Fireryda
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236236B (FC) > 4D~A x3 > 4D~D > j.214b# = 4809 damage off a non FC you can only do 4D~A x2 > 4D~D = 4620 damage or 4D~A x2 > 4D > 623D > rekkazan for 5949 damage or 4D~A x2 > 4D > 623D > dash 3c > 236236B > 4D~Ax2 > 4D~D > j.214B# = 7039 damage God i'm loving these numbers off a Jayoku.. also 236236b > (adjust [backdash]) 632146c = 4309 damage. 4D~A is really really useful after Jayoku. I find it really easy to chain 3-4 unlike using 6D~A stylish combo 214d~b (close CH) > dash 236236B > dash 4D~A x2 > j.214b# = 2975 damage (non-charged) *edit 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* ~5606 damage
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I use the 4D~A because it makes the set-up pseudo unburstable. While they can burst..they have to wait till you go for the j.c and any damage is good. bursting during the 4d~a is just stupid because they'll eat a more damaging combo unlike if you do a 214d~c and they burst in the middle of your combo. I've caught some people out with that thinking i'll follow up with a 214d~c so I pretty much get a free combo when they burst out of the 4d~a. (air burst = baaaad) Alot of the damage does come from the j.c in the 4d~a combo though but off a FC you can probably push it to almost 5k. And personally.. i can never land the 214d~c. I have a much easier time doing 4D/6D
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http://www.youtube.com/watch?v=dRRdqO_dtsw Recorded it The first off a FC i dropped the combo near the end and it does 4463, probably could've done another 4D~A as well. It would've hit 4600 at least. The 2nd off a non-FC i did j.C too early so i had to cut short the first j.c and it finished on 4361. Could've hit at least ~4500. Timing is kinda hard though.
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Not sure if you can still do the astral but the icon doesn't flash until the end of the combo so i assumed that you can't combo into it from > 35/30% hp whatever it is.
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I'm pretty sure you can't combo into astral anymore from >30% hp
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I'm not sure about proration affecting meter gain but i'm positive the longer the combo is the less meter you get per hit so proration might be a factor. I'm pretty sure a kick to the heavens is just as cool as slicin n dicin
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Just tested and You can do tk j.214b CH into rekkazan for 2218 damage. Not that great but it's pretty cool. and tk j.214b CH into Jayoku for 1748 damage (better choice). Don't know how much the follow up does but i imagine it'll be prorated heaps.
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I've tried it and I might've been hitting them too shallow but it just whiffs because they're still too close and the timing is pretty strict. maybe its just me but if you do a j.214b do you have more recovery upon landing? I'm probably just doing it wrong.. I think you can do TK j.214b >6D~A >6D~A> 623D > rekkazan though.
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Also for a Jayoku combo. Off a non-FC I did midscreen 236236B > (Adjust) 4D~Ax3 > j.214b# for ~4623 damage. Might be able to do 4D~Ax4 on a FC but I can't get the timing right. Also for the air throw combo, 2D~D doesn't have to miss. If it hits you can do a 5C >2C into air combo upon landing. *goes to test more stuff*
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Yeah the j.2c and 3c are only 2 hits. Pretty much substitute 5c/5b with j.2c and the combo will work. thats why it won't work with a chain hit confirm. I've been able to sneak in a 5b/5c after the j.2c against tager sometimes and the combo will still red beat but the timing is pretty strict since his hitbox is MASSIVE
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after hit-stun could go for a more damaging combo. If you start off with a j.2c you can do 3c> 214d~c > 5c > j.cx5 > 2c >j.214b# for good times. Generally if you're low enough with the j.2c the 3c will link and you can do a 3k+ combo from that instead of 2.4k and you'll get more meter. but that's just a risk that won't work all the time. I find C follow up is good when the chain connects in the air though since it puts you next to them.
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Not sure about other people but I use 5d~c when my chain hits them at the edge of the chain length since I don't want to risk missing my j.2c and ~c puts me right next to them. Also its a good mix-up button
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because D~C has a longer start-up before you can do anything and if you do a j.2c you might not be able to get it out in time afaik and you'll drop the combo.
