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Everything posted by Mo the Hawk
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100 Meter + OD (At least OD lvl 70%... or more specifically you need red health to get the auto-heat gain) DM: 7413 + ~1000 drained from OD ring 5C > Houtenjin > (dash) OD > CT > (dash) 5C > 6D~A > (dash) 6A > (dash) 5C > 6C > (dash) 5C > 5D~A > 4D~A > j.7D~A > Jakou > Mizuchi Unfortunately using 3C before Houtenjin in this route screws it over. You have to switch the order of [5C > 6D~A > (dash) 6A] and [5C > 6C]; otherwise they tech out before 6C. But even then, they'll tech out of Jakou. And if you omit anything else, you won't build the meter necessary for Mizuchi ender. By the way I've been working on a Hazama 1.1 "combo bible" of sorts... so far I've got over 300 combos based on different starters, resources used and screen positions. I still have about 70 to go, and they're the OD combos so it might be a while. It'll most likely get pared down to a more managable size once I figure out the "main" paths and where they diverge. This was originally for my own personal reference to help bring some order to the chaos of which combos I should be doing in which situations (including how to adjust them for specific characters), so once I feel comfortable with the organization of the data I'll share it with you guys.
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FIRST KC TOURNAMENT FOR ULTRA SF4 RSVP on Facebook! - https://www.facebook.com/events/291145597712267/ Livestream: http://www.twitch.tv/kcsrk Venue: Next Door Pizza - 3385 SW Fascination Drive, Lees Summit, MO 64081 Date: Saturday, June 21st Start Time: Doors will open for games and registration at 11 AM Tournaments will begin no later than 1:30 PM Venue Fee: $5 (Fee waived if you bring a setup!) Price per game: $10 ---------------------------------------------------- HYPE MATCHES*: *Money matches are not only welcome; they’re encouraged. Call people out and build some hype. We’ll try to feature them as best we can. MAIN TOURNAMENTS: Ultra Street Fighter IV (XBOX360/PS3) $10 Ultimate Marvel vs Capcom 3 (XBOX360) $10 Tekken Tag Tournament 2 $10 (PS3) The King of Fighters XIII (PS3) $10 BlazBlue: Chrono Phantasma (PS3) $10 Skullgirls Encore (PS3) $10 OTHER POSSIBLE TOURNAMENTS (depends on interest from participants and time; entry fee will also be up to the players): Project M (Wii) Guilty Gear XX Accent Core +R (PS3) Persona 4 Arena (PS3) Melty Blood: Actress Again Current Code (PC) Anything else - bring the players and we’ll run a tournament! (Killer Instinct, Injustice, AH3LM, etc.) MAIN TOURNAMENT SCHEDULE: 1:30 - USF4 tournament begins 2:30 - KOF13 tournament begins 4:00 - BBCP and Skullgirls tournaments begin 7:00 - UMVC3 and TTT2 tournaments begin Post-tournament festivities: Cards Against Humanity! MAIN STAGE/STREAM SCHEDULE (times listed are approximations, but these will be streamed in the following order): 1:30 - USF4 Full Tournament 3:30 - KOF13 Top 4 5:30 - The period between KOF13 and UMVC3 will be an open block for money matches or other special sets going down that day! Otherwise we will use matches from whatever tournaments are still happening at this time. (Skullgirls, BBCP, etc.) 7:00 - UMVC3 Full Tournament 9:30 - TTT2 Top 4 11:00 - Free time on stream, play whatever you want! CASUALS: We will permit causal setups for any game at any time so long as it does not impede the progress of the tournaments. You can play Marvel or Tekken or whatever at the beginning of the day. But if we feel there are an insufficient number of setups to run a tournament, we will kick you off your casuals and turn it into a tournament setup. This is especially true for the Capcom games, which have to be run on Xbox hardware for the tournaments. ---------------------------------------------------- REGISTRATION PROCEDURES: Register with us as soon as you arrive. If you have a setup, let us know which tournament-ready games you have. Tournament-ready means: all DLC, unlocks, and up-to-date patches necessary to play for at least one setup. We CANNOT guarantee that the game will be played; do your part to ensure it will by bringing the equipment. Too many setups is a way better problem to have than not enough setups. TOURNAMENT RULES: All tournaments will be 2/3 Rounds, 2/3 Matches, Double Elimination unless listed otherwise. TTT2 will be 3/5 rounds, 3/5 Matches. Marvel will be 3/5 matches. Winners Finals, Losers Finals, and Grand Finals for all tournaments will switch to 2/3 rounds, 3/5 matches. BUTTON CONFIGS: If you wish to change controls, do so prior to the match during a button check. If you begin the match with the wrong controls, that is too bad. If you pause the match or