Jump to content
Dustloop Forums

Fireryda

Members
  • Posts

    359
  • Joined

  • Last visited

Everything posted by Fireryda

  1. Alternatively you could use 5B. It does less damage but it has a larger window.
  2. it works mid screen but it's.. wierd you have to hit far with the 5b/5c so you get distance on the jakou but you have to keep them low enough so when you 623d they land kinda closer to you.
  3. Been playing around with 623D combos and it's possible to do with the right positioning mid-screen 5b > 3c > .... > 623D > dash 2b > 5c > j.214b#. I haven't been able to do 2b>5c>2c as the 5c pushes them too far. works on ragna, tager, arakune, bang, hakumen and jin at least..
  4. well what i meant was cancel 4d straight into jakou but it really just depends on their positioning. if you're doing 4d's into jakou you normally don't cancel the last otherwise it might pop them too high but this is a special case since its 6d>4d so like it's in between :s so yeah my bad on that.
  5. a variation of the bnb i sometimes do on 5c otg'able characters 5b > 3c > (dash) 5c > 2c > 4d~a x2 > 4d~d > j.214B# makes getting 3 chain hits easier and does about the same amount of damage.
  6. generally don't do ~a cancel after a 4D chain. also j.6c? you mean j.6d and the follow up is j.6d~d > (5c >) 2c > 4d~a > 4d~d >j.214b#
  7. you have to hit them when you're pretty much right next to them so when hazama ducks to dash they're above you at the top of the arc.. i guess is the best way to describe it.
  8. Even on trade wih Tager's 5D (his powerfist) you still have enough time to follow up the Jayoku. Wow... >_>;
  9. 214D~B (CH) > (Back Jump) j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2037 My version 214D~B (CH) > 5D~D > j.c(2) > 5C > 2C > 4D~D > j.214b# Damage ~2450 214D~B(FC) > 5D~D > j.C(2) > 5C > 2C > 4D~A > 4D~D > j.214B# Damage = 3022
  10. not 100% sure but i think you can. i'm pretty sure i was doing 5c(2) > 2c
  11. accidental full screen spark bolt guard break anybody? wheres your unlimited tager dash now!
  12. tk j.214b isn't really a mix-up anyways. it's not an overhead, gets beaten out by quite a bit of things. going into 214d stance is a decent pressure item with the right spacing. you can kinda scare them into not doing anything for a bit as if they try to poke you can react dp and you have multiple offensive options with a/c follow ups or just stance cancel into whatever. it's too slow to be solid though. a/c attacks can be beaten clean by lots of things, b is unsafe and d is slow ><; but yeah best bet is 2a and 5b
  13. i don't think 214d~b is punishable. you could throw that ground bug thing if you block it on the ground though but i can't think of anything arakune can do. maybe 2c(fc) into 100% curse.. dodging 5d's and stuff isn't that hard it's just like dodging Lambda's stuff. you just gotta work out when to throw one out.
  14. 214d~b > rc > j.2c ftw. nobody sees it coming because it's SO RETARDED.
  15. From a Hazama player. It's annoying to catch Arakune but you can play run-away and we have to catch you. Our dashes are decent but they lack distance and chains, while fast and travel far, has an obvious start-up which you can block. Just set up an obstacle course of clouds and discos and block all day. Bait his chains and use the whiff/retract to start a setup. Clouds have no hitbox so we can't destroy it and have to go around (or go through if we hit you with a chain :V) Standard Hazama blockstring 2a > 5b > 3c > 214d(stance)~a/c > (dash) repeat. Normally you won't see this get spammed alot but Arakune is one of the characters where this is safe to just keep doing over and over as he can do nothing to stop it. Jump IB the stance and get away as he recovers too fast to punish. If you IB the sweep (snakey things on ground) then you might be able to j.b him but i'm not sure. best to get away and set up the party. Try to curse him when he's close otherwise he can get away. personally I sometimes like to just fly into a cloud if i'm almost fully cursed just to play cat & mouse. Wall bugs are a bitch. Not sure what you can do off them though. Learn to differentiate the angle of a chain instantly and get out of the way. When Haz whiff's a ground chain he has to wait till the chain gets back before he can do anything. In the air it's the same but he starts falling about half the distance back. Make the most of the opportunity, throw a cloud/ bell bug whatever. Also bait Jayoku. If you're gutsy you can try to grab him out of it (1 frame timing www). Hazama's 2C beats every air attack except j.d clean and even on trade it's still in his favour to chain into air C spam combo so don't try to get in on him. Retarded bug pressure to get curse up is the way to go. And don't try to get into a Normal war. The only thing that doesn't link into a Jayoku is 5a and 2a (non-ch). This is pretty much one of the only matches (apart from Haz vs Haz) where he has to play the cat. It's an annoying matchup but I have an easier time using Lambda against Arakune. The only thing she has to worry about is the clouds which aren't much of a threat by itself. p.s roundabout post is roundabout xD
  16. i find 2b to be quite useful on oki as it's a low and gatlings into 5c which goes into more pressure on block or combo on hit. it's pretty speedy too and nobody expects it :D
  17. also i thought we listed this as a stylish combo already but it's not on the list. tk j.214b (ch) > (dash) 236236b > (dash) 214d~c > 5c > 2c >4d~ax2 > 4d~d > j.214b# = 3736 damage. also possible to do 5B > 3C > 214D~C > (Dash) / (Step backwards) 5C > 2C > 4D~A x3 > 623D damage = 3025 5b has to hit far so the chain is hitting infront of them otherwise they'll be too close that the 623d won't connect from 4d~a
  18. 1. unless he's tager at which point it's fun times :V 2. don't forget that you can cancel your momentum. 5d~d > j.5d/6d early hits them out of pre-emptive AA >:3 usually won't get any hit stun off it though. sometimes j.b beats things out too. 214d stance is good but don't overuse it as it's unsafe. D cancelling takes time and everything else is unsafe/slow.
  19. jakou has same move proration so doing 2 would increase untech time by heaps and lower damage too. you might be able to get something off with distortion minimum damage but j.214b# sounds better bang for buck. if you swap 623d,mizuchi with j.214b# you'd hit about 8.6-8.7k depending on how many hits of 6c. possibly j.214b# > rc > 4d~d > 5c > 2c > 623d might scratch over 9k. 5c otg's tager arakune hakumen and rachel btw.
  20. 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A x2 > 4D~D > j.214B# Tested and it works on everybody. Delay the 5c and hit them right before they can tech. Damage is ~3600 with C and ~3300 with B
  21. well i just mash foward until i see him dash then jam the stick into 4 and hit C. works everytime for me.
  22. j.2c has a big hitbox underneath so it's good too ;p it really depends on the angle and height at which you hit them. j.b is better for more damage overall but j.2c is more reliable and easier to use. best to experiment when you can use j.b or not.
  23. i can confirm it works on bang and jin off 236236b FC. not sure off non-FC though.
  24. you can do a j.124b# off any chain hit in the standard bnb. if you do too many chain hits in some combos then you won't be able to do a full j.214b# so i don't know what you're on about here. but yes its best to get a feel of how many chain hits you can do so you can max out your damage.
  25. actually. unless you're near the corner or can do 623d > dash 3c >whatever CH 2c > 4d~d > j.214b# pays off far better.
×
×
  • Create New...