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214d~b is NOT A REVERSAL. just to make that clear. It's really easy to get hit out of it and it's not healthy if you do. It's only good if you have enough space to start it up but if they're playing their oki game right it shouldnt work (except maybe against tager..) but even then alot of characters can see it coming. And command grab is useful but i doubt it'd be a good tech trap. If you can time it right and do it on neutral tech reaction it might be useful but I've never gotten the timing right and I would rather not stand next to them waiting for the neutral tech especially against characters with decent DPs. Whiffing it is not very healthy also. I find it good after a blockstring to dash back in and do 236c. Really easy to catch them off guard. And on the subject of grabs.. I've eaten a normal grab after I reaction Jayoku counter'd Jin. He grabbed me before it hit
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theres the 5 frame buffer window which is like .12 of a second ;P It's useful but you've really just gotta play around with the timing. Once you get the hang of it once it's easy to do it after. Never tried grab -> 6DA x2 > jakou. I've only been able to get 1 6DA since they're too far away to link the 2nd without blue-beating. It should have less tech time than a full combo > Jakou since that has way more hits.
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Just add a note that it needs more testing. Hakumen and Tager confirmed. ;P His BnB's are really easy to get into since depending on the situation almost any hit in a combo can be turned into a combo starter. Just have to be alot more observant on the spacing and what you can link into. So many times i drop a 5d~d air ch because j.c > 2c doesn't link.
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Theres the C spam and the throw you around the screen. Pretty much everything links into that eventually.. but theres 2.. and they're slightly different...
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I find dashing 5c harder than doing 2b. (probably because of a bad stick that keeps doing a 6c instead of going to neutral/4 and doing 5c) To do jakou -> rekkazan i found the visual cue to be the easiest. really depends on the speed you can buffer 632146 which is quite easy to do but if you look carefully after a jakou you notice that they hit the ground then bounce up a bit. You're trying to hit do rekkazan right at the top of that bounce, kinda hard to explain but once you do it a few times you'll start getting the timing. i like to buffer my input so i hit the 2nd 6 just as he hits the ground and just hit c at the right time, all it needs is practice ;P also jayoku after 3c shouldnt be too difficult. the window is pretty big, you're probably just not inputting it right. Don't think i've ever missed a 3c jayoku except where i hit b too early and got.. 6b D: And Hazama can get into his BnB's so easy it's rediculous Especially if you're trying to go into a BnB.
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I doubt it's "reasonable". It's just possibe apart from Tager with his massive hitbox. I can't seem to get it on any characters apart from Tager though I'm pretty sure I've done it on others. Just needs lots of testing. I'll test it out and see what I can find out. I've hit the chain on the ground so many times right when they tech so I'm assuming my timing is just a tiny bit off and that it's possible but it could be large characters only. *Edit After some testing the best I can do is hit pretty much every character just as they tech. Does teching have invul on startup cause i have no idea whether im hitting the CPU as they begin to tech or are just doing something stupid. And it's rather easy to full combo Tager with it. Also for the drive starter combos you can do a 5c>2c>4d~a>4d~d>j.214b# not sure if it does more damage though. It doesn't work for 5d~a>5d~d starter or my timing is just off.
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It's like.. reverse trolling.. kinda But yeah I've only been able to do an astral with 4d when they're in the corner. Mid-screen and it pushes them back too far. For that Tager combo, it works on more people but the timing is rediculous and only after a FC. Don't know if it works on everybody but at least Hakumen and Tager. http://www.youtube.com/watch?v=uDWNwKlwDFA#t=3m46s Zakiyama drops the combo at the end but he does get a j.6d off on Hakumen after a jakou. And for the 6D > Jakou, I'm pretty sure if you connect with a 6D you should definately have enough time to go into a Jakou since a D -> j.C follow up works and that isn't nearly as fast. afaik retracting the chain will launch them a bit higher and should push them into jakou range if they're too low otherwise you can just do a jakou follow-up while the chain is still latched on. Shouldn't red beat. though I can't really say much since i rarely neutral throw. I like my command grab -> combo for meter
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nice work. just noting that if you've got them in the corner and you miss the 3c -> astral or you aren't confident you can do 3c -> 214d~c -> 5c -> 2c -> 4d -> Astral. I haven't tried mid-screen but I think it might work if you nail the 3c close enough so the 214d~c puts them near you. Also it might be possible to do it after a 214d~c but I've gotta test it out. I think I've done it once but I dropped the combo and he blocked so i'm not sure if it connects or i was just doing it after the 214d~c recovery. and for a 236236b FC you can do the 6da xn -> 623d -> 9j.6d~d -> 5c combo midscreen. I've seen zakiyama do it quite a few times. I only ever got it once off on Rachel though.
