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Everything posted by someonewhodied
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You cant add the j.7/8D~A. Check the frame data for hazama. Just do 214D~B>66214D~C>66C>66>5C>2C>6D~A>4D~623D>663C>632146C There are much better combos for fatal 214D~B though 214D~B(2)>[optional] 5D~A>66D~A>[66 only IF used 5D~A]4D~A>j.7D~A>623D>9j.6D~D>66C>66>5C>2C>6D~A>4D~623D>663C>632146C 214D~B(2)>7j.6D~D>66C>66>5C>2C>6D~A>4D~A>j.7D~A>623D>663C>632146C Also, i found a hilarious 3C(CH) Combo 3C(CH)>214D~C>5C(2)>Wait a tiny amount of time>2147B>5C(2)>2C>6D~A>4D~A>j.7D~A>623D>9j.6D~D>66C>66>5C(2)>2C>6D~A>4D~623D>663C>632146C. It looks like this: http://www.youtube.com/watch?v=8dgeOkotl7Q And yes i realize replacing 5C(2)>2147B with 6C does a total of 300 more damage, but it looks cooler this way.
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Noted. I have a lot of work to do when i get xbox live again next week or in another 2. (unless anyone wants to donate? =P jkjk)
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thats my job. *grabs some swords*
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Carl Sub, YLink/Tlink main in melee/brawl. I find it hilarious how Snake mains in brawl play hazama and vice versa. (They are nearly the same in terms of attacks lol)
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I sub carl, and i use carl like lambda sorta. Poke to set up a combo, and try to keep my opponent trapped. I always seem to play my subs the way i play my main in any game lol. (you shoulda seen my attempt at making a unique arakune playstyle to work the way lambda does lol. Didnt work out too well)
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*Grabs pike Nu Battle Suit*
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You need to do 2DD>2147D now is all i think And that "counter" attack is like Carl's 4D. It has a guard point.
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Save that heat for a DP super.
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[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
someonewhodied replied to Zidane's topic in Archive
i only just realized, hazama and snake(ssbb) are so similar: Hazama | Snake j.5Cx5 . | NAir 236236B| Utilt 5B . . . .| FTilt (1) 6A . . . .| FTilt (2) 2B . . . .| DTilt lol im slow at figuring things out. -
oh. Well ok. I dont usually use normal comboes but: CA>421D>j.2C214C>421D5C>j.4BD>j.5C>dash under>j.5B>dj.8BD>j.5C>Land on ground>j.2C214C>j.5C236236D (100% heat, Starts from Counter Assault, Not big damage, but allows you to do an unblockable 6C to start another combo.) 6B>623C421D>5C>j.4BD>j.5C>dash under>j.5B>dj.8BD>j.5C>Land on ground>j.2C214C>j.5C236236D (50% heat allows you to do an unblockable 6C to start another combo.) Yeah i dont focus on big damage but instead try to set up for favorable positions with any character I play (in a real match though, i just derp out and get greedy with the combos i reset to and drop em due to trying to net too many hits.)
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*CTRL+F 3D* *Sees no loop>reset combos* so... 6B or 2B Low starter: [2B]>6B>623C22D>2C236B>283j.BD>8dj.C>j.1C>j.1B>j.2A(Only do if 6B Starter)>j.1C>j.3AD>j.5B> 6C>Wait>6B>623C22D>2C236B>283j.BD>8dj.C>j.1C>j.1B>j.2A>j.1C>j.3AD>j.5B> 2A>5B>6B>623C22D>2C236B>283j.BD>8dj.C>j.1C>j.2A>j.3AD>j.5B> Resets to Reset Combo: 82J.C214C>5B>6CD(Should come out as 5C Then Doll Punch)>j.2C>j.1B>j.2A>j.1C>j.2B>j.2A>j.C>j.3AD>j.5B> Repeat 82J.C214C>5B>6B>623C+Back up doll a bit>5C>9j.3BD>8dj.C>j.2C>j.1B>j.2A>j.1C>j.2AD>j.5B>Repeat And if you feel like being a little flashy for the end: 82J.C214C>5B>6B>623C+Back up doll a bit>5C>9j.3BD>8dj.C>j.2C>j.1B>j.5C>5B>632146C>214214D (100% heat)
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It doesnt beat out C ice car. 2C is beaten by C car but beats A,B, and i think D 2A beats A,B, and D ice cars, and makes C whiff, letting you get a nice counterhit. I use 2A mostly for ice cars.
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I've heard its 80% now instead of 100% so i doubt we can do as much as in CS2
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From what ive seen it isn't THAT much better, but its enough to replace 6A for anti-airs.
