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Fireryda

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Everything posted by Fireryda

  1. Not sure on the damage for this but 5D~D > j.a/j.2c whiff > 3c > 214d~c > 5c > j.cx5 > 2c > 4d~d > j.214b# Hitting with a j.2c / j.b will make the 4d~d blue beat unless on tager.
  2. Is that even worth it though? Will look cool but still dash 2b > Jayoku will work better. Pretty sure it'll work on most characters bar carl if you hit them at the furthest 3c range since they only have to be barely in the portal to get hit.
  3. you can smack him between the hits.. the delay is MASSIVE. getting hit recovers his health so much though ><
  4. Score attack mode is easy~ Well easier than dealing with my local Litchi and Bang players thats for sure lol. To beat Unlimited Hakumen just stay out of his 4c range and 214d~b ch him into combo when he jumps in. preferably to jakou so he's far away from you. repeat until death. Unlimited Ragna, dodge that shit and just chain confirm into combo for meter and IB jayoku his stuff. If he's close range do safe pokes like 5b and watch out for his command grab. Whiffing anything will make you eat a 5k carnage scissors and for the love of god when you're getting combo'd TECH. his drive adds so much damage And yeah seems like j.c prorates on every hit then.
  5. Nothing wrong with 5b. It's a good normal, fast and advantageous on block. I just don't use it much in combos. Also any idea on if the subsequent hits of j.c prorate as well or just 1st hit proration carries.
  6. After playing with my local bang player for oh so many matches and getting whooped I'm starting to understand this match up slightly. I'm not sure if this'll apply to all bang's but here goes. Playing defensive against bang isn't a great idea as he can easily get in on you with his nails and start his ridiculous mix-up and once he gets in on you it's hard to give yourself some room to do anything short of IB Jayoku to reverse momentum (which is like a universal solution) I found that the key is to play hit and run with drives until you get a hit into a combo. This'll force him to chase after you to do anything or try to zone you with Nails. Getting hit by D nails (3 nails) doesn't really seem to be a problem if he's far away and if he's trying to catch and zone you he generally should be. Once he runs out of nails you can just treat this matchup as you do with Ragna except he's a bit faster and his pounding gives less heat than Ragna's. It's also safe to do oki stuff if he doesn't have heat because of his lack of a reliable DP without heat (Ashura is fast, hurts and safe on block) If you can actually reliably pressure bang then by all means go ahead but imo it just seems really hard since he can turn it around with TK nails that are extremely fast and can lead into a combo if it's done close putting him on the advantage where you don't want him to be. TL;DR Make him waste his nails then go from there. It's a lot easier when he doesn't have nails. Not a ridiculously hard match-up but you have to be very careful not to eat stuff. I personally don't find Jayoku as useful in this match-up unlike other matchups (Ragna v Haz ) Oh and watch out for the damn command grab..
  7. I've always been around ;P Just nothing to add.. trying to learn Lambda and Rachel since my Hazama is kinda at a stump atm. Trying to get out of a habit of auto-piloting. But yeah for the 2nd 236236B, I doubt that it'll be possible to do a 214d~c follow up as they'll most likely tech between j.c hits or 214d~c > 5c. Might be able to do 4D/6D~a x2/3 > 623D but thats about it. On a D follow up, throwing out a move will stop your momentum. Like a 5D~D no inputs at full screen will just launch you over the other player thats why you use j.2c / b so it stops you moving foward so fast and puts you infront of them. The j.a is the same purpose as j.2c except you don't hit them and just go straight to a 3c. It's more obvious from a j.6d~d > 3c since that brings you down to the ground faster because you're going at an angle. It's probably better to just hit them with a j.2c anyways. On a blocked chain it makes entry fairly safe as you can j.a whiff and barrier as you fly towards them or condition them to expect overheads and suddenly cut your drive short into a low. I'm not positive on the damage values but I'm pretty sure it's around there. Most times on chain hits I do j.2c > 3c and missing out on the 5b entirely. It's probably better to do this stuff if you plan to go into a Jayoku from a drive starter or into a really long combo so the proration doesn't ramp up. Don't think it makes much of a difference if you go into a normal bnb since theres not enough hits to prorate it significantly.
