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Mr.Ownage

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Everything posted by Mr.Ownage

  1. Well, the problem is not air to air confirms but, like Ragna's Belial, dragging down the enemy back to the ground and continuing to combo from there. CSE Hazama had a very easy way to do it with Wind Serpent's Fang (Hirentotsu) since it dealt hard knockdown back then but now that it's emergency techable it's only good for oki and nothing more. Oh, how I miss that silly (hard to do but really fun) Hirentotsu loop (confirm into it then [5C > 2C > TK Hiren]xN) and the ability to just knockdown with it in general. Ragna's Belial is not as hard as you think if you get the timing and positioning down, just pointing it out but this is a Hazama thread after all so I won't go too much in depth here, but he can convert 2C CH into damage with charged Falling Fang, can't he? Forgot to mention but (sorry for going off topic again) Ragna also has Spin Kick (Gauntlet Hades follow up) and OD ax kick after his Divider as a "re-ground tool", Hazama still has only a few, with most of them also being situational and some of them being character specific. EDIT : Just tried out CP Hazama and he is more like his CSE counterpart with a Zaneiga that launches on non-charged hit, groundslide backthrow and the hard knockdown Hiren but it seems he doesn't have his Hiren loop anymore and it only works on CP version and edition select is usually disabled almost everywhere expect offline and I don't wanna force the others in a hotseat party for example to also play CP version of their characters just because I wanna play CP hazama. Still will play with this from time to time.
  2. If people are still reading the topic, the only problem I have with Hazama is his lack of midscreen combo options and combos that "bring the enemy back down". If I wanna convert an air combo into a grounded one, most characters have some ways of doing that: -Ragna's Belial Edge, Jin's freezes, Tager's Grand Punisher (63214A in air, have to use rapid though so quite impractical) and 6A, Bang's j.D web nail combos et cetera... ...But Hazama doesn't, at least in my opnion. The only ones that he has are Houtenjin but it wastes quite a bit of combo time and also is 50 meter (belial, freezes and web nail combos are meterless (albeit nail has costs for Bang)), and the other one is Jakou (Hungry Coils) but it does not work at all heights, again need 50 meter to convert midscreen or have to be in corner, and Ressenga, but because only charged version can be combo'd out of, only out of OD chains will this combo most of the time (although I am ok with using OD, not really a tourney player here). I also find it hard to do stylish stuff with Hazama. Just as an example, this is the most stylish I've got with him in training mode, let's ignore all conditions and just focus on the combo itself. OD activate (around 50-30% hp), charged Zaneiga (Devouring Fang), 5D-A > 6D > D > j.2D-D > ground 4D-D > air combo (j.CC > dj.CCCCC > Hiren or raw Hiren) (inb4 u can't play haz lol : this was only a combo example, and I also know of Jakou into Rekkazan routes, this was just to show I am out of combo ideas for him and even I say that the above example combo should NEVER EVER be used in a real, serious match) Some advice on how Hazama can "bring the enemy back down" as I said or how to do more stylish stuff would be great! Hiren rapid routes for me also work only rarely. As a fun fact, Hitstop is not affected by untech prorate. This can lead to stuff like OD charged Falling Fang (don't know the Japanese name), 6D-A > 6D-A(first SMP) > 6D-A (second SMP) > Houtenjin (Supers are also unaffected by untech prorate) into either raw Rekkazan, or 5D rekkazan, or if you are a beast (character specific) then ANOTHER 6D (third SMP) into Rekkazan. Kinda funny to try and if you are playing local, watching your friend try to mash out to no avail lol.
  3. Hi there, and sorry for writing so extremely late, I haven't been on the forums for a while. I know that FRKZ is,was, and always will be a super that's "easy to use, hard to master" and it requires precision, but the timings for me are so hard that when I do play Bang, I usually do not use OD at all due to how hard the FRKZ controls are. However, no matter how I try to do it, but inputting 623B any time during FRKZ combos (I usually input it as 626 though, it also works) causes Bang to forward dash instead of doing flaming fist (which wallbounces during FRKZ, dunno why did the devs have to change it so that it only does so during OD, it would have raised Bang's combo potential a LOT),which causes me to drop the combo and waste the burst icon, espicially if the opponent manages to go back to neutral or blocks my attacks correctly. If you could teach me or explain how to do this (623B mid combo without getting a dash instead) it would be cool!
