Fireryda
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I don't think I've ever had a situation where I guard breaked somebody.. 5 Primers is a bitch to take off with Hazama..
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I wish j.214b was an overhead.. it looks so much like one Any uses for it outside of combos? I thought it'd be decent as a mix-up but it's not an overhead and TK'n it is pretty fast so I'm not too sure on it being a frame trap. Not also to mention on block its unsafe.
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i'm pretty sure he tried to 2a poke out but somehow cancelled it into barrier during super flash.. but yeah afaik it's 27th for US BBCS release.
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Don't you love it when you Fatal Counter a barrier block? http://www.youtube.com/watch?v=fK_xjygiDIw#t=5m20s
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http://www.youtube.com/watch?v=fK_xjygiDIw#t=3m55s Zakiyama does 236236B (non-FC) > 6d~ax3 > 623d > j.6d~d > 5c >j.c (dropped combo ) for at least 5k damage. so it looks like any combo with 623d > j.6d~d can be done on rachel maybe.. man i love how Zakiyama plays.
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Dude what the hell.. Arakune's 2C is so unsafe you can't even put the word safe in the same sentence as the only way to make it safe is to do it from full screen at which point getting hit by it and or not punishing it before it reaches you is like.. what? It works once or twice but when they start blocking it.. oh my.. Also 214d~b is semi-spammable but you gotta know when to do it 6 frames startup is actually quite quick. It definately shit's with tager so much though as he has nothing against it, anything he does will at best clash and leave you at an advantage. The problem with spamming it is that if you whiff or its blocked you're most likely at a disadvantage (god bless you if you whiff'd or blocked against a litchi when she's next to you.) Definately not something to throw out alot because that 6 frames of CH state makes alot of difference. Honestly I don't find 3c too bad because you can stance cancel and then its a guessing game. B beats out lots of stuff if they move in on you and C is a good frame trap. I'm probably going to drop Haz as my main and try to pick up Lambda then drop Lambda realizing her D spam is inferior to Haz's D spam and then come back to Haz to troll-chain.
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Pretty much because It's slow and has a pretty long recovery afaik. Not too bad on a mix-up as it's pretty meaty and its range is massive compared to his other stuff. I use it quite often and get alot of success with it. Pretty good for frame trapping as well, just don't make it too obvious you're going to go for it. The thing is though when you're outside your 214d~a range and still inside the range where your chains do crap-all hitstun, there really isn't much you can do. Dashes into normals are ok but from that far you really don't have much i think. It's better to clear some distance and start chaining imo. 214d~b is good for lots of situations if you know what you're doing with it.
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I find that this works. Especially with flash kick having invul frames it's awesome. You can mix it up with 7j.6D as well and go in for pressure to get you close but if you're outside of 214d~a range theres not really much you can do that won't get punished. Dash 3c might work sometimes..
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You don't always have to dash into zaneiga after a Jayoku. Only if you hit them at the edge of your Jayoku hitbox (it has like Ragna's 5B range). You have enough time to do what you want though. A zaneiga combo after a Jayoku is good because it builds HEAPS of meter since you can do the relaunch (j.cx5 > 2c > 4d~d > j.214b#). Compared to the 6D it's really hard to get them in the optimal position to do as much damage (6d~a x3 > 6d~d). If you hit 2 chains then chain +follow up it does the same damage as doing a zaneiga follow up. If you're near the corner though, definately go for 6D > 623D. On a sweep , if your sweep hits close don't dash > zaneiga as the zaneiga will make them crossup and you'll have to do 5b>2c and you'll be losing damage (if you don't hit the wrong way..) Afaik. Buppa does zaneiga > dash (crossup) 5b > 2c > 4d > 623D when the opponent is in the corner to go for the relaunch combo.
