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AMB Bakery

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  1. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  2. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  3. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  4. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  5. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  6. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  7. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  8. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  9. Discuss the Matchup here! OP will be edited as information is collected. Overview Neutral Spacing and Movement Chain Zoning Offense Approach Pressure and Okizeme Defense Approach Pressure and Okizeme Retaliation その他
  10. Welcome to the Hazama Matchup Thread Primer! I will be detailing some of the vocabulary and organization used in the original post of each matchup thread, as well as explaining what kind of discussion should take place and how the threads will evolve as time progresses. While most of the vocabulary should be self-explanatory, the provided explanations are there to give you an idea of the structure and content of the original post. If you feel like you've got a pretty good understanding of said vocabulary, however, feel free to skip to the section at the bottom. Overview A synopsis of the matchup. This is where you will find the bottom-line, need-to-know facts about the matchup and whether or not it is in Hazama's favor. The opening lines will generally be a character introduction which will showcase some of their notable tools and give a feel for their overall gameplan. Following that will be a couple of points about how Hazama's tools interact with theirs (if there's any notable occurrences) followed then by an explanation on how easy or hard it is to start your offense or work your gameplan. Neutral When both you and your opponent have no frame advantage over each other. Generally this occurs at the start of the round or after a counter assault or burst, but going in and out of neutral happens very frequently. Spacing and Movement This section will cover what notable normals or specials the opponent has that cover space and what you can do to avoid them. It will also cover your opponent's movement options and what that allows them to do in terms of approaching, escaping, baiting, etc. in neutral Chain Zoning A look at how chains work in neutral. This will cover the distances that you should use certain chains and follow-ups and how much freedom you have to use them, as well as how effective chains are in neutral against a given opponent. Offense Offense is generally understood to be when you've got your opponent to block or get hit by something. However, for the purpose of the matchup threads, I will extend the definition to "whenever your opponent is reacting defensively" so that I can make a distinction between the space-covering, not-sure-if-I'm-going-to-attack-yet approaches of neutral and the oh-yeah-I'm-about-to-kick-your-face approaches of offense. Approach For whenever you're at the right space or situation to transition to offense. This section will detail which approaches are effective and which ones are less effective given matchup-specific circumstances. This will involve analyzing which normals/specials can be used to keep you from getting to the right spacing to hit them (such as an anti-air, DP, attribute-invulnerable move), and how you can beat or bait those options. Pressure and Okizeme Whenever you've got them blocking or you've knocked them down. This section will cover what defensive options are and in certain cases what character-specific mix-up options will work. Defense Well, this is where you don't want to be, but it happens. This section and its subsections will cover what to look out for when your opponent is on offense and what you can do to stop it. Approach Just as you have a space where you can transition to offense, so does your opponent. This is where you will find what your opponent's offensive approach options and ranges as well as what you should do to beat or avoid them. Pressure and Okizeme Whenever your opponent has you blocking or knocked down. This section will cover their notable mix-up and pressure options, such as what hits high or low or what is plus on block, as well as their okizeme set-ups if they have any. Retaliation At some point, you don't want to be defending anymore. This section is dedicated to how you transition out of defense. This includes what you can punish with IB, what you can realistically whiff-punish, when it's okay (or not okay) to burst, when you should counter-assault, or how you can escape. その他 Miscellaneous matchup-specific information that wasn't already covered in the previous sections. This will more often than not address interactions between Hazama and his opponent that calls for knowledge of move properties to explain why a certain phenomenon occurs. For example, Hazama's chains' snake heads are unique projectiles in that they are still attached to his body, so if you hit Hakumen during the atemi/catch portion of yukikaze with a chain (or Jabaki), you'll still be caught in the superfreeze instead of being able to move around. Now that there's an established framework, I'd like to address the future I've envisioned for the matchup threads. First and foremost, the original post is subject to change throughout the thread's lifetime. This allows me or Lich (or future Hazamods) to edit the OP with the interest of organizing and compiling all the information that has been found in regards to the matchup and put it in one place instead of forcing the other users to scour the threads themselves. While being patient and taking the time to read is still encouraged, I understand the frustration of not being able to find the information you want. I hope for our collective sake that you all share this vision and consider this when posting in the matchup threads. Second, I'd like to clarify that you can post anything in the matchup threads.... as long as it pertains to the matchup. Even if you find something laughworthy that's extremely situational, go ahead and post it! In my eyes, there is no knowledge that can't be beneficial, vicariously or otherwise. Everything is okay as long as you follow my third point: Don't post what we already know. Okay, there's limits to this, such as if somebody asks a question and the answer isn't immediately/explicitly available by referencing somebody's post or a section of the OP, but it's definitely at least been hinted at in the thread. But otherwise, please read the threads before posting. Regarding this, I'd like to clarify that, if somebody asks a question in which the answer is already in the thread, it's completely okay to link a post or direct somebody to information in mine or Lich's absence, just don't let those kinds of posts clutter the thread, consolidate them if you can, etc. That's it, everybody. Thank you for reading!
