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Everything posted by MetalMaelstrom
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
KV isn't all of Houston, though. Do you even read, Marcell? -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
More like free to Kid Viper. I feel sorry that he's about the only major player in Houston who cares about BB anymore. It just makes me want to embrace his delicious shota body and pet his head and tell him "everything will be alright, P4U will save us all, and BB3 will come after that." -
The TK loop FAQ/Guide has some good tips all around for these kinds of problems. Here's a video example of a similar combo. Hazama doesn't have any real decent mid-range pokes. His longest-ranged ground normals are 2B and 3C. Hazama doesn't really have much in the way of keeping an opponent out if they approach by ground, especially if they have long range ground normals. Again, though, that depends on the range. If they're a good distance away from you, you should be bullying them with chains like 5D, 6D, j.5D and j.6D. It also depends on the matchup or health difference at the time whether or not you want to approach or just be lame. If they approach by air, count yourself lucky. 2C and 214D~B stuff many air normals and specials for free. If you're feeling particularly daring, you might even hop up and air-throw-counter them for a full combo. For pressure, most of Hazama's normals in close-range are godlike. 2A and 5B are +1 and +2 on block respectively and have good hitboxes. You normally want to start with 2A so that you can have the most freedom with advancing your pressure string. And no, don't throw out 236D at max range. You can just hop back and throw out a chain for a better effect. Hell, if you're going to throw out raw 236D, you might as well just throw out 3C instead. It's got almost the same range and you get rewarded heavily for a counter hit.
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@zinfu Read this post first to get an answer on what to do with Hazama as far as hit-confirming goes. Otherwise, Hazama's pressure is really free-form if you want it to be due to how many of his normals are jump-cancellable on block. Recalling things from Guymam and Mike_napalm, a few standard pressure tools and mix-ups are 5B > 5B frame-traps, 5B > 6A or 6B, 5C > 214D~(A or C), and dashing 2A into tick command throw. Hazama also has a really easy way to get people off of him. Any normals into 3C > 236D will blow your opponent far back (assuming they're not with their backs to the corner). This resets your spacing/zoning completely and allows you to move however you like.
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He's projectile-invincible all the way through Mizuchi, iirc, as long as it connects.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Talk to Scottie Yosh, he knows all about living up north and still coming to UFO. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
More likely than not we'll get P4A on the console cabs at UFO, which is unfortunate because the console cabs have some... issues. If you're living on-campus (UT, I'm assuming), then you'll be in walking distance to UFO. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
MetalMaelstrom replied to Hecatom's topic in Under Night In Birth
French Bread should be considered failures forever if "ara ara" isn't in one of Hilda's introductions or win quotes. -
The FGC needs more nice people like you. Might as well. How the hell do you you do it without blistering your thumbs or destroying the analog stick (depending on which one you use)?
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Oh, wow, you're doing this on a Vita? Props to you, man. I'd shit bricks if you managed to learn TK loop on the Vita. To answer your question, no, it's not the most important thing in the world that you connect dash 3C after 623D. It just nets you a little bit more meter before you spend 50.
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Unlimited Ragna is a bitch to fight regardless of your skill level. That aside, I think you're looking for the word "hit-confirming." A good method to practice hit-confirming is probably just to do a combo as often as possible in arcade mode and commit it to muscle memory. You're not going to be hitting big combos all of the time like you do in the later challenges. Most of what you're going to want to be doing is hit-confirming chain-ins or hit-confirming ground normals into more normals into 3C > 214D~A/236D. Having said that, Hazama's challenges have bitch combos for bitches. Usually, if you don't want to learn the TK-loop or you just aren't consistent with it yet, the standard midscreen combo off of big starters (e.g., starter > 236236B, CH 3C, raw 214D~C) goes thus: Starter > 214D~C > (dash) 6C > dash 5C > j.C x 5 > land 2C > 4D~D > j.B > j.C x 2 > double jump cancel > j.C x 5 > j.214B Where you can swap the 4D~D and after for 4D~A > 623D > dash 3C > 632146C if you have the meter. Edit: tips on fighting U. Ragna: He rarely blocks 3C He can read your inputs so don't mash 2A or 5A if you're close, otherwise you'll eat Inferno Divider.
