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Raziul

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Everything posted by Raziul

  1. I'm usually terrible at guessing what people are gonna do. Most of the time I'm trying to manipulate them into doing something I can use. Sad I didn't get to do any decent OD combos, I was definitely fishing for a few near the end.
  2. GG's Yakuzu! Great spacing on the kishuu enmas!
  3. you do a 956 motion for the air dash. You're pretty much starting a double jump but it reads the 9 as an 8 and a 6 at the same time, so it gets read as 66 for a dash. The other important tip once you get the IAD down, is the delay the follow up j.C as much as possible.
  4. I think he told me he was from Texas as well. It's been a while though so I could be wrong.
  5. I actually referred you to him a couple months back when he was looking for other Haku's to improve his game against.
  6. How do we get animated avatars to work again? Edit: So it's dependent on file sizes, but still not sure what those limits are. Is it still 48kb's?
  7. The emergency techs might be throwing me off when it comes to his stance DP. You can 5/2A his stance overhead if you see it coming, but 2A can whiff if he's too close sometimes. If you're really good you can TK into Hotaru against it. Instant Blocking the snakes is a must and makes it more likely that you can punish his approach with 2C or Hotaru. If you regular block them and they're coming in from a decent distance you can usually jump and make him whiff is incoming j.B. He can still land and anti-air you on reaction though. If he jumps up and tries to snake you when he's close by, 2C is usually a good option. Kishuu through ground snakes is a good option, but most Hazama are going to be in the air.
  8. Full screen confirms, amazing neutrals, absurdly difficult to follow air movements. Adding a command grab DD to a mix up game that was already mind blowingly strong. Most of this should be fairly obvious. Snake chains interrupt nearly any approach you attempt. Can't jump in on him because all of Hazama's standing normals are pretty much legit anti-airs. Snake chains make his approach completely safe. His stance changes are stupidly good with almost no way to punish. He has a plus on block overhead that resets pressure, a delayed low that nets him 4-5k dmg on hit, and then he has an anti-air DP that's completely invincible. He can stance change into his DP on wake up and still beat a meaty. The only time I've really been able to punish his stance crap is with just the right spacing to get him with 3C. Also, you can't try to jump over him while he's doing stance moves. This frustrates me to no end but if you jump over him while he's going into stance change, his follow up will auto turn and hit you anyways. They could at least give it some danger by making him commit to the way he is facing when he made the stance change. 5C confirms into 5K+ and catches Hakumen's fat ass constantly. Tick grabs, unblockable command grab, fast overhead that is difficult to predict. His only normals that are negative enough on block to try to punish are jump and special cancelable, so it doesn't even matter. His 3C spaces him out too far to punish. Devouring Fang has huge push back and will put you too far to punish as well. The most you can usually do is use the opportunity to jump out or be reckless and jump in on him just to get anti-aired into another 4k+ combo. They took a great character and made him better. Gonna try and fight some more Hazama's and see what I can find, because this match up has been giving me a lot of trouble.
  9. You all sound like item dupe apologists. Oh, the glitch is in the game so we're not at fault for using it! It still looks like a blatantly unintended use of the game and character. PS - You proved my own statement about Smash Bros., you're right, it's a platformer, not a fighting game.
  10. There are hard links, and then there's taking advantage of systems in the game to produce an unexpected outcome. Should be fairly obvious which one this is. If I'm the only one who thinks this is complete BS then they might as well give Hazama another command grab while they're at it.
  11. If you're trying that hard then it's more evidence that it's not intended. And Smash Bros is the most laughable joke of a "fighting game". I would never consider it competitive at a tournament level.
  12. Anyone who tries to tell you Hazama isn't imba is full of crap.
  13. Or character tiers are completely irrelevant and what you're looking at is a glitch. There's no justifiable excuse for taking advantage of glitches and cheats in a competitive environment. It undermines any and all efforts towards honest competition.
  14. That doesn't look like intended use of the mechanics at all and better get patched out faster than Parry Loops.
  15. What are some safe ways to pressure Tager? Having a bad habit of getting reversal'd by 360's. That and magnetism has almost made it that I don't even want to try anything on him when he tech's. Letting Tager get back to neutral doesn't seem like a great idea because his normals are a lot better than Haku's at close range.
  16. His ankles must be made out of corded steel, because all he really does is lift with his feet when he hops.
  17. I'm having a hard time imagining his run animation. Even in the anime he was pretty stationary.
  18. Hakumen is a fattie. I wonder how OP he'd be if he had a run instead.
  19. Shit's gettin' real, better turn on Hakumen's English VA!
  20. How to beat every Terumi player. Step 1 - Block everything, pretty easy to be honest. Just up back if you see his stupid command grab. Step 2 - Look for 6C or his little green fist rush move. Both are negative on block. Step 3 - 3C Repeat until victorious.
  21. I've had a few opponents that have tried it, and I'll usually end up having 2A or 2B pass through them, at which point I'll usually reflex into 2D. 5A j.B Agito catches back rolls too. Which a lot of my opponents are incredibly fond of doing. Those cheese strats gave me my awesome comeback yo.
  22. I think I've hit with a full charge Shippu maybe twice in my entire time playing CP. The smaller hit box and long charge time just about killed all my old shenanigans from Extend. One thing that seems to work really well and is almost just as good though has been 6C > Shippu. 4.5k so easy. Get the spacing down so that they're in the corner and you're at max 6C range, and a lot of people will think to either try to roll out or jump, and they get hit with an air unblockable or caught mid roll. The bonus is that if they block it instead, you can move forward to the shippu kishuu cancel gimmick with out missing a beat!
  23. I've got an Arakune friend I fight a lot, and none of this really works on him because he just double jumps away in the air out of range. I need to get in the habit of using the 5A j.B Agito Option on him now that i can consistently do multiple loops in netplay. If you really want to mess with people who aren't likely to try and mash you out. Try springing a Zantetsu on them after 2B. I think most people who fight me consistently are conditioned to expect 5C Zan now. People hate Haku for his damage and Drive. I think I hate fighting him because he can special cancel damn near everything at any given moment. If you have stars to burn, win a round with a completely blockable Shippu, then Kishuu cancel into a grab or 2/3C. There's no way that can't make people salty. You're just like, "God damn it, why the hell can he do that crap!?"
  24. You can also use hop Hotaru after the 5A if they're prone to air teching back or neutral. Grab into 5C to a disconnected Zantetsu works far well than it should on most people. A lot of people have a tendency to down back at the first chance and it just falls on their head. Scrub tactics go!
  25. Don't forget you can jump cancel 5B and start doing cross ups or stuff like j.B over then double jump back the other way with another j.B.
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