  8. Sounds about right that it should bluebeat around there. Cheers for trying. Well it might set up some mean oki game though. 5a(ch) > Jayoku links so it's possible to do like 4k+ off a 5a. Also for the drive starter combos I've been doing from furthest range. 5D~D > j.a whiff > 3c > 214d~c > 5c > 2c > 4d~a > 4d~d > j.214b# and it hits ~2600 (Not including the mix-ups of chain-in overhead/low ). Since 3c connects its possible to do 5D~D > j.a whiff > 236236B > whatever though the damage doesn't look too great from it. *Edit For the combo I mentioned earlier, This worked 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b. It might be possible to follow up the 2nd 236236b but i dropped the combo
  9. if nobody wants to do it then i'll be glad to make a vid with subsections for all the combos in the thread. like a seperate vid for each section.. thats if nobody does one first.. with my epic banana suit hazama :D I'll get started after my exams (like 1-2 weeks).
  10. Haven't gotten a chance to test this out but I was thinking, would it be possible to do a double Jakou combo into Jayoku? i.e Hazama in corner. 236236b(FC) > 6d~a x2/3 > 623d (opponent lands infront) > 2b > 5c > 2c > 4d~a /x2> 623d > 3c > 236236b > 214d~c > delay 5c > 2c > 4d~a > 4d~d > 623d > 2b > 5c > 2c > 4d~a > 4d~d > j.214b# I think it might drop after the 2nd 623d before the 3c can connect or sometime shortly after the 214d~c.
  11. I'm still suprised how mizuchi does 1500+ after all that.. Anyways it's definately not practical. Best bet is to do a double Jayoku combo which is rather easy to do especially in/near corner and almost just as good. ~7k off Jayoku starter, ~7.5k+ off 5c/6c ch starter.
  12. well i'm positive it works on tager.. but that's just because he's massive. if you do a 5c without the 2c the 4d will just ricochet. no hitstun at all.
  13. nah it's still possible but you have to have really good timing and delay the 5c at the longest possible moment since 5c pushes airborne enemies alot higher than 5b does though maybe the 5c might make it only character specific for large characters only..
  14. Rachel does crap damage but it adds up overtime. Don't take her lightly she isn't a cakewalk to beat. Hazama is one of her better matchups as she has a far easier time dealing with his chain shenanigans with her playground, she also has ways of stopping your entry via wind which is annoying as hell. 2a is a bit faster than 5b but not much. I'm assuming it's for hit confirms as j.b doesn't really give much hit-stun unlike j.2c. 5b has a longer range then 2a does so whiffing is out of the question. I don't see any reason to use 2a in a combo if theres a chain-hit. On a non-chain hit jb entry though I'm pretty sure 2a has less knockback then 5b so it'll be easier for the m to confirm into combo or go into their pressure strings.
  15. If they're spamming ice blades or lobelias at you from full screen when you have 50 meter they deserve to be rekkazan'd!! The timing window is pretty big to get them when they do that, just gotta pay attention. Even if they block it chances are the projectile might pass through your invinc frames. I'm pretty sure they can't do much to capitalize on a long range projectile heat except get a little closer though. Rachel can do Lobelia > BBL but it'll do pitiful damage unless you're standing under like 2-3 poles which you shouldn't be..
  16. He'll recover slightly faster than you would after a 632146C but the difference is so small you'll be able to block anything he throws at you. On a block.. yeah..
  17. 214214C iirc. Honestly I'm pretty sure thats actually possible because they recover before you can do anything. Though I think its a pretty close frame difference at best. I did it against a Rachel and she managed to tech, wind towards me and spam 5a before I finished recovering. It might actually be able to get Rekkazan'd then recover and Rekkazan back before they finish recovering but I'm not too sure on this since Hazama mirror matches are stupid.
  18. Might be an issue with my timing but you can't link CH 236D (Jabaki) into Rekkazan.. Everytime I landed it, it blue beated since you can't cancel into distortion and gotta wait for the awful recovery. Jayoku is no go unless it's on the corner at which point it's massive damage. Rekkazan RC into 5D~D > back throw combo only seems to work if you're near the corner as it pushes them away too fast. Rekkazan RC before last hit > 6D~Ax2 > 623D works but only does 2213 damage.. less than a normal Rekkazan... Also j.6D~D > 236236B is awesome. Full screen is safer for sure but I have an easier time getting hits in at close range then trying to get a chain in and risk getting punished.
