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hipikachu

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Everything posted by hipikachu

  1. I remember this hatemail. First time I vs'd this player, he thought Hazama's astral was a Gameshark hack -_-
  2. Oh right, I was thinking about special-canceling wolf mode. My bad. EDIT: I don't even think it CAN pink. Startup time for the command grab shouldn't overlap with the blockstun from 2A
  3. Tell me more about this "Meaty 3C" you speak of.
  4. Wouldn't 2A > 5D > w[236C] leave you with an aerial grab though? Doesn't seem too ambiguous to me.
  5. I suggest we rename the Dustloop forums to the TKLoop Forums
  6. I try this everytime I vs Dreize. It kinda works. Sometimes. Rarely. D: EDIT: Guys, I found it. It only works on Vita, but if the Valkenhayn begins combo-ing you, you can rapidly press the PS button and continuously return to game. This will cause unbearable freeze lag on their end, and will give you enough time to Tager Buster them on their recovery. This method has been tested and tried by no other than my own brother.
  7. 236C's startup makes it way too easy to snag CH j.2Cs when Hazama glides past your head, while 236C's recovery on whiff is just too scary to throw out there. Besides, for some reason everyone thinks Tsubakis like spamming the 236x series, and are somehow prepared for it. Kinda like how we all brace ourselves for Heart Car at the beginning of a round when VSing a low-level Platinum.
  8. 236C only belongs in the Valky matchup thread. Hazamas have no reason to be traveling across the ground. It hurts our D-Pads
  9. I thought so, just trying to keep it from dying. No Tsubaki matchup thread should be left blank. Sadly enough though, I play both sides of this matchup often, and it feels kinda one-sided. If I ever win with Tsubaki, it's because the Hazama sucks.
  10. On our side I guess. But this is the Tsu-Tsu forums. Has anyone found anything on this side to deal with those pesky Chimpanzamas? Raw specials should be a no-go here, and mash-outs are pitiful here. Would j.236D serve any possible purpose here? Any form of free projectile is kinda annoying for Hazamas. I kinda doubt hers will though.
  11. Raw Jakou has a P1 of 70 and no followup without meter. Shitty use outside of combos don't necessarily mean magical starters...
  12. Because I have a conscience
  13. TBH, not all Hazamas are turtley cowards, some actually like to chain in without the scrub confirm. Besides, unless any of you DL Tsubakis hits Vita, I don't think I'll ever see a Tsubaki I would have a genuinely hard time with. She's just too easy to diss and disrespect if you know the character well. I mourn each and every Tsubaki I ever grabbed out of an A DP.
  14. Wait wait wait. You guys lose a shit ton of combo rate, and then get a whole buncha P1 100s? Is everyone in CP like this?
  15. Same here, but for Tsubakis on Vita. Not that there are any. I don't really have more than a handful of good/active Hazama players online, but when I do fight Haz with Tsu, I like to treat it a bit like the Lambda matchup. Stay mobile, make him whiff shit, and use what little recovery he has on his moves to charge tap. Be the biggest bitch to catch in the game, and don't jump in like an idiot. Hopping over chains can slowly give you the match pace you deserately need. If you even look like you're about to air dash, scrubby Hazamas will go into 214D early to gain access to gay "one-press DP action" reactionary anti-airs. Use some kind of air move to w\quickly kill your momentum and land short, making him whiff the move for a free 34 frames of doing whatever the hell you want. It's not something to rely on, but a stroke of luck is still stroke of luck, you can't get greedy with that. You don't even want to make any kind of contact with any of his moves, resetting pressure for him is way too easy. Avoid using any 214x moves at all at neutral unless you actually see the chain go beyond the point of no return, or else you're making CH 3C is way too easy for him to get in this matchup. Tsubakis that sjc>dj>j.D>j.214D to avoid chains make me cry everytime I see them, almost as much as 2Ax3>5B>5C>3C>Hotenjin.
  16. Hey guys, day one Lambda here. Grabbed someone in the corner today, and proceeded to 6A>TK Crescent him into oblivion. I will pretend this was the completely optimal thing to do and go on my merry way. TK Loops 4evar :3
  17. Wait wait wait. Jakou has SMP? You're telling me all this time that (back almost to corner) CH Rising Fang>623D>JH>CU>Corner shenanigans>623D>moar shenanigans has been unoptimal this entire time? Or is CH Rising Fang simply a godly starter? This actually sounds pretty swag. But how the fuck do you link j.C x 5 into 66C? This ain't CP just yet. Really now? Please tell me why every Hazama on Vita does it anyway .
  18. So essentially, for those of us who don't have built-in encyclopedias, can't we just make the universal corner BnB: Starter>JH>214D~C>CU 66C>66>2C>Delay 5C>6D~A>4D~A>623D>66>TK x 2>(9 or 8) j.Cx5>5C>2C>214D~B>3C>MR I know the last part excludes Tager, but otherwise shouldn't the (9 or 8) j.Cx5 link really determine any character specific Mizuchi ender distances? Correct me if I'm mistaken, but specific TK inputs and reps should only really be necessary if you want to squeeze in as many as possible, and not if you're just aiming to get the minimal amount of reps/ I also know this may not be optimal, but I really don't feel right finishing a Haz combo without at leat one j.Cx5 rep. As broken as the TK loop can be, I would still prefer to play Haz as close to the intended design as possible. If one wants to find the optimal damage against EVERY character in the cast, feel free to do so. Right now I'm only interested in a single corner Bnb ending with a MR that actually deserves to be called a "BnB."
  19. Even on Tager? And another thing, is the CH 6B>3C>214D~C link universal?
  20. I know about those, but I'm wondering whether the 214D~D>j.6D~D>66C link is still valid or not. Basically, I want to throw a 66C somewhere in there, like we did in CS2. The link itself greatly resembles the latter part of our CS2 BnB, so why can't that work instead? Ummm...how? CH 6C rarely ever links into 214D~C, and dash canceling Jayoku won't help too much, considering that after you catch them with 214D~C, reapeat proration won't allow you to followup with 6C.
  21. Anyone have any idea whether 4B+C>214D~D>sjc.6D~D>66C>5C>stuff still works or not in Extend? 4B+C>214D~D>jc.6D~C>5C>stuff seems to do just fine, but the j.6D>66C link doesn't seem to feel anything like its CS2 counterpart. There seems to be a good lack of backthrow combos here. And just when we actually found a use for 214D~D in combos too... I also hate how 6C has become a followup move to 214D~C rather than its own move. There's really no purpose for it outside of the one time it's used in our BnBs. At least it's not as bad as our CS1 counterpart...
  22. The shrapnel hit Vita too...
  23. You apparently. I was countering your sarcasm with twice the amount. Get used to it.
  24. I told you after getting hit with wake-up Hotenjins a buncha times, you'll come to love the move.
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