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Shorthand terms only i use because im crazy and lazy: TK: TK crescent/2147D Low gravity combo (When opponent is close to ground): 6A>TK>66A>6C>236C OR 2DD>TK>66A>6C>236C OR Back up>4B(2)>2DD>TK>5D(wait)D>236C High gravity combo (When opponent is higher up after gravity): 9j.5C>j.2C>j.214D>5B>6A/2C OR 2DD>TK>66A>6C>236C OR TK>5Cx(three to 5)>6C>236C Ender: (2DD)>j.5DD/j.5C>j.2DD/j.2C>dj.5DD/dj.5C>j.2DD>j.2C>j.214D/j.632146D Corner Loop: 5CxN>6C>236C Corner Ender: Dash under>214D, Dash under>2147D~C>[44/wait 664B/wait 662B/66j.5B), 3C>236A>4BC Air drive: 6A(CH)>Dash>3C>214A>Low Gravity combo>Ender/corner loop+corner ender or 2C(CH)>214A>High Gravity Combo>Ender/corner loop+corner ender or 2D(CH)D>214A>High Gravity Combo>Ender/corner loop+corner ender Ground Drive: 6A(Guardpoint)>2C(CH)5Cx8>4B(2)>2DD>214A>High Gravity Combo>Ender/corner loop+corner ender 2Cx3(Guardpoint)>5C(CH)>236C>2DD>wait>214A>Low Gravity Combo>Ender/corner loop+corner ender Theres better ones but these are easy and you almost never screw them up. CS Extend will be so awesome with the 2C buff. Head invincibility will make this matchup so easy. And the Tao matchup will be better And 2C will be able to stop all of Jin's ice cars.
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now i have to check. Im entirely sure it works just fine. and, it doesn't O_o Good thing I always Yoshiki Setup or Spike Chaser Oki now. Spike chaser actually covers everything and still gives enough time to block a DP (dunno bout DP distortions though) So i screwed around more with 2C counter Corner: 2C(CH)>j.5C>j.2C>j.214D>5B>6A>2147D>6A>2C>j.5C>j.2C>dj.5C>j.2C>j.632146D 2C(CC)(8)>214A>2147D>5CxN>6C>236C>Dash Under>5CxN>6C>236D>214D~C>236C>66B(Comes out as 4B(2))>2DD>2147D>66DD>2DD>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D Midscreen: 2C(CH)(1)>966j.2C>2DD>214A>Gravity Combo>Ender. Not practical but usable.
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Really? I can do it consistantly off of grabs, 632146D Fatal, 236C midscreen consistantly. You just have to hit with the bottom of the first 2DD and do a backward jump after the second 2DD.
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Oh that explains it then =P when I was watching it I was all like "Wait, that can't be him, hes supposed to be MUCH better than me."
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2C(CH)>214A>236C>Dash under>4B(2)>2DD>2147D>66A>6C>236C>Dash under>5CxN>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (6.6K, 50% meter) Corner only. Edit: 2C(Ch)>214A>2147D>5CxN>6C>236D>214D~C>236C>Dash under>5CxN>6C>236C>Dash under>6A>j.5DD>j.2DD>dj.5DD>j.2DD>j.632146D (6.9K-7K, 50% meter)
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Hmm. I have no right to say this but you should stop doing 214D~C after a hitcomfirmed j.2DD. Just hit with a sickle and try to lock your opponent in a wheel. And spike chaser doesn't seem that good outside of combos.
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Ah I see. Now I'm just looking for flashy weak combos for ending a match. One of my favorites is 214D~B(CH OR FC)>5D~A>623D>RC>5D~A>623D>RC>5D~A>6D~A>623D
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6C has zero proration right? Cant you do that same combo but with a 6C before houtenjin for even more damage?
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So i was screwing around with 214D~B fatal counter combos and found these: 214D~B(FC)>5D~A>66D~A>6D~A>9j.D~A>623D>9j.6D~D>5C>2C>hj.5CCCCC>j.214B (~4K, 0% meter) 214D~B(FC)>66D~A>4D~A>j.7D~A>623D>9j.6D~D>66C>665C(2)>2C>6D~A>4D~A>623D>663C>632146C (~5K, 50% Meter) And in corner: 214D~B(FC)>(optional gold bursts)>66C>236236B>66214D~C(2)>66C>6C(x2>66C IF gold burst used)>665C>6C>665C(2)>2C>4D~A>6D~A>623D>665C>6C>3C>632146C>(optional RC>6D~D>j.5BC>6C>3C if bursts used for chance to increase damage) (7K, 100% Meter; ~8.5K, 100%/150% Meter with gold bursts and extra 6Cs. +48 Meter without gold bursts, +0(RC Ender) +50(DD ender) With bursts) Its probably all been done before and i probably just wasted 5 minutes typing all that out xD.
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Its just for flashiness. I mean most of my combos i come up with are just for flashiness. Like, who follows up midscreen 236C with gravity other than me? And who follows 236D~C with gravity to do two 236Cs in a row besides me? (Seriously, try 236D~C>214C>236C>236C. It works)