  19. Not sure if the opponent recovers before you do but all I know is that Rekkazan puts you in a generally unfavourable position imo. I'd rather be next to them for a bit of oki pressure and to bait wake-up DP's rather than being at full screen trying to hit them again with chains. It seems that they can tech before you finish your Rekkazan but you'll be done recovering before they can do anything... RC combos might work for impractical 100 heat.. *goes to see what he can find out*
  20. Just to say it again. You can break 8k practically. 5C/6C > 236236B > 4D/6D~A x3 > 623D > dash 3c > 236236B > 4D~Ax3 > 4D~D > j.214B# You have to throw them into the corner for the 2nd 4D~Ax3 to work properly otherwise they can tech out. Timing is really hard though. And I'm 80% sure it doesn't work on Carl since his hitbox is too small to do lots of chains. 5C will bring you just over 8k while i'm assuming 6C will put you around 8.1-8.2k Also that 10k was badass.. although really really really impractical.. I can hit Noel with a wierd Jakou like that in that positioning so, It works on everybody except Carl. Considering Tager's positioning he could've gone for one more 4D~A chain but that would've put him out of jakou range. *Combo is only possible on Tager afaik. Can't get j.6D~D chains to link on any other characters apart from him. Rachel and Haku are a maybe, I've only seen it done after a FC.
  21. It's because dash 3c > JAYOKU after a 623D will do more damage especially as its psuedo unburstable if you go for another 6d setup after it. It can reach almost 7k which is alot better and builds back more meter. (They should be dead by now..) I haven't been able to get the timing down right but once I do I'll be using it a bit more often to have an unburstable finish. I do find the timing for a dash 3C > 236236B easier than Rekkazan though.. Nevertheless it does look awesome and the unburstable damage is definately nice.
  22. I've actually stopped using Rekkazan except as a punish against Jin / Rachel for ground projectiles or Litchi when she does Great Wheel. (The one where she can control the input, if she TK's that it's funny ) Also I sometimes do it against Arakune's if they like to IAD close to the ground because that is SLOW. I find that saving the meter for a threat of a random Jayoku and/or having the meter to RC it if neccesary is alot more effective.
  23. Not too great tbh. Bit of a long thing here and if I'm wrong anywhere feel free to correct me but. Off a neutral grab you can connect 6D and either 1. Grab > 6D~A > 6D > Jakou (Doesn't work on all or my timing for 6D is a bit off. I can never seem to be able to get Noel into Jakou range) (> (dash 3c > Jayoku / [corner] 2b > 5c > j.214b#)) 2. Grab > 6D~A > 6D~D > j.cx3-4 > dj.cx5 > j.214b (what I usually do) 3. Grab > 6D~D > j.cx3-4 > 5c > (2C) > 4D~A > 4D~D > j.214b# (only works if they're low enough and you do the j.c early enough to stop your rising momentum I think. Works on at least ragna haku and Tager but timing is iffy..) 4. Grab > Jayoku > Fun-times While that combo into 236D isn't too bad afaik generally ending most things in a 236D isn't that great as you have better options for damage (also does a grab > 6D > j.c > 236D even link? do you mean back-grab >5D > j.c > 236D?). Can't really follow up 236d unless its on a CH into corner afaik. (CH 236D > 5C > 2C ... ) Can link to video plz? :D On a back-grab on most characters theres alot more options. Generally you'd do back-grab > 5D > whatever. Examples 1. Back-Grab > 5D~D > j.Cx3-4 > 5C > 2C > 4D~A > 4D~D > j.214b# 2. Back-Grab > 5D~D > 5C (timing is a bit strict) > Jayoku > whatever 3. Back-Grab > 5D > Rekkazan! 4. Back-Grab > Jayoku
  24. I heard Jakou (623D) builds a fair bit of meter
  25. If I'm pushing them into the corner I like to do j.cx5 dj.cx5 (drop combo) land 2D~D j.214b# as a tech trap.. its a gimmick but I find alot of people fall for it heaps.. for the first one or two times.. the j.c's are important because damn they do a lot of damage and the meter.. :D
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