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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
MetalMaelstrom replied to Hecatom's topic in Under Night In Birth
I might actually get to play the arcade release I'm hype anyway because this game: a) is beautiful b) is made by french-bread c) has so many jackets/coats/trenchcoats/vests/haori/etc (I love these kinds of accessories/outerwear) d) has UNREAL BLACK THINGS Regardless if the game is retarded competitively it's going to be fun, imo. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
"Faker," you say? Could you perhaps say that I am a NISEMONO? brb changing avatars contributing to the thread: -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Goddamnit, Austin is slowly being assimilated into the Michigan thread... it has begun... -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Go back to the Michigan thread, faget. -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
MetalMaelstrom replied to Hecatom's topic in Under Night In Birth
..............I am not opposed to this notion, if I am getting what you're implying. Any sort of release on something other than arcade cabinets sounds good to me (let's not start any rumours out of this, though). -
Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
MetalMaelstrom replied to Hecatom's topic in Under Night In Birth
Any news on if there's going to be a stream for the loketests? My body is ready, nay, desperate for more footage. -
[CSE] Hazama Combo Guide and Combo Discussion Thread
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
To answer your question even further, you can't really land BIG combos midscreen without CH starters (5C, 3C, 6B) or 50 heat. I'll start you off with basic Hazama midscreen combo theory. Let's say you and your opponent are both on the ground midscreen and meterless and you land a hit. Let's just say this hit is 2A. You want to squeeze in as many cancellable normals (not 6A, 6B, 6C) as possible before ending the combo with 3C > 214D~A/236D. This way you can build as much meter as you can off that hit to go towards Houtenjin. You can also do this same thing off a chain-in or command grab. If you hit an airborne opponent with a normal (again meterless), usually you'll want to follow that up with 2C or 5C into 4D~D > j.B > j.C x 2 > double-jump cancel > j.C x 5 > j.214B. Air to air, just hit them with as many air normals as possible, j.C if possible then end with j.214B. If you're lucky enough (i.e. close enough to the ground) you might get a small relaunch into the standard anti-air hitconfirm as mentioned previously. In the corner, Hazama is a meter-building machine. In the corner, your general hit-confirm off a normal or chain-in/command throw is starter > normals > 3C > 236D > TK loop. You can go into the TK loop one of two ways after this depending on your distance from the corner. If you're close enough, you can link dashing 6C during 236D wallbounce and then proceed to [5C > 2C > j.214B] x N. If you're a little bit too far away to link 6C, then just wait a little bit longer after the wallbounce then link dashing 5C and go straight into the TK loop. If you're even farther away than that, just link a chain-in after 236D wallbounce and end with an air combo. I might update the first post with this description. About to update with slightly better hit-confirm from CH 214D~B (Lvl 1). -
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MetalMaelstrom replied to CakeWasBannedd's topic in Site Feedback and Suggestions
http://www.dustloop.com/forums/member.php?27306-tianyi http://www.dustloop.com/forums/showthread.php?14287-converse-all-star-women-shoes&p=1338035#post1338035 http://www.dustloop.com/forums/showthread.php?14284-converse-all-star-women-shoes -
Knowing the loop is not essential to playing him. Knowing how to zone and bullying your opponent are. The TK loop is just a tool to help you build retarded amounts of meter off of nearly any corner hit and end almost any corner combo with 214D~B > 3C > Mizuchi. But, to help you out, another good visual cue for 5C pick-up is to watch for Hazama's landing. The dash is only necessary to do once if you're close to the corner and twice if you're a little bit farther away. For future reference, it would be nice if this particular kind of discussion is limited to the TK Loop FAQ/Guide thread.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
I thought Lumin was supposed to be the one sexually harassing Furi-poo... Did I not get a memo? -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
June 1st is when A-kon starts so...... sorry