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Kakimori

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Everything posted by Kakimori

  1. Ohhhhhhhhhhhh I had no idea I needed to delay the second C of j.CC...that explains a lot. I don't mind practicing a lot to get it right (I'm bad at combos so God knows I practiced long enough before I could do even 6CC > j.B > j.C > j.CC > j.236A > j.214A consistently), I'm just a little unclear what I should be doing at the various heights. So based on what you guys are telling me, it sounds like it's a bit of a judgement call every time you land 2CC as to whether you get the "perfect" height or whether you need to jump back first, etc. Knowing that, I'll put some more time in. Though, uh...what exactly is a CAB magic ender? By the way, thank you both (and everyone here) for your input and help! And Merry Xmas!
  2. Recently I've been trying to level my game up by learning Tsubaki's IAD combos, and I'm having some difficulty but not understanding what I'm doing wrong. Assuming that 2CC AA > IAD j.CC > 5C > 2CC > 236B > 214B > 22B is her BNB IAD combo, here are the issues I've been having: If they're too low to the ground when the 2CC hits them, my IAD j.CC will go over them and whiff. If they're too high in the air or close to me when the 2CC hits them, Tsubaki will actually IAD underneath the opponent and I'll whiff. I always, always, always blue-beat the 5C after the IAD j.CC no matter how fast or hard I mash it afterwards. As far as going underneath them sometimes with 236B, that's just a matter of practice and timing. I at least understand what I'm doing wrong when I do that, and how to fix it...since most of the people here know all her combos pretty well and have gone through the process of learning them, I'm hoping somebody has had my problem in the past and could shed some light?
  3. Thank you very much for all this information. It really is a help to someone like me.
  4. Yeah, basically the only things I use 236C for are punishing obviously punishable moves if my opponent does something stupid while feeling safe because of distance and going under jumping opponents. I've learnt that I tend to get blown up when it's blocked. But I mean...in CS2 there was A POINT to 236A, 236B, and 236C. They rewarded optimal spacing with various degrees of frame advantage or disadvantage. Now, why would you ever use anything other than 236C except for the SLIGHTLY faster startup? It's just bad game design...I hope they change this in Extend but I'm not holding my breath.
  5. Thank you! Yeah...I use a pad and it's honestly difficult sometimes to get 632146X out exactly when I want it, especially in the middle of a combo. Just need to practice more and get used to how it works. In CP, it might actually be easier for me in some cases depending on whether you can buffer j.632146D into the OD animation or not. I think the j.214D~C > j.DD is more indicative of whether I can get the cancels to obey when I want them to come out and whether I'm executing properly, so if I can do that I'll be able to do a lot of other stuff with it without thinking about it, like naked j.2DD > j.214D~C > j.44 > j.2DD etc. I'll try out those combos you gave me! Combos are not my strong suit, but I find that I'm slooooooooowly improving the more time I put in. Unfortunately, I don't have CS1. Is CP actually a faster game, or did they just reduce the hitstun on things so there's less "down-time" in between exchanges?
  6. So is there ANY point in using 236X anymore except (a) in a combo or (b) a couple of times a match as you said to keep them honest or © to extend the distance of 214D? Even spaced properly, you're still pretty screwed on block and there's not much difference anymore between 236A, 236B, and 236C.
  7. Beginner Lambda trying to improve. Since a lot of Nu/Lambda's combo pathways will change in CP, are there any B&B combos I can practice in Extend that will carry over into CP? The ones I land most in matches right now are: A+B > 6DD > 2DD > jc. > j.DD > j.2DD > jc. > j.DD > j.2DD > j.214D 236C > 5DD > 6DD > 2DD > jc. > j.DD > j.2DD > jc. > j.DD > j.2DD > j.214D etc. Really basic stuff. The new combo pathways seem to involve a lot of switching back and forth between Dia/Luna and juggling with Luna 214D in the middle of a combo, so it's not like I can really practice that right now. I need to work on being able to consistently drop a Calamity Sword at the end of my air combos if necessary and also adding the extra j.214D~C > j.6DD > j.2DD into the air combos, but I'm feeling the need for a bit of variety. Is there anything off of 5B/2B or 4B that looks to stay the same in CP? What's a good/easy combo if I juggle with 4B not at the tip, but land both hits very close up on a crouching opponent? I've run into this situation sometimes and the positioning is sort of awkward if you're that close up. Also, I've found that in the 236B~RC > 5D combos (which I assume will survive in CP), you have to input 5D almost immediately after the RC to be able to pick them up. But if you land a CH 236B, it floats them up a little bit slower right in front of you, so if you input 5D immediately, you pick them up right in front of Lambda's face and you can't land 6D afterwards. What can I do about this so I don't drop the combo if I land a CH?
  8. That air grab in the 3rd round of Protos vs. Uma no Hone was AMAZING. Would have liked to see S-Sama use Luna Mode more against Kaqn Hazama, especially considering that he rarely uses TK cancels.
