geist
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Everything posted by geist
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isn't that the point? >.>
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I believe I saw long ago some one dropping after j.Cx5 into 4 or 6D~D or C into air throw
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taken from the system thread by stunedge I believe jayoku(kick super) and 214D~B (delayed) are hazama's only 2 FC moves gashoukyaku FC makes it completely untechable (as far as we can tell)
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sure you're talking about rasenga (the overhead) and not gashoukyaku? (flash kick)
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Today, 07:53 PM in the CS video posting thread http://www.nicovideo.jp/watch/sm9363187 XD
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I just had a really random thought that would be awesome if possible....I noticed that hazama's command grab has some hefty invuln on it...anyone think this could be useful outside of actually grabbing? or is the invuln too short or the wind-down too long?
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A) everyone gets the same amount of bursts, so there's no point bitching about it...if you waste them up front and need them later, too bad, you now need to think B) this is not the place to DISCUSS...this is not a new change or discovery and does NOT belong in this thread
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doesn't seem worth it...you'd probably get more damage by doing jayoku after 3C also, almost positive you can do dash->214D~C, 5C, 2C->??? after the RC (think you might be able to get 4D->623D off but not sure?)...either way I'm sure mizuchi at the end would do shit for damage due to the length of the combo I believe jayoku is superior to mizuchi and mizuchi is only for those moments where you couldn't have used jayoku i.e: hit confirmed ground to ground CH 5D->mizuchi (not sure needs to be CH but definitely helps) you won't be close enough to 3C-> jayoku after 623D (shouldn't really ever be the case I think) you suck at 3C after 623D (though I think RC might be more damaging for this instance...I believe RC combo does like 4500 while I've only seen mizuchi combos reach 3.5-4k) could be wrong though >.>
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http://gamenyarth.blog67.fc2.com/blo...l?id=sm9091528 not sure the 6B's were mess-ups, every none of his combos had 5B(other than to initiate combo) so I somehow doubt that's what he was going for, even if he DID do 5B it doesn't pick up off the ground and he would have done it WAY too early for a meaty...still the only time he actually hit 6B he didn't follow it up at all so who knows...maybe he wanted a guard break?
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I thought everyone was saying it wasn't safe on block o_O
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http://www.nicovideo.jp/watch/sm9035253 FC 214D~B 6D~A 623D RC(on wall bounce) dash 214D~C->2C j.CxN land, 2C j.CxN->dj.CxN 214B 4200 damage, not as good as FC 214D~B-> 6D~A-> 623D, dash 3C jayoku combo, but still nice if you can't get the dashing 3C after 623D
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IIRC j.C/B completely whiffs on every character cept tager if they're ducking (though did an lol fuzzy guard on him today with 13 orphans XD
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he DOES have a shit ton of gimmicks though couple I've seen from air, opponent on ground D(whichever will hit) D (maybe C?) command/regular grab...seems to come out really fast...dangerous obviously but if you've been training them to react to D~A's and D~C/D j.Bs/2Cs doing this will be almost guaranteed damage I'd like to see some one 3C 214DD 3C...seems like the cancel is fast enough
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only situation would probably be if you JUST got enough bar to super after j.214B combo ender can you rapid 623D? seems like you might be able to get some nice damage if you did...well...even if you can't, you can probably always dash 3C jayoku and get more damage >_< edit: in the new videos dio vs ??? hazama RC's after the wallbounce...kinda hilarious that I haven't seen anyone do this and the moment I ask the question the answer is presented in the first video I watch after
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doubt she's ra/ar/nu good though...not even close
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sorry, I meant more as corner pressure...seems like 214D~C is safe on block so I thought that if you use it as meaty (assuming it has a lot of active frames...looks like it might) then you could break primer or combo every time they're in the corner (same with 6C assuming +frames) and follow-up with mix-up of choice (50/50 B/236C would be delicious as long as 214D~C doesn't push you back) does 6C have too much start-up even for corner shenanigans? I DID see also in the "VAMOS" videos that the hazama used j.2D once in the corner as an oki tool ah, thank you...that's why everyones delaying it in the 3C 214D~C combo hmmm....does 214D~A have decent air untechability? can it hit after 3c? guess that should be fixed in the first post then...(doesn't mention anything about 236C invuln and says 236D has invuln) I assume you probably don't recover in time to do anything for 236D then? even in the corner? thanks for clearing that up
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almost positive you can 214D~B->4D->623D->mizuchi rekkazan(portal super) unless 214D~B->super would just do more damage it's a moot point edit: it says 236D has some invincibility...is it like DP invincibility? or does it have upper body invuln or some sort of "attribute"...also, does it ground slide on air hit or just CH can't imagine this move being the garbage everyone says it is
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looks to be so at least, I believe I've seen 5D hit after CH 214D~B
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yeah hazama's dash goes pretty quick, and he seems to slide a bit after he cancels it with an attack, so there's a few times (especially in the video vs. hakumen) where viper does a dashing 5A/2A...the dash animation doesn't really happen at all, but hazama gets almost twice the range that a normal attack would have...considering his 5A and 2A have good range to begin with it's really nice maybe I'm just imagining things and it's no better than any other characters dashing normals, it just *seems* like his goes farther
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just want to say that I really like the way kid viper plays hazama. step cancel normals seemed to have pretty awesome range question about oki 5D though...do you think a delayed roll will nullify it's usefulness or does 5D pick up otg? or if they choose not to get up will a j.4/6D reset the combo counter (along with preparing mix-up should they neutral tech) have you experimented with 6C or meaty 214DC after j.214B? will either option punish quick roll or set-up so that you'll be close enough should they quick roll behind you? do delayed 214D moves have any more properties?
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is j. 214B safe on block if done low to the ground... also, is 6C cancelable into 214B? if both yes then hazama has some decent guard break potential after 214B knockdown (or off random close block) also, is 6C good for oki? seems like since it jumps back you might be able to start some pressure if they roll behind (which seems to be the hardest thing for hazama to punish) or is there too much recovery on whiff (though I would hope that it would catch the roll before they go behind) can you follow up to a low to ground 214B? something like lambda/nu's TK sickle loops?
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some great new footage today: http://www.nicovideo.jp/watch/sm8944946 http://www.nicovideo.jp/watch/sm8944813 http://www.nicovideo.jp/watch/sm8944229 214D~D/mistcancel is a bit faster than people are making it out to be....still no one uses 6C or 236D...wonder if the moves are really just that bad anyone know if hirentotsu (j.214B) is an overhead?
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I've never seen anyone cancel immediately with anything other than A...maybe canceling with the movement has it wait till it extends to a certain point
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yeah sorry, had a brain fart, I meant 214D~B also of note that it might not be possible to follow up if you hit with the very edge of the flash kick while opponent on ground...looks like they fly too far away to 623D...I'm thinking the only option may be the 30degree chain, and that's iffy (and follow-up might not be too great) course, I'm sure you could follow up with some crazy throw/cross-up mix-up