fohstick
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Everything posted by fohstick
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follow-up means what ever comes after. i was too lazy to write the rest of the combo, so i just used the short-hand term 623D RC > j.6D~D > 2C > 4D~A > 4D~D > j.214B# dash 3C > jayoku > dash 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B#
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you basically have to dash at the right moment, similar to how you have to time the 214D~C after a jayoku houtenjin. just keep practicing it in training mode Neutral Throw > delayed (optional) 6D~D > j.B > j.C > jump cancel > j.214B# or Back Throw > 5D~D > smash j.C while in the air > land > 5C (2 hits) > delayed 4D~A > 4D~D > j.214B# dont bother with that combo at all. you are better off replacing the 623D > 632146C with a 623D RC > j.6D~D > follow-up, dash 3C > jayoku > follow-up, or 623D RC > dash 214D~C > 5C > 2C > follow-up the only way to get the 6D~A x 3 part is to just keep on practicing. you have to work on your spacing and timing. i recommend watching some hazama videos for help on this.
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jesus christ
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make sure you are doing 2C as fast as possible. to do this, i would hold 2 as the j.Cx5 is about to finish, and continue mashing on C as i land (while holding 2) to release the 2C immediately.
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try it out on tager first. for me, taokaka is the hardest to pull this combo off. delay your 623D for like 0.5-1.0 second, which should be stated in the combo. this will allow the opponent to be released from the 4D~A hitstun, raising them higher so you can have more time to connect the j.6D~D. if you're having problems connecting the delayed 623D, give yourself some space before 5C at the beginning
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214D~B (CH or FC) > backward jump j.6D~D > 2C > 4D~A > 4D~A > delayed 623D > backward jump j.6D~D > 4D~A > 4D~D > j.214B# Damage: 3078 (CH) or 4254 (FC) here's another j.6D~D combo. character specific though (only tried it on tager). it works very easily
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236236B > adjust 214D~C > 5C > 2C > 6D~A > 4D~A > delayed 623D > jump forward j.6D~D > 2C > 4D~A > 4D~D > j.214B# (character specific) just a new variation. i think it will work
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j.214B overhead + bounce w/o CH would be cool
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http://img.imgcake.com/fohstick/1285521281505ty.png
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i don't know if it has been posted, but does anyone have the link to that mikeZ video involving two sparkball > astral heat in a row?
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i like the straight launch, especially when it's a CH. the opponent just slides their face into the ground
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i have the same one, too. too bad the contrast ratio is pretty low
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ill just probably skip 5B all together and go straight to 3C > combo followup if the 5B nerf is really that bad overall, these nerfs for hazama aren't too bad
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Hazama: 5B level reduced. If 5B>3C is not inputted with the fastest timing it won't combo. what does that mean?
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try doing 66 4C
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yeah. that combo is pretty damn hard to do, but here are some tips 5C > 3C > 214D~C > 5C > 2C > 6D~A > 4D~A > 623D > forward jump j.6D~D > 2C > 4D~A > 4D~D > j.214B# 1. delay the 5C after 214D~C, but not too much. this will make the 6D~A much easier to connect 2. delay the 623D after 4D~A until the opponent is high as possible but still within range for the 623D. you want to connect the 623D to the opponent as far away as possible. the snake head hitbox should BARELY be connecting to the opponent's hitbox rephrase of step 2: after the 4D~A hitstun, the opponent should break free and "move" a little higher. you want to 623D when he's right about to go beyond the range of the 623D chain. thus, you have to delay your 623D a bit after 4D~A try it on tager. IMO, he's the easiest to do the combo on if you are still having problems, try leaving some space between you and your opponent first
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im pretty sure any 6321463214 move can be replaced with 720. this includes bang's astral finish
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i love these hazama vs ragna videos. thanks for the fresh batch
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is that combo character specific though?
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236236B (FC) > (Back Dash) j.9D~A > (Land) 623D > (Back Jump) j.6D~D > 5C > 4D~A > 4D~D > j.214B# is there a video showing this combo in action?
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236C can be experimented with within block strings. the range is pretty good compared to hazama's regular grabs
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after playing score attack mode for awhile now as hazama, i started to notice some AI patterns during the beginning of each match, which can be predicted to make the game much easier bang: at the start of the match, hold 4 for a split second and then immediately hold 1. bang will do a 3C sweep kick, which will be blocked and can be followed by a backthrow combo tao: can't find a pattern here tager: 214D~B > 623D > jump forward j.6D~D > 2C > 4D~A > 4D~D > j.214B# as fast as possible at the beginning of the match carl: 5C > 2C > delayed 4D~A > 4D~A > 4D~D > j.214B# at start of the match noel: 3C > 214D~C > .... at start of the match arku: same as bang's litchi: can't find a pattern here jin: same as noel's v-13: forward jump j.2C > land 3C > follow up tsubaki: 214D~B > dash foward > [4D~A] x2 > 623D > dash 3C hakumen: same as tsubaki's, but no dash is needed after 214D~B hazama: same as noel's ragna: same as hakumen's rachel: dash 3C any time you have an opponent cornered, you can do the following block string when they get up: 5A > 5B > 2B > 3C > delayed CH 236D (which will more than likely trick the AI to stop blocking from here on) > 5C > 2C > 4D~A (if needed) > 4D~D > j.214B# if they don't block when they get up, you can just do 2A > 2A > 5C > 4D~A (optional) > 4D~D > j.214B#
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It's official: The music in BlazBlue was made to be slower.
fohstick replied to Jesuszilla's topic in Zepp Museum
http://www.youtube.com/watch?v=31f_WxuAL1Y here's queen of rose @ 80% speed -
if anyone is having problems trying to do the character specific combo, here are some tips: 5C > 3C > 214D~C > 5C > 2C > 6D~A > 4D~A > 623D > forward jump j.6D~D > 2C > 4D~A > 4D~D > j.214B# 1. delay the 5C after 214D~C. this will make the 6D~A much easier to connect 2. delay the 623D after 4D~A until the opponent is high as possible but still within range for the 623D. you want to connect the 623D to the opponent as far away as possible. the snake head hitbox should BARELY be connecting to the opponent's hitbox
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you can browse the hazama video thread for some block string ideas