  11. I've been in San Antonio grinding CP for the past few days. I'll make the threads when I get back to Austin later this evening or early tomorrow. I wanted to have an organized format for the first post that allows for the inclusion of information as time passes and more matchup experience and knowledge is gathered. I already have an idea of what this is going to look like, but if any of you have suggestions, feel free to let me or Lich know!
  12. Just a little something I found, if you want to end short air strings (like something off AA 5A), you can combo any jump normal into snaphance fist once you've juggled them high enough. It's not the most advantageous ender, but it's there. Advised only to use in H0.
  13. 214D66B has to be input really fast, all of it (on the earliest frames you can actually cancel into stuff, that is, don't mash like an ape). The 66 is only there so Gashoukyaku doesn't send you backwards. Lvl 2 versions of moves all activate on frame 51 of being in stance. So if you want charged Zaneiga to connect, for example, just do the dash late after Houtenjin so you don't move too far forward.
  14. I've been TK'ing the Valiant during the forward dash. Has been working out just fine for me. Getting used to Azrael's movement... I feel like he really needs all the help he can get from his forward moving normals and specials, Gustaf in particular I'm starting to see why it's thrown out so much in match videos.
  15. Throws are special starters that have inherent hitstun deterioration already applied. It's best just to go straight into valiant charger off any ground throw. Haven't tried to 2A > TC > Valiant off air throw but I feel like 2C > 6D > extension is a better route for damage there.
  16. Anyone down for casuals tonight? Gli? SkyKing? EDIT: Welp...
  17. I answered my own question, it seems all you have to do is just delay the 3rd hit. For other stuff like linking 3D midscreen, it seems it's best to do it faster though. I had trouble with Valiant Charger too when I started off but I can do the 5C x 4 3C > 6A > 5/6D sequence pretty consistently now. Still having difficulty with the 5C 6C j.C 6B DUMP sequence.
  18. I'm getting stuck in the corner after I do rekkas on aerial opponents in certain combos. How do I avoid this? I suck at inputting rekkas in the correct rhythm for some reason.
  19. It helps if you memorize the rhythm. I'm gonna take a week or two to make a comprehensive combo write-up explaining the rhythms and specific execution of optimal combo parts. I can give you this advice for (otg) 5C 2C relaunch: super jump after the 2C, mash j.C x 3, j.C, j.C > 5C and then from there either go high for damage or low to the ground for oki. I'll admit though, I'm guilty right now of trying other characters (Azrael, Bullet, and Ragna mainly), so I haven't really adapted a quick, practical convert OD combo at high health, meterless, but at least there's the easy route off close 3C via 5D~A > dash 6D~A > 214D~66~B, leads to good amount of j.C loops which means hella damage.
  20. Lol I just suck, I don't think it has to do with how many videos I watch. I watch them mostly for entertainment, if anything.
  21. It's really a problem if someone tries to implement one set-up and not several. I had/have this problem, admittedly. I saw inoue HOS do sweep and then double gunblaze and thought it was the best thing since sliced bread, then I just did that on knockdown every time and didn't know what to do if my opponent blocked the gunblaze. But then again, that's just me, I like to do the same thing over and over again because I either don't know any better or don't think quick enough to do anything else. As far as the 'scene' goes I'm pretty excited for CP release, honestly. A few newcomers have expressed interest and Markus is allegedly making a return, so there'll be more competition to go around at the very least. I'm interested in this 'reality check' of yours, though. Does it only go as far as player ego/confidence? And for that matter who are the people that you think have these egos? You mentioned FlameIce already, I imagine you're going to mention Marcell, I don't think Scottie has much of an ego but it'd at least be semi-justified considering recent tournament placement, you're retarded if you mention me because I've been nothing but self-deprecating for the past 2 years, et al.
  22. I downloaded the nicovideo showing how weakpoints work with guardpoint and atemi moves. It also shows some growler shenanigans at the end with Bang's steel rain. During the absorption, Azrael cannot be hit or grabbed. I'll upload it to youtube later if zeth doesn't find anything in the meantime.
  23. Quit trying to get people to play Chaos Code with you. It seems like the real issue is that the game (whatever game it is) is dead, as you pointed out a sentence before you said this.
  24. Why don't you just build charge meter anyway. There's a lot of situations where you can safely gain a significant portion of charge, like late action charge FRC after Lv 1 SV. After 2D knockdown, you can gain half a charge stock into a meaty normal (6K, 2H, 2D, etc.). There's no reason not to build it when you safely can. The advantage between levels is quite clear imo. With Lvl 2, you can convert most every hit into a knockdown provided you go the correct route, and most Lv2 specials are safer on block allowing for prolonged rushdown. Hell, even doing Lv1 BHB FRC on block isn't the worst thing you can do, especially if you already have a little bit of charge meter beforehand to successfully convert to Lv2. Even if you want to play a "low charge" Order-Sol, you should at least be building charge little by little if you're charge-cancelling during pressure. It's pretty much in your best interest to charge whenever you can because otherwise you're just holding the character back from being at his strongest. Not to say that he doesn't have ways of being damaging at level 1, but you just get a much steadier, safer stream of damage/knockdown/safe-on-block options in Lv2 and 3. I just wouldn't want to forfeit the possibility of such a heavy advantage.
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