  9. IMO they should have made it [4]6A, since just about nobody ever does a 6A straight out of blockstun. 6B and 6C could happen. And it would be consistent with the A/D input for the other projectile as well.
  10. You could always 236C > OD > 236236D, right?
  11. That combo at 20:53 vs. Hage's Tager was hella stylish. And it doesn't even look that hard to do. I feel like with the new mode changes, we're really starting to see a difference in playstyles between top-level players. Love Minato's 22A > 214C > 22A from Luna. Really wish I knew what the intent of giving Nu 623C was. On another note, I like Jieru's Arakune for some reason, though he keeps getting blown up.
  12. Oh! I guess I was referring to the first <2> point...there were 2...if that makes sense. Do you generally recommend canceling chain momentum with air throw whiff or with j.A? Does it matter?
  13. Too bad... LOL @ AH cancel...I didn't know that! Wonder if a match has ever been won that way.
  14. Does anyone know if you can dash after Act Parser in the air? If so, you can effectively get a triple air dash with Nu...it would make the loss of 236A in Dia Form much more bearable (also seems like super-safe 6C and good movement tool). I'm dreaming of fun stuff like: Jump > j.2DD > j.214D~C > j.2DD~66 > 44 > j.2DD > j.214D Also, does the drive move have to hit to be able to cancel into Act Parser? If I miscalculate distance and whiff a 5D at close range, it sure would be nice to have a teleport...
  15. You might be right...do you mean to say that most Hazama mains grasped chain movement quickly, though? I don't want to main him, since I much more enjoy playing with Lambda and Tsubaki (who are actually capable of moving...backwards, you know? ><). But I want to understand enough to play him from time to time. Maybe I should just focus on my mains since it's not like I can claim to be *great* with them either...? As for your <2> point, theoretically, Hazama's 3C should be safe since Jabaki is safe, right? And while Tsubaki likes to be in one's face, imo 5B is really a good attack at the right range. Not mashed...it's more for poking. Yeah, Tsubaki and Hazama 6A feel very similar to me.
  16. Yeah...then again, gravity is really nice against both of them and Dia lets you spam it. I think Protos has the balancing act between the modes down the best of anyone I've seen so far, but I'm really itching to see Yoshiki...something always very elegant about the way he plays.
  17. You can see how certain matchups change...Protos spends a lot of the Hazama match-up in Luna mode because it gives him the edge in zoning. Nu-13 Luna Mode projectile flat out going through a Hazama chain @26:22: http://www.youtube.com/watch?v=8Sh1HD0fB6s#t=26m15s Also, the announcers were talking about how it feels like Spike Chaser comes out a little bit slower than before. They were wondering if it was actually slower or just their imagination. Personally, it's always felt like it took forever to me.
  18. Did Supra Rage turn out to be a proper DP? Or just a meaty anti-air/combo enhancer?
  19. Can Tsubaki link 236X into 214X now even when the 236X doesn't connect? Like 236C > 214B for fullscreen goodness? I think I saw that but I want to make sure... Also, does anyone know if the ground projectile C/D versions have different projectile level?
  20. Is this an actual combo or a blue beat? I can get it to blue beat but I can't for the life of me get 66 > 3C to straight up combo after Jakou. I think use of the command grab is above my level right now, but I land CH 214D~B about 2 times every round. Is there anything good to follow it up with other than Jakou? EDIT: nvm, I see you can 66 > 6D~A > difficult looking stuff. Hmm. Been trying to learn the Zaneiga link after Houtenjin, since combo potential and damage seems to be higher than Jakou, and there are times when you simply can't land Jakou after Houtenjin. I can get the Zaneiga about...3/10 times right now. Also working on Zaneiga > 6C > 66 > 5C > ??? (haven't gotten that far cause I'm not consistent yet...keep accidentally inputting a second 6C). Couple questions: why does the combo notation say dash > 6C to start off after the Zaneiga? I can only get my 6C to land if I mash it immediately after I get control of Hazama again (no dash), otherwise they land and tech before it hits. Is this Zaneiga lvl 1? 2? CH? Does it matter?
  21. I've never really understood how to use gravity well for zoning and not just combos. Looking forward to seeing Yoshiki...!