attempt to restart because your controls were messed up, you forfeit your match. If you wish to use multi button binds for other games, it will have to be at the affirmation of your opponent. Default button binds are exempt from this rule CHARACTER SELECTION: Winner keeps same character, loser may select a new one. STAGE SELECTION: All games will be played on random stage select, except for games with stages that have widely-recognized performance issues. (i.e., Bonne Wonderland and SHIELD Airshow have minimal slowdown compared to other stages in UMVC3) If you still wish to choose random stages in these cases, you MUST defer to your opponent. If either one of you are concerned about lag, you are forbidden from choosing a stage with performance issues. BLIND PICK: Blind character selection may be requested if a counter pick is a concern. In this case, one of the staff may be called upon to get the selection of both characters from the competitors. ---------------------------------------------------- REPORT YOUR RESULTS: We don’t care who, but someone needs to keep the TOs in the loop. If you’re too salty to report that you lost, tell the winner to report it instead. CONFIRM TO US DIRECTLY THAT YOU ACKNOWLEDGED BEING CALLED FOR A MATCH: We will be announcing matches over the PA system, which should be plenty audible. Nod to us, make eye contact, yell… do something to let us know you heard it. We can’t just expect matches to magically happen the moment we announce them. If we know at least one of you two acknowledged the announcement, we’ll trust that at the very least, you’ll track down your opponent and get the match started. WE NEED TO KNOW WHICH PLAYERS ARE CURRENTLY PLAYING AT ALL TIMES. We have ways to keep track of this; someone just needs to give us the information. If you want to avoid things like us loudly yelling your name for a match when you’re already playing, causing you to get distracted and potentially affect your performance… follow these rules. You will have 5 minutes (which is VERY lenient) to get to your station and play. If you fail to get to your station, you will forfeit the match. The ONLY exception to this rule is if you’re already playing a match in another tournament. Making your opponents wait is rude, and it also holds up the progress of our bracket. Be courteous. If you are in a tournament that is in progress, then stick around. If you need to go smoke or use the bathroom, do it fast, and continue your conversations back in the tournament room. IF YOU KNOW YOU’RE SHOWING UP LATE: Make sure you inform one of the TOs or get someone to inform one of the TOs beforehand. SETUP GUIDELINES: We only accept EVO-standard setups. Enough people have ASUS monitors. Most people absolutely prefer to play on these as opposed to less well known setups, due to lag. These will be the only ones accepted for use in tournament play. When registering your setup, you will let us know what your system is, which station you intend to place it, what games you have, and if you have the DLC for those games. This way, we'll know if we can run that setup for a game we're playing, or if we need to find a player to switch the setup. Other setups can be used for casual gaming. "IT'S MY SETUP, SO I'LL PLAY WHAT I WANT ON IT": No, you won't. When you submit your equipment, and have you registration fee waived, you also submit to the needs of the tournament directors. If that means we need to immediately kick you off the setup and put in 'x' game, or we know you registered with Injustice DLC and we need it immediately, then we expect you will be prepared to stop what you're doing (Unless of course you're in the middle of a tournament match), and help us set it up. We have been WAY to lenient on this. REGARDING PS3 PADS: Do not turn your pad ON until you have synced it to a system using a USB cord. PLEASE turn OFF your pad following the end of your match. This has been an issue in the past, and this negligence isn't going to be tolerated. It's disruptive to the people who come to play after you. Failure to turn off your pad will result in an automatic disqualification which will count as a loss in your tournament record. A second offense will result in your forfeit from the tournament. REGARDING THE VENUE: NDP is a bar and restaurant. Fantastic venue with great service, great food and great atmosphere. Make sure to buy lots of delicious pizza and booze. We must emphasize, however: make sure you guys take great care of the staff for their service. AND PAY YOUR TABS. THERE IS NO EXCUSE TO FORGET PAYMENT TO THE ESTABLISHMENT. This not only makes us as a community look bad, but it can result in you being banned from future tournaments or patronage altogether. See everybody there!
