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MetalMaelstrom

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Everything posted by MetalMaelstrom

  1. Man, that argument between Zeron and Dacid was the perfect 'welcome back' gift. I'm personally on Dacid's side since he's the only one who has the balls to troll in the Hazama forums (and not to mention his gdlk commentary), but I want to add a little something to the discussion that people seem to forget about Hazama: his anti-air options and follow ups are stupid. Stupid as in powerful. Most of his anti-airs can lead into supers or (if you don't have meter) at least do upwards of 2k damage midscreen if followed up properly. I observed this while I was in training mode and testing out Hazama's air-to-air and got depressed, so I dicked around with air-unblockables/counters. Glad I did.
  2. I felt so derp after I posted that, cos I realized that It doesn't interrupt a move. Nevertheless, there is much dashing.
  3. Learn to dash cancel + Learn to time chains. Or you can just quit and try maining Makoto.
  4. For those of you having trouble with dashing 6C links, as far as input difficulty goes, try pressing C very early on in the dash. At first, I thought I was dashing too late, because dash momentum carried through my 6C. However, the only real thing that affects the combo is when the knives reach your target, therefore, it is best to get the knives out as soon as possible.
  5. Not to rain on your parade kid viper, but 6a is hella slow as well. 6B is still a pretty cool move, though. Having less recovery I guess would be another selling point. I'm not sure what the criteria for a good normal is though. Depends on if you're talking about counter, pressure, or okizeme.
  6. Sometimes, just to mess with some people's heads (i.e., chronic turtles), I'll end a really short pressure string with TKj.214B even though it can get beat out really easily. I just think it's funny that it breaks a primer when it's pretty much the most impractical thing to do. Thanks anyway. I can't wait to play a more rewarding Hazama, where j.C x N isn't the goal in every combo. Yeah, I know that the air combo now still contains some j.C's (j.214B# now is more like j.B, j.C x 2, JC, j.C x 5, j.214B. Correct me if I'm wrong), but it's nowhere near as redundant as CS1 Hazama.
  7. Q: Regarding pressure options for CS2 Hazama: Is j.214B considered an overhead now? And do moves like 236D and 214DA come out faster/have more active frames now?
  8. I wish they would have considered Samanosuke from Onimusha or Gene from God Hand, but there's only one or two slots left on the Capcom side. I highly doubt they'll make it in.
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