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This. Also 214D~B isn't good unless you're really good at timing and can guess correctly. j.C will beat it out as it'll clash and j.C has longer range. It's only good for prediction GH and HF but it's still hard to do. Ragna's string seem to be alot more clockwork then other characters and it's far easier to IB for meter. Personally I find that if he gets in on me, just ib everything and go for a Jayoku counter. Apart from an ID, Jayoku beats out pretty much everything of his. Once you create space though try to keep him off you. His pressure hurts alot and its too risky to block everything unless you're Zakiyama. Use your chains carefully to try and zone him and slow his approach, he doesn't really have many ways to get in on you except running and IAD so it's easy to keep the distance. I find that j.d at about head height works well as it'll catch him if he IAD's and or runs at you. And try not to throw out chains when you're on the ground from far away as his Carnage Scissors goes through your chains and covers pretty much the same distance. Definately a tough matchup but you just gotta take it patiently and exploit his holes. If you can find habits in his gameplay then all the better for you. The ragna player i know loves to max distance 5b on dash in and he eats a yomi-Jayoku > 5k for it Just remember he takes hits like a bitch so landing 2 full Jayoku combos will kill him easily.
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Apart from some missing damaging figures, I'm pretty sure we covered everything. I have other combos but they're just retarded and a complete waste of meter. 100 heat for 3.7k damage what? 5c>3c>214d~c>5c>2c>4d~a>4d~d>j.214b(rc)>4d~d>5c>236236b>4d~ax2>4d~d>j.214b# alot of the rest is just improvisation on the combos.
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tbh. alot of his improvisation comes from the fact that alot of his strings have an attack which could be a starter. a combo from zaneiga would go the same route as a 5c>3c 5c (5b) aa > 2c > 4d~d bnb jakou into corner > 2b/3c > bnb/jayoku
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Lol but Frame traps are a general strategy which applies to every character.. Any good ideas on how to frame trap with Haz though? I find the good ol' 3c > Jayoku works wonders, especially with the ranges 3c hits at.. it's just amazing. Conditioning them to 214D~A's just helps it better.
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Yeah it pretty much all is improvisation. From my experience I rarely landed a 5b/5c > bnb. It generally started from a 3c/214d~c mix-up. Even then alot of my damage came from random things which I never expected to be able to combo off such as a j.d close range CH ~D follow up into j.cx3 dj.cx5 j.214b for like 1700-1800 damage. You really have to be thinking on your feet and know what you can do off certain situations. Like today I pulled off a 5D(blocked chain)~C follow up and pretty much conditioned him to mash me out of D. I landed behind him and did a j.214B# CH into Jayoku for 3k damage and won. Was sooo cash. Against Tager I don't actually play that defensively. I find it to be quite an even matchup (might be because the tager I'm playing against is just a helluva lot better than me). But if he's careful you can't really get in on him safely. You can't eat a sparkbolt cause you'll get combo'd to hell but you can't get magnetized either. The thing is that you can't avoid the spark bolt forever so poking him with one chain and running away just doesn't work. Best thing I found to do is to try and get close to him but not close enough to bait him to come to you where you can beat him out with your normals (as long as you're doing it right.. goddamn random 360A's... ) I find 214d~b a helluva lot better than Jayoku in this matchup. As long as he doesn't have Spark Bolt, he can't get in on you at all. At best it'll clash and you'll have advantage since he's too slow to hit you due to being so far away because of the attack and if you land a CH.. yay meter and lots of damage.
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No reason not to It's just easier to do 2c and not have to worry about timing the 5c (which isn't even very strict). If you do a Dash > 5C you should be getting off 2 hits for sure though.
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Unless you're Buppa But yeah IMO. once you start it's easy to keep it up but theres just so many things that can go wrong. He can't pressure long as block puts him out of range of his normals in no time at all so you're going to have to rely on long range things when you get that far or dash back in and all of those are risky. I find 3c and 214d~c generally pretty safe but 214d~a is mediocre at best. It's so easy to get mashed out of it and eat a subsequent combo and it's a bit slow so it isn't hard for them to block on reaction as well. On a dash in there are quite alot of things you can do. 5b,5c, 236c, 2a/5a. They all work pretty well but they're nothing reliable. It's far easier to fish for a CH with chain but that is definately not something that's guaranteed. Personally though I have more trouble dealing with offensive rushdown characters than defensive characters. Apart from IB Jayoku and 236C shenanigans, I find it hard to get away from them. Haz's dash backwards is crap, his IAD air dash is.. what? and his chains take too long to get you out so all I can do is hope for a gap into CH 5B/236C combo or the natural counter of IB Jayoku. With defensive characters (except Lambda..) I can fish for a chain hit easy as they're less likely to be in my face giving me no room to breathe and even then, they can't keep at it forever. Getting chain hits are actually quite hard. I taught one of my local Jin players how to avoid the chains and now I have a bit of a harder time against him. All good fun though but he keeps trying to 2D (ice spike) me out of my chain follow ups which is
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And doing it when bang is doing his goddamn 5a / 2a shenanigans on you while trying to defend is just... Least it beats Litchi. for IB Jayoku.