- 3 replies
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- BlazBlue
- Persona 4: Arena
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Best response to Blood Scythe midscreen IMO is meet him air-to-air with either a throw or j.A. 2C whiffs if he crosses over you.
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I tried the old Good Starter > Houtenjin > Zaneiga > 6A routes and I can only get the j.Cx5 to connect by omitting the j.7D. Otherwise they tech out after j.Cx1.
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0:14 - Chie runs forward gets hit by Yukari 5B 4 seconds later same thing happens but she runs underneath the arrow clean Added to list of things that will drive me mad
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Barrier blocking works really well to push him away after 5BB so he can't hit you with most followups. Instant barrier blocking works even better.
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Wiki is missing frame data on j.236C/D (air slide). Are these pretty much the same? Could've sworn I caught you on Twitter saying something about one of the attributes or high/low hit properties or something being different for the air versions.
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Just for future reference, you should post character-specific stuff like this in the appropriate character sub-forum. Anyway sounds like your issue is the height. Rampage B will only hit 4 times if the opponent floats too high. Let him fall a little lower to the ground before doing 5B > 5C > Rampage. Or put some slight delay between those 3 hits. It also couldn't hurt to be as close as possible, so also try doing a short dash between Power Charge and 5B. Last part that might trip you up is the j.C > Dragon Kick ender. When you jump cancel the second j.B with a FORWARD jump, there's a good chance the Dragon Kick will end up whiffing. Cancel the second j.B with a NEUTRAL jump into j.C to avoid this problem. There's a "Demonstration" option on the pause menu during Challenge Mode that will show you exactly how it should look.
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Buffer a 236236 after your 236D. If you confirm the counter-hit, let go of the stick/d-pad and quickly input 6B. If done correctly the engine reads the last 2 directional inputs as 66 (dash) while also keeping 236236 in the input buffer, so you get a "dash Houtenjin" when you press B. For what it's worth, CH 236D also gives you enough time to link a dash 3C (663C) which is a little easier and results in like... 100 less damage for the full combo.
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[CP] Hazama Gameplay Discussion [New members read first post]
Mo the Hawk replied to Lich's topic in Archive
It's a "microdash." Haz's forward dash is attack-cancellable from the very first frame onward, so if done properly, you can quickly tap out 66 then 5A to perform a "sliding" 5A as fast as you could otherwise just hit 5A while standing still. The microdash isn't always necessary in order to hit the 5A link; it's dependent on spacing. Typically if you confirm that you started your combo at point-blank range, you won't need to microdash. However there's no penalty to attempting the microdash anyway (other than accidentally getting a 6A and dropping your combo), so you might as well grind it out until you're confident you can nail it all the time. I use the visual cue of waiting until Haz's feet touch the ground after 214D~66B before inputting the dash. -
It should work like Yukiko's fans - you only need to block low if it makes visible contact with your feet. If you HAVE to block high otherwise, though? Christ that would be ridiculous. We would have already heard complaints about a divekick that silly at this point.
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In that case, would it be totally unreasonable to remove the spacing requirements on Clean Hit and just give it to him on all bat attacks during VC no matter what?
