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Everything posted by Eclipse
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Try to post these in the gameplay discussion thread bud. Anyways, you need to make sure 623D is used when they're at a high enough height, to dash into 3C. Also, try to start the dash as soon as you see the chain pulling back into Hazama's hands. In other words, the ending animation of Jakou (623D/Hungry Coils). Hope that helps a bit.
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Ah, so you mean the 5C after 214D~C is delayed till the last second. I'll add it in the combo thread later today. Nice to know we can enhance a previous BnB. I might list it separately since most people won't be able to do it consistently.
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I see. Nevermind then. I'm sure it'll all work out then.
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Ah, well, I'd still do them normally. I think it'd be dumb if they allowed you to use beginner mode in challenge mode. Kind of defeats the purpose, but at least the later challenges don't have that enabled.
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Nice, whatever works for you nstalkie. And missiong 1-2 are specials, distortion drives, and astral. 6-10 are combos. What exactly are 3-5? Multiple combos? Are they much easier, if so?
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You can link Jayoku with a j.B as well, the timing is just a bit more strick, and it prorates less. Both are good nonetheless.
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5C has better damage and proration in the long run though. Once you master it, I'd say it's worth it. Usually you won't have to do the Dash 5C in regular BnB's. But for that combo challenge, if you need to dash. I recommend tapping right quickly then letting go and pressing C. If that doesn't work for you, try 664. in other words, right, right, left and C at the same time. This should make execution a bit easier for beginners, and you can hopefully get past that combo challenge. Can't wait to take a run at those myself. While we're on the topic, I have a question for you my friend. For the combo challenges, I heard some missions have more than one combo? If you complete one and can't complete the second. Will it save your progress so you don't have to complete the missions from scratch next time? Or do you have to do all of them in a row?
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I think j.B has longer range, so I'd recommend it. But j.2C has a much longer hit stun, so you may find it easier to go into a combo from there. Personally, I prefer j.B for a crossup.
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Haha, yeah, I've been thinking about the lag issue as well. But that's only if you're online. In local tournaments or in casuals with my friends, it'd be great to pull off. I'll be posting it later tonight with the confirmed characters it works on. Chances are it works on everybody though. Maybe bar Carl, but I can even see it working on him.
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Hmm, you're sure it's possible one everyone but Carl though. Any video would be helpful as provided evidence. I've only seen it done on Arakune, Taokaka, Tager, Hakumen, and Rachel. And I didn't think combos like that were possible on other characters, here's the video I think's worth noting fohstick: http://www.youtube.com/watch?v=PgfTWPmbtHY 5:43-6:42 ~ It shows an assortment of 623D to j.6D-D combos on the characters I've mentioned above. I have feeling this may be patched in the first balance update. I believe so for two reasons: 1. No challenge mode combos involve any 623D > j.6D~D. 2. In the early loketest for Hazama the timing was much less strick, it was even easy to go from Jakou to j.6D~D. It was quickly changed, and now the timing is extremely strict. I think they meant to eliminate it completely. But that's just a guess.
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Yeah, I figured as much. Wouldn't have made sense otherwise.
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Hmm. Is the timing less strict than simply using Jakou then j.6D~D. Sounds like a pretty devastating combo. I'll have to try it out in a couple weeks. And working on everybody but Carl is pretty amazing. I might even test this on Ragna later today if I find the time. And I'll add this to the combo thread in the JH Punishment section when I get the chance.
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I've noticed from the success in videos I've seen. You need to jump forward as well. To be honest, don't feel too bad about not getting it consistently. As of now, no one has completely mastered it on a professional level.
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Do you mean you're having issues with [j.C x 5] (JC) [j.C x 5] j.214B#? Well, depending on the character you're facing, you have to start pressing C a bit sooner or later. Personally, I'd recommend to start pressing C right near the end of the chain pull during 4D~D. My best advice would be to go to training mode, or sparring, etc, use Ragna or Tager as your opponent and practice it on them a lot. Those two characters are a bit easier to connect the j.C's on. And you'll begin to understand the timing for it. It's usually near the middle of the characters body. And when you jump cancel, jump up and forward. So the direction would be 9. Continue with 5 j.C's, and cancel the last one into j.214B. (And Hazama's air combo is much easier than most characters when you get the hang of it since it's mashing one button.) ~ It's come to my attention that I've been on these forums way too much lately guys. So I'll be responding a bit less now, haha. ~
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Unfortunately with entering it after they jump in. You only get the CH Rising Fang (214D~B), instead of the higher damage, charged, FC version of it. Nonetheless. It has it's uses, and is risky, but seems to be good when someone is rushing you too much and doesn't expect it.
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^ Unless they're any computer on hell difficulty without long-range options. (Ragna, Tsubaki, Taokaka with the exception of the bowling ball throw...) This little abusive trick makes Arcade and Score Attack and breeze. I try to win without it though, since I'm training for fighting human players. Who hopefully... won't be so naive.
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Haha, yeah, without 2B, you should never really have a problem. If you mistime the j.B to 5B on the ground, you'll most likely end up with a CH from the 5B, which results in more damage and a longer combo. So it works out anyways. That's if your opponent is trying to mash out though, which computers often tend to do. I used to always use j.2C > 3C. But now I always use j.B > 5B. I wonder if one's really better than the other. I think the damage is so close to the same, that it's ultimately a matter of preference.
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Yeah, is Hazama's ducking motion before 2C useful against anti-airs? I mean, does he duck down, the attack whiffs, then he comes up and hits them with a CH. Or does he just have head invulnerability the entire time, so it doesn't really make a difference? Also, I wouldn't call Jakou and AA. I think Jakou and 6D are more like options to use when you predict your opponent's going to attack you from the air. As soon as they jump from far away, you might be able to pull it off. More a battle of prediction than reactions for those two in my opinion.
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3C might be hard to use as an anti-air. Seeing as how it hits low. Haha, did you mean 5C? Or something else?
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Okay. I'll try to out predict my opponent then. Something I've always loved to do. It's just hard to do at such an extremely fast pace. I have to keep up with the buttons and links, haha. I'm sure I'll master it sooner or later though. By the way, my worst matchups thus far are definitely Hakumen and Litchi. No one else really gives me problems. Anyone else feel my pain?
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Yeah, I'm still in the habit of using 3C in blockstrings. It's okay as long as you follow it up with 236D (Venom Sword) I believe. I hate when people knock me out of my 214D~C/214D~A though. And I wonder why they always manage to hit me out of it. Any advice?
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I could have swore 214D~C did more damage overall. At least the charged version does I believe. Than a regular 5C, even with proration scaling, etc. Charged 214D~C should make the combo do more overall damage.
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I see, yeah, adding the 5B can help a lot. Creates more a frame trap, and if you hit them with it. Perfect BnB. Without reduced damage, like 214D~A and 2A.
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Well, the last challenge in Hazama's Mission Mode surprised me a little. I didn't think the developers would come up with something like that. The new thing I think they "introduced" was the grab whiff to keep the damage high. I can see this being used more frequently. If people knew it before, they never really did it.
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Yeah, I'm beginning to think the key to connecting 236236B after 623D > Dash 3C is backdashing beforehand. Sure, you sacrifice damage from a few 6D~A's, but the damage is still more than high enough to be worth it.