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Alternatively try begging for mercy. that worked for me once And watch out for her goddamn lows.. What she can do off those is just....
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Well.. Yeah it's a pretty stupid thing and I'm suprised it works so well Hazama can jump cancel his B and D followups when he's about half the distance or just do an empty jump in. If rachel tries to wind out and crosses up he can just jump cancel which turns him around, fire a chain the other way and chase after her. She can't run away forever with that wind of hers. Jayoku can be combo'd into and it still does a respectable amount of damage and even more if near the wall. ~4k midscreen and with 100% meter that can easily reach ~6k so it's not just a reversal. afaik like every other character, if Rachel eats a Jayoku and Hazama goes for a 6DAxN follow up there's nothing she can do about it except tank the damage Gonna have to agree with you on this. It's alot more even here. While Hazama does have alot of good pokes I find they're not as reliable against Rachel for some reason. Hazama's 3C works wonders with it's massive range and being a staple move for his BnB's but there's not much he can do if its blocked except go on the defensive or get back in on her which is a bit risky. imo whoever is on the offensive has the advantage as Rachel has quite a few attacks which stops Hazama from hitting back effectively. It's alot easier to just block everything until he's out of range then guess the mix-up since Hazama doesn't really have many good over-head options. 214D~A is good but theres not much you can do off that except build lots of meter for Jayoku Pretty sure that after getting out of pressure range and jumping back +6d, even on a counter hit the hitstun would be non-existant so it would be a bit risky going in again. Does cancel out lobelia so thats a good thing. But yeah I can kinda see how it's a 5-5 matchup since Rachel can keep him out easier than other characters.
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good thread Would like to note that for this combo 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~D > j.214B# I'm pretty sure it's possible to do 4D~A > 4D~D > j.214B# off a non-FC as long as you're not too close to the corner and time it fast enough otherwise the 2nd 4D will whiff. Not sure if it gives more damage due to proration but hey.. more heat for Jayoku~ Also.. is there a specific distance to do 214D~A where 2A will hit since i've noticed that sometimes my 2A whiffs. Something I do often is 5D~D(Air CH) > j.c(x2) > 5c (2c) > 4D~A > 4D~D > j.214B# does about ~2400. Probably shouldn't happen as often as I get them though If they're low enough it's possible to do 5C> j.cx5 >2C > 4D~D > j.214b# And on a 6D hit from long-range where it's impossible to Jyakou them. 6D~D > j.Cx3 (cross-up) > jc > dj.Cx5 214B. Though probably nothing noteworthy there
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I feel the same way.. Definately my worst matchup but then again I have trouble with Litchi using other characters. I only know 2 local Litchi players but I find that the safest place to be is full screen. Unfortunately Hazama doesn't really have many options from there as Litchi can easy keep him out if he tries to drive follow up. So I've just gotta keep faking chains and fishing for a CH from there. I've found what works is to play defensively and wait for an opening then go from there. Chain spamming at full-screen is definately not recommended. If she predicts the chain and it whiffs then she can easily just jump in on you and once she's closer than mid-screen it's really hard to do anything. Chains won't hit-stun, normals lack range and she pretty much beats out all of your moves. Approaching from the air isn't safe as well as she can cancel out the chain by throwing her staff at it and you can't do anything about it apart from fall and eat a combo on the way down. If you're closer than midscreen, not in her face and not pressuring her, don't even try to go offensive as you're going to eat something you'll regret. Pretty much you just have to outplay her. Once you nail a good CH go into a combo and get that meter for a Jayoku as you'll need all the damage you can get. If anybody has any good strategies or better advice I'm all ears. So tired of getting smashed by Litchi