  22. Cause Tsubaki 5B! Dat range and active frames :3 That and stuff like Valk's 5C are generally great spacing tools for my personal play style. Plus Tsubaki can basically approach the opponent however she damn well pleases...lots of movement tools. I think I'm really going to enjoy the new 44_66 from stance with Hazama. So I spent a lot of time tonight against some pretty good Tsubaki and Relius players online and feel like I definitely leveled up a bit. Guymam, I am slowly starting to get the grasp of escaping corner pressure with Hazama, and mostly so far it seems to involve a lot of legit blocks and 2A > LOLGTFO at the right moment. Hazama's 2A is disgustingly amazing. 2C too (seems a lot like Tsubaki 2C). MetalMaelstrom, I'm starting to understand his pressure a bit better. I'm trying to mix up my pressure strings, not just in terms of what I use but also when I cancel into the 214D~A. I do use 5A > 5B > 3C > 214D~A a fair amount...it's not quite what you posted but I assume the base strategy is similar. What's so bad about it? Others I use a lot are 5A > 5B > 2B > 214D~A and 2A > 2B > 6A. I try to work 2C and 5C in now and then. Maybe sometimes I just 66 > 2B > 2C > 214D~A. Most of what I'm learning are the simple points of movement with him that have probably already sunken into all of your skins...instinctual things like when to double dash forward, when to dash forward then jump backward, when to dash back, when to wait patiently, when to use chains, when to air dash towards them, etc. Guymam, I get what you're saying about it being impossible to use chains perfectly in every situation, but surely every Hazama player has a certain repertoire of tricks they use sometimes in specific situations? For example, I'm just starting out and I'm not sure these are necessarily great, but so far, aside from the usual pokes, I use a lot of: 4D~A (immediate cancel) to discourage jump-ins and get them thinking. 4D~C > j.6D~C_D from 3/4 screen as a sort of staggered offensive approach, avoids some projectiles, etc. 2D~D (immediate input) > j.5D~D as a GTFO button. 5D~B (immediate input) as a baiting method at close range. I've read the beginner's guide but I assume everyone has their own go-to tools as well? I honestly don't use his command grab and Zaneiga enough at all. Anyway, please be patient with me. I'm going to keep putting in work.
  23. I'm sure I'll eventually be able to do combos with Hazama same as Lambda or Tsubaki, his just feel weird to me so it'll take time. I'm not very strong at combos or abare, but I have pretty good yomi and spacing so I rely on that more to win me matches. I probably won't learn the Hirentotsu loop because it's not going to be around in BBCP anyway. What are some good simple followups to Jakou and CH Zaneiga? I'm guessing it would mostly start off 66 > 6C > 66 >5C? Especially since 6D~A > 4D is supposedly harder to land in BBCP. Off to put in some hours in the lab.
  24. New Hazama player here, and I'm hoping for a bit of advice to shake me out of the funk I'm in. My other mains are Lambda and Tsubaki, and I'm a little worried that I'm just naturally terrible with Hazama. I feel very natural playing as Tsubaki and Lambda: all of their movement options make sense and flow easily to me. I'm also most comfortable at a mid-range, not super close up or far away (unless I'm Lambda), which also makes Hazama feel very strange to me, since he has almost no mid-range game. I realise that I'm supposed to be up in their face a lot of the time, but I have a hard time on both offence and defence. I really want to be good with him, though! My biggest problems are probably: 1. I don't know any easy (read: EASY) BnB combos to do with him. Full disclosure: I'm terrible at combos, and Hazama's fast-paced combos where you have to press a lot of buttons rapidly are even more difficult for me. The best I can land in actual matches so far is 3C -> 236D, 214D~B -> 623D, and throw -> 236236B -> 44 -> 623D. I drop the 623D after Houtenjin sometimes because of bad spacing and not knowing when I can or can't backdash. 2. I can't get out of pressure. 90% of my matches end with me being in the corner getting blown up for more than half my health. Whether it's a spacing mistake of mine that puts me there, or just corner carry from a midscreen combo, I have no movement options to escape severe corner pressure and I can rarely input Houtenjin fast enough to reversal from the corner, assuming I even have 50% Heat. 3. I don't know how to properly apply pressure. It seems like I'm never quite close enough for any of my moves to hit, especially after blocking something. I tend to play slightly defensively, blocking a move and then responding, and few of Hazama's normals seem to reach my opponent after pushback from blocking. If I dash forward, I get blown up, if I do a slower move, their longer range normals hit me, and if I just keep blocking, I eventually get opened up. Should I dash backwards at that range? I also don't understand good basic blockstrings for him. I'm starting to see that 5A, 2B, and 5C are pretty good moves at close range, but I don't know good followup strings...things that naturally lead into each other and are easy to space. For example, if I go 5A -> 5A -> 5B close up, the pushback from blocked 5As will make my 5B whiff unless we were kissing when I started. I don't want to end strings in 3C too much or it puts me back to neutral. 4. I don't understand good evasive or offensive chain movement. I usually approach with either 5D~D, j.6D~D or C, or 4D~C -> 6D~D. I mix in some A cancels, but they don't seem to be much of a deterrent. Are there any good 2-chain combinations that more experienced Hazamas use to confuse the opponent, attack from strange angles, or escape pressure? I played about 20 matches tonight and won a few rounds at most. Am I just the worst Hazama player ever...? Any help would be appreciated.
  25. Would it be safe to say that Tsubaki's supers are pretty bad, since they require charges as well as 50% heat to be any good, and they use up all her charges? If so, does it make sense as a Tsubaki player to have the mindset of using her heat solely for things like CA and RC and ignoring her supers altogether?
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