  4. I have no idea how to do 6D into spider move midscreen (the path I tried using as an example is 5C > 6D > 22B/j.22B). If I try to jump early the bug will not appear and the enemy will tech, if I do it a little bit later the spider won't reach the enemy in time before they tech. Funny thing is, I can do 5C > 6D > j.3D > air combo just fine. Also, this isn't related to the previous problem but doesn't Arakune have other curse combo options? Usually the only ones I see are spin wheel loops with C and D bugs and the forementioned spider (Permutation) routes. I also seem to be unable to do j.C > j.2D in CPEX like in CSE. Did j.C had it's revolver to j.D removed? Finally, also having problems to combo after 5A > 6B > j.6D if I don't begin the combo point blank. The example combo in this case is (just for demonstration purposes): 5C> 6CC > 5A > 6B > j.6D > land > j.6C > air combo, but the j.6C will either whiff or it's a blue beat if I delay a bit more. Do I have to IAD j.6D? or is this combo possible at all? (Tried it on Jin). This is all 2.0 gameplay.
  5. Hi fellow Bang players! I am currently having problems with the controls of FRKZ (Fu-Rin-Ka-Zan, will type it like FRKZ from now on). While I do know it replaces all movement to high speed dashes in a direction, I find it impossible to input special moves during combos because the dash overrides the inputs, at least for me. What I tried to do is this combo (for now, ignore match conditions, this is just to make a point) 2D > FRKZ cancel > 8j.C > 6j.C > 4j.C > 9j.C > j.623B (assume that all 4 seals during this combo are active and I began the combo from the left side). When I am about to input j.623B, instead of doing the move at the end of the input, Bang will simply do a dash forwards (I input SRK/DP motions as 626, it also works) instead of the fire punch, thus dropping the combo. Same thing on the ground, when I wanna do 5B > 2B > 6C in OD, he will teleport instead of doing the 6C. Any workarounds? Also, is his 6C > j.D > web nail combos gone? Because I find it quite hard to connect during a combo, due to the lower nail throwing angle, same thing with j.C > j.D routes.
  6. I think I have found the answer here in your post, Ai. I find it really helpful! First off, yeah, I DO get nervous sometimes, espicially when I am playing on tourneys or ranked matches against unknown people. Your 2. and 3. reasons are also right, I do visually confirm my hits, and lag makes some combos (Bang relaunch after j.C, Ragna Hell's Fang into 2A midscreen) near impossible without them teching. And also yes, I am using a wireless router, although I don't know if it's causing the issues, I got a quite good net, and I can play other games without lag issues (at least big lag issues). As for the replaying, I've never even thought about it. I didn'T know you could view your inputs through replays! However, I don't seem to be able to find input history in the Replay Theater, maybe it's also a CP exclusive feature? I think there's nothing else to say about it, this post by Ai pretty much explains it all. Thanks for the help!
  7. That's the problem here. I told my friend we should do training and let me practice the moves but there's no online training mode in BBCSE (that I know of). Also my inputs are clean, checked them and did them a lot of times like Mu habacan (anything into 6C > Wrath of Heavens whiff > anything, for example 5C into 63214C for corner carry), but online no go. However, I managed to pull them off a few times as of now, but still having no idea how to do it exactly. Most of the time it worked by holding back a little and then doing a QCF and attack button but there's no time in an actual match to delay an input like this, otherwise it will not combo or the opponent has moved by that time. Ah, it seems like no Haku,Carl or Litchi for me online, these characters are so depedent on their HCF (HCB) moves (Haku zantetsu, Carl fueco and anima, Litchi 4 winds) Also, sorry for late reply, had some trouble logging in for a while. Lastly, for our connection being decent, well....not really at times. Sometimes I get about 4-5 frames of lag and other times up to 1,5 SECONDS of lag. Imagine getting pressured and you have to block with this lag...impossible feat. The 4-5 frame lag was in a match with one of my friends, and sometimes, towards the end it become 7-8 frames of lag or more. The 1,5 seconds of lag was in a tourney match, but that same guy with whom I had 1,5 seconds of lag had the same kind of lag in the finals, so i am guessing it was his connection. I don't know for sure.
  8. Hi guys! I felt like this is the only place I can post about this problem. Alright, so my problem is, I have a friend whom with I play almost every day. I play quite a few characters in Continuum Shift, yet I have a HUGE problem when I want to play with, for example Mu, or Hakumen : I can't do their HCF special moves due to such high input lag. However, these two moves for their respective characters are their most powerful moves (Mu : safe poking and wall-bounce in the corner, Hakumen : Free follow up anywhere and easy Mugen 70%, without it only about 50%) and the two things that bother me are: 1. I can do these moves (Mu : Sword of Decimation, Hakumen : Rending Steel) perfectly fine and everytime offline, so it's not my execution. 2 : I can flawlessly do any type of HCB-F super anytime I need to (I combo into Ragna's 5C, then do 632146D, it works perfectly fine, but with Mu 5B into 5C into 63214C, it does not work at all!) The only way I accidentally to these moves by some kind of miracle if I hold these buttons a little bit but that's bad because I can't wait for it in the heat of the match. Also can do wakeup DP's, and Hell's Fang midscreen hit-confirm, but these half circle specials are no go. Any idea why this happens, and how can I fix it/avoid it? (If it helps in any way, I am a keyboard user).
