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JinSaotome

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Everything posted by JinSaotome

  1. Hey, is 5B 3C 214D~C 5C JC j.Cx5 \/ 2C 4D~D j.Cx10 his "new" BnB or is that a character specific combo? Also, @ Zero, check the 1st page of the Video thread, there is a brief one, I think.
  2. It doesn't work on Rachel. According to my dad who works at Nintendo Arc System Works told me that you have to beat Arakune 100 times with Hakumen at CT tournaments and then go through Hakumen's storymode and you'll get a secret option to Yukikaze the truck in Oriental Town and underneath it you'll get the ~*Lobelia Stone*~ which makes Rachel S tier in CS.
  3. Ah, I see! I thought Ragna was invuln starting from frame 1~3 area, my mistake. :3 As far as punishing goes though, wouldn't that not be a problem in an AA situation? unless they landed short and then IBed, maybe.
  4. The reason its not amazing is because you don't have instant access to it (see: Ragna 6A, CT Jin's A Fubuki), all of them require a fair chunk of time to throw out. His Anti Air overall just suffers from not being fast enough to be effective from midscreen and closer, unlike Lambda, per se. While they're not fantastic, they're fairly reliable and lead to great damage. C+~B-, IMHO.
  5. Hazama's chains are his main poking tool. Hitconfirm from full screen into sweet 3k combos, get tons of meter, try some mixup, land super, win. Ace. Up close, his pokes are meh, range wise, but you can stay in long enough to do some damage and if not, get the hell out and resume zoning.
  6. Not exactly. Frames 1-8 are invincible, the problem is you have to wait 6 frames for stance to be cancelable. Longer if you wanna charge it. :[
  7. Whatever happened to 0, does he play CS
  8. Get Down to Business and Vortex Infinitium are my favorites, followed by Fuuga, Simple Life, and Make Oneself. Also,
  9. Yeah, I have that same habit of holding 2 Alright, I'll try to rain myself to go to neutral after 2C then. thanks!
  10. oh, excellent! I'll definitely have to test that then next time I get access to CS. I got to play Hazama maybe 5~ times in Japan so I didn't have very much time to test stuff. but given its 100% proration, you could probably get some huge damage off of FC 236D -> Jayoku -> combo of choice If anyone wants to try it out, lemme know how it turns out. :D Also, does anyone have tips for not accidentally doing Jasetsu stance when trying to do 2C -> 4D? I dropped a lot of BnBs that way.
  11. Aww, thats disappointing. I didn't get a chance to test it in Japan, but I thought that would have been interesting.
  12. on the topic of combo theory, the frame data says hitting people in the air with 236D causes wall bounce. Does this mean you can start a corner combo with something like 5B 3C xx 236D -> 5C -> ...?
  13. IMO, its not really meter efficient, since a lot of Hazama's big damage comes off of Jayoku combos. Also, remember that RCing temporarily decreases your meter gain, meaning any C loops you try won't get you very much heat either.
  14. Thank you very much! Unfortunately, my knowlefge of moonrunes is pretty limited, but I should be able to manage.
  15. So I'm going to be in Japan for about a week or so, and I was wondering if any of our JP-resident Dustloopers knew the locations of some good arcades in Tokyo? I'm not sure where we'll be staying at (right now at Palace Side hotel in Kyoto), but I'd like to make sure I can get raped by some pros before going home. (also, had NO idea where to put this, mods, please move wherever its appropriate)
  16. Hey! I'm a long time DLer and recently my GF got me into competitive pogeymans, and to my surprise I saw you on Smogon as well :O so I thought I'd say hi and wondered if you'd like to talk about pogeymans

  17. 4C is bananas in this matchup. Keeps Nirvana from doing anything at mid range besides like Fuoco (highly easy to see, IB for lots of stars), and will occasionally catch Carl if he's not paying attention for a little bit of damage. You can almost throw this shit out for free, its just that good.
  18. ^ this for you guys saying he doesn't have mixup/oki because he's a zoning character, let me remind you that v-13 had godly zoning and oki AND great mixup. anyway, D~C allows for j.2C and j.B crossups on wake up. D~D allows you to zoom in and go for high/low/throw, etc, etc. His oki is fairly average, but he's definitely not lacking in mixup.
  19. it still scales. In the Taokaka Taunt Madness video, Rachel takes like 6.5k right off the bat (), but on the life bar it show she's at like 15~20% life. (when realistically she shuld be at the 35~% mark)
  20. combos into 632146C gives Hazama some great damage off of Fatal 214DB and 236236B. I don't think I've ever seen a Hazama rapid though. (But really though, does he ever need to off of anything? )
  21. is the flame from grab DD the only part of the hitbox, or does it hit Bang's feet as well? Something tells me we'll be doing unescapable meaty grab DDs ala Joseph in JJBA.
  22. Actually, Nu has a pretty lofty advantage over Ara, and Rachel vs Ara is 6-4 Rachel. But yeah, saying "Just persevere, everyone else does" is NOT how curse works.
  23. well yeah, but I meant what do you do. I'm presuming just 623B -> Daifunka?
  24. That 623B sounds pretty awesome, but what do you get off of CH 623B?
  25. it's mostly awful because A) Bang has the same issue as Tager in that clap loop is totally inescapable B) Not very many good combos work on Carl IMO though its more like 6.5-3.5 or 6-4 since Fire Knuckle combos will keep Carl far away from Nee-san, and its not drastically hard to keep Carl away once you have Nee-san out of the way.
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