth's probably the better of the two... Though, that's another issue all together. (Ex-break - instant death.) ~Anyways, does anyone know who was playing that Tsubaki, was it Buppa? As for the Hazama vs Arakune, it was better than the other ones I saw. In most of them, Hazama flies around the screen the entire time and someone wins by time out. I really liked that match. Hazama's style of confronting Arakune head on. Shame Buppa lost in the end, but I'm still happy to see Arakune win since he was my main in CT.
  8. Jayoku definitely has longer horizontal reach than it appears since Hazama moves forwards by teleporting closer to his opponent. I've seen it hit countless times. And you're probably right about the hitbox of your opponent. I always feel bad for my Ragna opponents when I dash 3C > Jayoku and I kick them up by barely grazing their hand which seems to be sticking out. (Then again... I don't really feel bad, I tend to smirk and follow up for massive damage.)
  9. I don't know. Jayoku almost definitely had a bigger hitbox, but some of those look about right. I think it was 5C or 2C that had a massive hitbox, and I believe they really do in gameplay as well. I could have swore 3C had a bigger hitbox though, so I'll agree with you there.
  10. I think I'll check the damage later and add it to the driver starter section if it's viable enough. Thanks for the new mixup.
  11. On unlimited Ragna, I actually rarely hit confirm with the chain. I tend to block and punish him with a BnB or a FC'd Jayoku when I have meter. I've found that this was the easiest way for me to defeat him quickly. Once you get used to his pressure, it's pretty easy to block. My main problem relying on punishment the whole time was losing all my guard primers insanely quickly. And even when I barrier guard, his second hit of Carnage Scissors takes nearly half of the meter away from me. It's more or less a race for time with him. Since I try to kill him before he can destroy all of my guard primers.
  12. I wish I could answer your question, but I'm no expert on proration. If I had to guess, I'd say all the hits prorate. Has anyone has a chance to face unlimited Ragna on Hell difficulty yet? Is it me or does the AI in this game seem more intelligent. Well, maybe not more intelligent... But more developed combos than the first game.
  13. No! Not the banana suit Hazama, ahhhhh. Go for the awesome dark color scheme or his Hellsing/Normal clothes, haha. Well, if you really want the yellow one, go for it. Anyways, a separate video for each one is probably a good idea. At first I thought it'd all be in one video, but there's far too many combos for that.
  14. Nice, maybe following up the second 236236B with the normal 214D~C > 5C > 2C > 4D~D > j.214B# will work. Hopefully it does, and we can all extend our 100% heat combo a bit. As for the whiffing j.A's, does that actually red beat (Because of the hit stun on the chain)? Or is it more of a mind game to play with your opponent on blocked chain, etc? I could use some more tricks on coming in on the chain, so I could see it being valuable. And if I'm not mistaken 2600 is more damage than the traditional drive starters do. Edit: It's good to see you back on the forum Fireryda, it seems like it's been a while since you've been on. Then again, I may just be looking in the wrong threads here, haha.
  15. Oh, the double fatal counter was a mistake on my part. In fact, neither hit actually needs to be a FC. Anyways, keep working at 3C. In my opinion, the best way to get it would be dashing as soon as you see Hazama detach his opponent from the chain. You may not be hitting them high enough to follow up either. You usually have to use 4D~A x 2 or a high 623D after Jayoku and the followups. Hope that helps. Just wait until the end of Jayoku's animation. The higher they are, the easier it is. Edit: You can do it from 4D~A as long as it's used twice to hit them high enough. Just saw your edit.
  16. I tried this earlier: 236236B (FC) > [6D~A x 2] > 623D > 3C > 236236B (FC) > 2B > 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# And it actually blue beated when I got to the last 5C. I bolded it to show you where it blue beated. I'm assuming if the above combo doesn't work, then your aforementioned one wouldn't either since it uses 623D three times as opposed to two. I could be wrong, but I'm pretty sure it'd blue beat. Edit: Arc-IX, I'm not quite sure what you mean by that combo. 623D doesn't combo into 6C or another 623D. Did you mean 623D > (Dash) 3C? I can assure you that it won't blue beat if you're fast enough. It was actually really difficult for me at first, and comboing into his portal distortion drive (632146C) was even easier. Unfortunately, now it's the opposite, but that's another story...
  17. Yeah, the more combo videos we have with Hazama the better. I was going to say, if anyone feels like using a lot of the combos from the combo thread, it'd be great. That way we have a visual on the combos. I'll definitely add it to the guide, and it could even help out more in the end.
  18. Aside from being used in the corner, it also has potential mid-combo. While the damage may not be much higher from a regular BnB, Hazama can afford to waste heat since he builds it extremely fast. Sometimes one Jayoku can lead to enough heat for another Jayoku in the middle of the same combo, and as a result... Hazama's victory.
  19. Wow, so many Jakou's in there I lost count, haha. I'll definitely try testing it later if I get the chance. Three total, I'm almost certain that after the second Jayoku you won't be able to follow up with Jakou and the corner combo from 2B. If you drop that part and make it 214D~C to the normal followup after a Jayoku, it might work. Nonetheless, I'll try it later and let you know of my results.
  20. Good update to the combo video. I really like some of the new combos you're pulling off. Keep working on it, and you'll have an excellent combo guide in no time. One of those most helpful aspects of your combo video in comparison to others is the fact that you separated his combos into certain sections. This makes them much easier to learn and visualize. You might even want to put something in the description with the time for each part. Example: Rapid Cancel - 1:24 Distortion Drive - 3:32 BnB - 00:21 Etc, etc... Good video nonetheless. I look forward to seeing your future updates.
  21. Not a bad combo video. Would like to see more of the Houtenjin punishment combos though (Distortion Drive Kick). Nonetheless, good job. You can substitute 5B for 5C in any of those combos for a bit of extra damage. Also, having the damage show up on the opponent's health is always nice since it gives people a direct idea of how much damage the combo does.
  22. I see, so it's easier to hit confirm with, and they're more likely to be in Zaneiga range. Sounds alright, but I'll probably stick with j.B > 5B for now or j.2C > 3C. Does either one of those combo setups have an advantage on the other? (Or would it be even wiser to do j.2C > 5B > 3C > BnB?)
  23. Haha, very true. I don't think anyone should be standing under the poles. Unless Rachel gets a serious buff, she's really not going to be a threat according to her damage. I really wonder what the console version will do to the characters when the rebalancing is done, I guess we'll just have to wait and see. Quick gameplay questions too, is there a reason Zakiyama and Buppa tend to combo: 5D~D > j.B > 2A > 5B > BnB I assume it'd be better to leave out the 2A since that just lowers the proration and overall damage output. Is it possible that 5B will wiff at the range they're at? Or is 2A just a safer option after comboing from a jump attack? (Personally, I always go for 2C > 3C, but I think j.B has better proration that 2C, so I'll have to get used to that.)
  24. Haha, indeed. The only time I'll risk Mizuchi without comboing or throwing into it is when I know it will finish off my opponent, and we're both at a low amount of health. It works especially well when you use the element of surprise with it and your opponent is Jin spamming ice blades, or Rachel spamming Lobelia's... Still a risk though, since if you don't time it right, and their move hits you out of it, you've wasted 50 heat and risked losing the round.
  25. Yeah, that's a pretty unlikely scenario. I guess we can go back to discussing the epicness of Jayoku. (Also, if you're able to attack Hazama before he can recover after 632146C... I'm guessing they'll patch that in the console version.) Not that it's unfair or anything, just doesn't seem like something that would occur after you sucessfully hit your opponent with a DD. ~ Or are you guys talking about a blocked situation?... but that's pretty obvious.
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