  9. Hello everyone! Since I am thinking that this topic is storyline-based, I am posting it here. Now, my problem is that I can't unlock more Teach Me, Miss Litchi episodes. I've 100%-d Ragna's, Noel's, Litchi's, Arakune's, Rachel's and Tsubaki's, got most endings in Carl's and Jin's, and made progress in Tager's stories. I've also cleared Episode 1 twice and answered correctly. However I still can't unlock the other episodes. What should I do?
  10. Hi guys! After playing with both normal and Unlimited Hazama, I found his unlimited variation having much better voice lines than the normal one. I've checked up the internet and found out it's because there are different "voice types" and that Unlimited Hazama is actaully Voice Type C (Terumi voice). However, I can't find a way to select the voice set I want to use. I always the voice type where he says "There!" when using Hungry Coils, and the one where he says "Ouroburos!" is much better for me. Is there a way to select the voice set I want to use? I recall GGXXAC having it by holding a button (between the attack ones) during the loading screen, not sure if it works here.
  11. Ahaa! These two answers here are very helpful and pretty much answered anything! In fact, I've just watched a combo video (again) and I saw that his dummy was very high in the air when he did Jakou into Rekkazan. I never knew this was the problem all along! While messing around in training mode, I've found a way to confirm after ˙S Devouring Fang > 6C, I didn't know I don't have to wait for the full dash animation to end, I didn't know I can cut it short, this was the problem here! However, I still can't do even 2B after S Dev. Fang > 6A, even though I can do it after 6C. That pretty much answers anything here. The final thing that I wonder about : Does Rekkazan really screw up the proration? I tried RC-ing just before the final hit to do something flashy/cool and my combo (j.5C 5 times) ends faster than I can say "This combo is awesome!".
  12. BBCPEX coming to PC: I'm so happy now! I hope it will come very soon! Combo : Yep, it's a simple throw > Houtenjin > backdash Jakou > Rekkazan, I don't know if it's my timing or something else, I get a blue heat or it isn't a combo at all. I don't mean picking up WITH 6C,but rather AFTER 6C, such as after (S) Devouring Fang (fishing for a hit) > 6C. I dash in to 5C but sometimes I also get a blue heat. Yep, for the 6A > 5C, I try it after Houtenjin, no luck with that either. I appriciate your help though :)
  13. Hello everyone! As someone who is playing BBCSE, because CP isn't on PC yet (maybe it won't be) and as someone who plays Hazama (not in tournaments though), I find some of his combo routes either hard or impossible( For me at least). I've watched some combo videos and I just can't execute a few stuff that I've seen. My main problem is Jakou (623D) into his Rekkazan (632146C). I don't know if it's only possible in CP but I tried it in CSE's challenge mode and there it worked (after Houtenjin at least), but whenever I try another route into 623D> Rekkazan (such as beginning with a throw) it's either not getting counted as a combo or it's a blue heat. Is there some timing trick to it? Or is the proration low to do it? Having a same problem with "picking up" after 6C, or 6A into 5C, both of these are getting me blue heats as well.
  14. hipikachu: Sorry for late reply, I still find Jakou to Rekkazan impossible ; no matter how I try to do it, I still get a blue heat. I've tried : Houtenjin > 5C >Jakou > Rekkazan 214D> (S)C, j.5CCCCC > land >5C > Jakou > Rekkazan Both combos either give me a blue heat or are counted as a seperate combo (jakou to Rekkazan). The 6A OTG is the same, I tried 6A (by setting dummy to jump, this way I can test it if I were doing it mid-combo it would work) > 5C, blue heat again. Is Hazama that much of a technical character?
  15. Also, I can't do (Hazama) Jakou into Rekkazan, is it only possible in BBCP? And is there any way to confirm into 6C? My last problem is that I always get a blue heat when doing 6A > 6C when using 6A as an anti-air, what to do about that?
  16. About the astrals: Jin : Yeah, the throw into astral seems useful, but is there any other way? Just out of curiousity? Like 6C > 2D > astral, would it work? Hazama : Thanks for the reply Danaiden, they seem really useful, will try them! As for Litchi, her Astral is really setup based either way. I had a combo which was 5D > go to about a half-screen distance from staff > 5A > 5B > 2C > 214A-214B > Reach : Last Chance > One Shot into Astral. But, I guess, hers remain either a hard to combo into without setup or simply long-range punishing astral. Or something like that...
