Fireryda
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If ragna's doing spaced j.c's so he's hitting you with the tip of the sword, you have nothing. Block dodge or 6D to keep him out. probably possible to do 5a > 5c > relaunch bnb. (j.c > 2c > 4d~d..) 5c > 4d~a > 4d~d > j.214b# is the most reliable for me though. apart from 5a 5c 2c and 214d~b i don't see what else he has for close AA. if they're lowing low IAD j.c's you can just jayoku them out of it for the lulz with the right positioning though. best thing to do is just block in that situation. you could try 2C but it's range isn't that big and if they're spacing their jump-ins right you'll get stuffed. really depends who you're up against though.
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AA'n with 5A i do 5A > 5C > 4D~A > 4D~D > j.214B# Is there any better options?
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just say it out right. ryu from street fighter. and he's strong because he has solid options for every situation. something ragna does not have. sure ragna has a dp and over-heads and stuff but alot of things are easily telegraphed.
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do j.214D~C cancel right when the 2nd j.2DD hits so you have more time to hit them then just mash j.DD so it comes out as early as possible.
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Ragna has awesome meter gain. Getting 50+ from one bnb? Hazama barely scrapes 40 unless he goes for 3x j.cx5 bnb which is not viable off some starters. he'll be getting ~30+ per combo on average. Above average definately but not awesome. His command throw is quite good but it has horrendous range and prorates to hell. Combos won't reach 2k+ without tacking on heat but you get meter so thats the most important part. I can't see Hazama any higher than A tier and even that's pushing it. Definately not on the level of Haku/Carl/Ragna. His normals aren't that great apart from 5C and 5B. 5C is fast and has a pretty big hitbox infront of him and sets him up for massive damage combos and 5B gives him +2 and can let him go into pretty much anything. Jayoku is really good if you know how to use it well but it's easily baitable and it's not enough to bring him up to A+. Compared to other characters his pressure game is basically non existant. He has almost no good over-heads as 214D~A can be reaction mashed out and 6A is slow and unsafe. His short range normals puts him out of range easily and if he tries to get back in he's easily countered. His zoning via chains isn't that great and requires good reads on the opponent to be able to get anywhere with it as they're easily blocked and any follow-ups are a risk/reward not in his favour.
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almost 5k mid-screen. for most characters. character specifics go up to ~6k in the corner whether he is in or not, goes up to ~6k and he gets about 30-40 heat and oki which means he can pretty much do it again. and off some setups he can get almost 4k from a bnb. (corner 623D relaunch)
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@Above You just have to work on your positioning. The timing and positioning changes depending on how far / high they are when they get hit. Damnit somebody sticky the FAQ thread!
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Have you tried just standing far away? If you see him sledge, throw a chain and try to CH him out of it or dash 3C. If he drags you in with AC you might be able to hit him out of it with j.6d/j.4d but the best thing to do is not get magnetized in the first place.
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CH 6A > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K) It's possible to add a 236C after 6C to hit 3.9k. Don't see why you shouldn't do it as it's free damage.
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Most of your questions coulda been found by just looking at basic faqs about fighting games, character forums or the system guide or other threads.. If you want to get good you have to learn how to find things out for yourself. Nobody's going to spoon-feed you how to play. Asking questions like this gets a bit annoying because they're all basic stuff found in the manual or are just scrubby tactics. And stop mashing.
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It won't beat delay gravity as gravity has like ~20 frames of invul and 5D comes out after like 25 frames. It'll beat pretty much anything except delayed meaties. It only catches back dash if Noel is in her face since backdash distance got nerfed. Though i'm pretty sure you can still block. It may beat parser B depending on the invul and it'll beat out C clean unless you're a bit slow on 5D. (Though I think you know this damn well.. ;p)
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nope. impossible to combo. barely any hit-stun on it and rc'n leaves you in airborn.
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DP is unsafe on block. If you block any just dash 5b-6b... Gotta be on your toes though. ~-10 to -15 frame advantage for jin. Watch out if he starts cancelling into ice swords instead. Jin doesn't get much off an A blizzard unless he has meter or is in the corner i think so you don't really need to watch out for it. 6 frame startup is pretty good but no invul. If he does D DP, jump back j.2d is the safest option. You could try and guess if he's going for unblockable with 5c/5d ch or dash block/5b but it's risky especially if you're near the corner as it can easily lead into 4k+ for him. If he does ice car you can IB 2nd hit easily and dash 5b-6b ...
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that is to say if you have a bad starter combo since your combos have to start at 35% hp or lower ;p
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http://www.dustloop.com/forums/showthread.php?9270-Hazama-FAQ
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kill them off mix-up throw and you somehow happen to have astral? >_>;
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record basic strings and mix-ups and practice reacting to them. play a bit with other characters to see what they can cancel off so you're prepared for mix-ups.
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No. FC lets you do it on everybody.
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Maybe it's just me but I definately have a higher success rate when doing it as an anti-air because of the higher untech time.
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ahh ok cheers for that.
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Not following what you mean by this.
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IMO. Anything that involves going in after 236D is unsafe. +1 frame advantage isn't that great. And anything fast enough to beat out pokes has terrible range. Dash 5C doesn't seem too horrible though because that hitbox is MASSIVE. 214D~A should be used sparingly. After a certain amount of usage people will start to realize it can get beaten out by jabs. Don't forget that you don't have to stay in forever. You can just end your pressure by running away and doing the cat and mouse game again.
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Are you sure? Doesn't hitting them while they're back rolling make them go airborne at which point 3c has like no untechable time?
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super flash buffer works.
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My local Noel punishes me for trying to AA with 6D/4D when she's kinda close. (Like mid-screenish) with reaction j.4d. Invul is instant so she'll go through the swords and will probably force me to block it. What to do? So far backdash/dash foward for space seems to be the most reliable. Also does her j.4d track? Like if you dash past her and she does it, does she jump backwards to shoot instead of fowards?