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I'm freaking terrible at Haz lol. If you watch me play you need a steel forehead from all the facepalming due to all the stupid stuff I do. And yes I did typo. And ditto about him being not too hard to learn. He's alot like ragna as in it's easy to get all the bnb's down but you need experience tostand a chance.
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3C is a helluva lot slower than 6B but 6B keeps you in a standing stance so I would think it'd be good after you've conditioned them but a 25 frame startup is just.. I'll be going off to play some proper matches with my new and improved Hazama after all that combo practice sometime today (after i sleep, wake up, finish my lab report then to the arcades!) so hopefully I'll be able to get a few vids of my way of combo'n after Jayoku for MASSIVE damage (note to self: get a phone that has > 1.3mpx camera..). Been laying off Troll-kun for the last 2 days and learning Rachel though so hopefully that hasn't affected me too much.
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I love having my Jayoku's blocked against Tager. But yeah I was being sarcastic with the whole Jayoku OP thing. Completely balanced.. in comparison to some of the cast. Don't listen to him. Just play Rachel. She counters every character. Once you master Rachel you're golden. (end sarcasm) Counter-characters are lame. If you know your main(s) well enough, you can handle anything unless its like CT Arakune. But honestly, while there is an appeal to almost full screen pokes into a massive heat building combo, he is alot harder to play than it seems. He's not too hard to get the hang of but it's rather easy to shut him down if you play defensively and apart from his chains, he doesn't have much of a way to get in on you from far away. When he's pressured you really have to keep calm and find an opening because he has no reliable reversals except Jayoku and even then it's easy to bait it out. Close range on the offensive is another thing entirely. I find Troll-kun's mix-up and pressure game to be relatively decent. (Nothing like the top 3 though) 6A isn't as bad as it seems if you're doing good perssure and getting back in there. 236C is damn good but the proration is crap and 214D~A can be combo'd, relatively safe and gets you back in their face. His sweeps are really dangerous since it leads into a 2k+ combo with meter for JAYOKU!! (5k if you have JAYOKU!!) but it isn't that hard to get to them and you can also 6C the hell out which is awesome if you land a CH into 3k+ combo I have not found a use for 6B yet other than laugh at me because I screwed up my Jayoku input. It isn't too bad of an attack but its so slow that I usually get smacked out of it before it lands and is it even combo'able?
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Not really no. You just have to play patiently and wait for an opportunity. Honestly, find a character which fits your playstyle and go with it. If you really enjoy playing the character you'll find ways to win with them like all the Rachel players. I feel sorry for them but I can kinda feel their pain since i'm trying to learn CS Rachel. Fun to play but.. oh my god.. I think if I play one that can do that quite consistently, it'll be hard match across the board for everybody except Bang and Litchi. It's risky but you don't always have to approach with a chain. D followup gives you so much momentum for a reason. His normal's do rape you so you've gotta be on him, then theres the threat of a random Drive counter. Definately not playing like other characters trying to bait a chain hit into a combo.
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Either I'm not playing good enough Hakumen's or that matchup isn't as bad as it seems. Just gotta play differently to Hazama's normal style of COMIN FOR YA WIT MAH KNIVEZ. It is favoured to Hakumen but not that much. Definately his worst though. Hazama's got good match-ups a cross the board. Nothing's too difficult or too easy.
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Theres a non-boss selectable version.. Jayoku... that is all 5k off a reversal super? MADNESS practical 8k with 100 meter? REDICULOUS
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Hmm well it's nice to know that. Bursting out of a Jayoku isn't bad considering the other things that could happen. I yomi'd a neutral throw and countered with Jayoku. The throw came out before my Jayoku did but i got grabbed on the first active frame!! *sadface.png*
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At least it has epic combo potential and borderline BS as a reversal