  17. Heh, just saw a Hazama combo video, and I can say, the things shown there were quite badass! I never knew it is possible to combo into his 624D, it just never worked for me. On a side note, I also find it difficult to combo into Astrals with some characters. (Yeah, cause if you have the heat against a human opponent or use the CPU heat bonus against, well, the cpu, why not?) Ragna and Platinum for example, can do 6C>dc>5D (1) > AH and anything into bubble > AH respectively, but for Litchi, I have no idea at all. Same with Hazama due to complicated input and Jin due to slow startup. Any tips for them?
  18. I guess I made a lucky pick in picking my mains ( they both need the corner) ^^. Also, I've been noticing that what Hazama can really do midscreen (j.C (5) twice then his spin kick, don't remember it's name), but I have trouble with finding a launcher for him that's not 214D>C.
  19. While this is all pretty much good info and I HAVE been looking for combo videos, what I really don't like is that about 80% of the combos use the corner. By this I mean that pretty much any 10+ Heat combo needs to use the corner or begin near it, and I've really not seen a combo that does not use the corner. I don't know. Maybe it's just my style but I actually hate using the corner, mainly because combos in there aren't really that stylish IMHO, and I also like to juggle my opponents around midscreen. At least in GGAC+R, I pretty much think that almost no one has to use the corner at all. For instance, we got chars who can do nearly anything midscreen (Sol, Venom, Ky, even Pot can do his stuff midscreen), quite a few chars who only need the corner for an ender (I-No, May, Johnny, maybe Ky and Robo-Ky) and then we got characters who (and I understand this) REALLY need the corner in their gameplan and effective combos (I-No again, Dizzy, Zappa with ghosts, Raoh and dog, Anji). However, at least from what I've seen, in BlazBlue, the corner is essential for everyone to do combos. Ragna Inferno Divider > Upper > Straight Punch works only in the corner, Plat 5C after Mami works only in the corner, Litchi's 20+ Heat combos work only in the corner... you get the point. This info here does not mean at all that I hate BlazBlue, this is just me explaining why I don't really like just doing the combos I saw online (you can't really modify them either, espicially the Belial Edge ones in the corner).
  20. Oh. That's great! (I mean some moves not having SMP.) Also, do I need to multiply the proration I am currently on with the next move's P2? Like Hell's Fang has 75 P1, I RC it, go into Gauntlet Hades - Spin Kick (82 + 60 P2),does this mean my proration after these is 0,75*0,82*0,60? If that's the case, any tips for making up my own combos (not the corner, Blood Kain and Belial Edge all the time) would be great!
  21. Oh yes! Now I can! Alright, for the actual meat of this reply... I've copied what I wanted to write to you guys, so here it is! Airk: As far as I try to read the wiki for info and the combo system in general, the notations (not 4A or 5C, I understand them but P1 and P2, later on) are hard to understand, mainly this proration thing. What is P1 and P2? And I've seen combo videos about Ragna, and they do like 2-3 5D-s in the corner with him in the same combo! I even purposely avoid doing the same moves to avoid SMP but it doesn't seem to work. Yakuzu94: As for getting BBCPE, it would work if it were on PC :) Also sorry for long time for a reply, the forum was down or whatever and I couldn't do so.
  22. Hope i can post now...
  23. Hello everyone! I've recently picked up CSE after noticing a LOT of similiarties (Rapid Cancel = Roman, Barrier block = Faultless Defense) with Guilty Gear and decided to give it a go. I main Ragna and Platinum atm, but I don't know what is going on and how the combos work here. I will write down two combos here as examples. Ragna : j.C , 5A,5B,5C, Hell's Fang, RC, dash, (optional 2C), 6A, (and from here blue heat), j.B>j.C dj.B>dj.C GH or ID-SP-AK. Platinum : 6A > 5C > 6A > 236B, this is a combo I did to check if it works, and yes it does without blue heat. Now what I am asking is why does the Plat combo work and why doesn't Ragna's work? I've read about repeat proration and I tried to avoid it as much as possible yet I still get a blue heat after the 6A. Any advice?
  24. Thanks for the explaination, but no, it was not an anti-air 5k. I'm guessing since I was in the corner that time he did a TK BR (tiger-knee, because his BR was 3 hits not 2) so I didn't fall and he could hit me with another 5k quickly enough. Still sad though that Ky can only do VT loop, at least for Sol you can still do FB CH (Clean) Fafnir in the corner then attack after the ground-slide. Oh well....
  25. You don't need to reply to everything guys, individual character help is also greatly appreciated!
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