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Update announced... anybody have a (reasonable) Junpei change wishlist? Without just saying something vague like "buff his pre-VC damage" and calling it a day. He seems to already have solid pressure once he's in, but can't stay in people's faces well after a midscreen conversion. Maybe less recovery on the bunt attack so he can get back to oki quicker? Recovery on his attacks in general could use some tweaking. Something that confused me watching videos is the inconsistency of the Clean Hit property on 236A/B and j.236A/B during VC. Sometimes he gets it and sometimes he doesn't, for no apparent reason. I saw a player having to burn 50 meter to OMC after j.236A with VC active and an anti-air CH 2B in the corner as the starter. With those conditions he should at least get some solid meterless damage, right?
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Another big KC tournament coming up in 2 weeks! Give us a visit if you're in the area - we want to play lots of strong P4 and BB players. https://www.facebook.com/events/672464739481869/
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Evo 2k14 Side Tournaments: Hype and Volunteers Needed!
Mo the Hawk replied to shtkn's topic in Archive
Put me down for a setup. I'll also help run the P4A brackets. -
[May 23-25, 2014] Ultimate Fighting Game Tournament 10 (UFGTX)
Mo the Hawk replied to Chris Chaos's topic in Archive
My man Shin with the P4 tournament hookup! Makes the trip to Chicago worthwhile for me every time. If you're in the Midwest area GO TO UFGT - this could be the last major of its kind for our region. -
You can only combo after FB Kyokusa if it counter-hits as the starter. (Also if you RC it, or the opponent just doesn't tech.) Use it when opponents step into the air space it covers in front of Axl to punish jump-in attacks hard. Generally if 2P is your starter you can gatling to f.S, and from there you can cancel into Rensen, Rashousen, Raiei S... whatever you want. Rensen FRC > further obliteration is always going to be the best bang for your buck, and 2P > f.S > Rensen combos on a lot of characters, so yeah, learn Rensen FRC. There will be a visual cue in Training Mode on the input display bar at the bottom - it will flash blue at the FRC point. Use that to nail down your timing. The simple answer is "it's the moment Rensen becomes active." You'll get a feel for it the more you practice. Record the training dummy to IAD w/ jump-in attacks and practice reacting at various ranges. You'll probably find that you'll want to use different anti-airs for different situations. Try 2S, 6K, 6P, 623P, FB Kyokusa, even 5K for different distances and angles of approach and see which one produces the best results. I only just started playing last year, though, so I'll defer to Watches for the expert advice.
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Yeah for as crazy good and braindead those stance attacks look, I haven't seen any attack that reaches super jump height. Seems pretty reasonable for an opponent to react to the stance and SJ over it all for a punish, or even an invincible super. That DP tho. EDIT: Never mind, there was one instance of a stance attack that reached the top right corner of the screen
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[CP] Hazama Gameplay Discussion [New members read first post]
Mo the Hawk replied to Lich's topic in Archive
Less reps of j.C loops, makes sense. I hope that decreased untech time doesn't affect his air-to-air confirms though - it was mondo coolio to confirm some j.As into some j.Cs that floated Haz back down to the ground for a re-launch. And Jakou > Mizuchi is pretty much always a valid combo ender now which is cool. "Decreased combo starter time" - what exactly does that mean? What are they doing to my Super Snake Kick? D: -
Gao (Junpei) vs. Lilii (Yu) Combos are getting more optimized now. Deathbound starter the corner + Victory Cry = ouch
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My bad :x I'll just say there's a mostly clear version of Yukari's theme somewhere on Youtube now if you search for it.
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Just wanted to tell Blackwing good shit for the continued pursuit of optimized combos for a silent audience. I'll get to actually practicing them someday... I'm still over here practicing stuff like 214D~A > 66.2A, being precise w/ 5B > 66.2A frametraps, TK Hiren enders, chasing tech-rollers... ah well.
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Let's give Chie more plus on block special moves!
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That's a glitch that already exists in P4A. Air SB Rampage keeps your air momentum on startup, so if you do it right before you fall to the ground, the startup is cancelled and 236 stays in the input buffer, so you get an "instant" Skull Cracker by pressing a button afterwards. It's kind of hilarious that it's still in P4U2. All they'd have to do is change how air SB Rampage retains your air momentum on startup, and bam it's gone.