Jump to content
Dustloop Forums

Spark

Moderators
  • Posts

    563
  • Joined

  • Last visited

Everything posted by Spark

  1. It's useful against Makoto's 3C.
  2. The first number is applied only if it's the first hit in a combo. The second number is always applied no matter what hit it is. For example: 5D > 5C > 3C 1700[5D Damage] + (.8[Character Combo Proration] * 1[5D Initial Proration] * .77[5D General Proration] * 1110[5C Damage]) + (.8[Character Combo Proration] * 1[5D Initial Proration] * .77[5D General Proration] * .92[5C General Proration] * 1200[3C Damage])
  3. 5D has less proration than back throw. 100/77 vs 100/66.
  4. I guess there's still time before it happens. But, I'm actually not a huge fan of tournaments there's too much waiting around. I was almost about to not enter BB singles at Evo.

  5. I have a friend who is going, but I'm not sure if I want to go.

  6. Yeah, I've noticed that for a while. It's odd that it won't cut that, but will cut Hazama's j.2D.
  7. -5 for gound IB, -10 for air IB.

  8. Punishes: 236236B - Counter if he has enough meter to RC otherwise punish normally. 632146C (Mid Combo) - There is a reason that you don't see Japanese Hazama's combo into this super, and that's because if you know he's going to do it (usually after a high 623D) you can burst before being hit by it and IAD over to punish. Anti-airing & Zoning: Note: Hazama's chains have a different amount of Hitstun and blockstun depending on the distance he is away from you. Around half screen away all his chains will have huge hitstun and blockstun, but any closer and there is almost no stun. If he is just jumping in with j.B or j.2C you can usually stuff or at least trade with them with 5A or if they're far away enough you can use 5B. If you trade neither person can combo after wards. Anti-airing Hazama can be tough if he just chains himself in, because he can stick out moves early enough to stuff your anti-air 5A or 5B, but be going fast enough to land and have plenty of frame advantage on block. However you can avoid most situations where Hazama can chain in on you. For example if you see him jump into the air, jump into the air with him and be ready to j.2A chains or at least air IB them. If you cut them he won't be able to chain in and if you air IB the chains you have plenty of time to Hotaru them if they decide to chain in. If he doesn't stick out a chain while you're both in the air and you're close enough you can just j.C to push him back towards the corner or CH him if he does decide to do something. If he uses 5D from the ground to get in you can just 623A under it to avoid it and do the follow up if he decides to pull himself in anyway. Though doing the follow up is more risky because it can miss depending on how he pulls himself in. If he doesn't follow up with anything you can 3C him before he recovers from 5D if you're fast and close enough. On the ground at mid range Hazama doesn't have much he can do besides 5D as he is out ranged by almost all of Hakumen's normals and with his slow ground dash he has a hard time punishing Hakumen's normals even on whiff. Strategy: Pressuring Hazama: Hakumen's 2A > 6A can be 214A~B or command grabbed out of if he IB's the 2A. Hazama however cannot 214A~B out of 2A > 2A and at the right range his command grab cannot grab you out of it. However he can 236236B between them, so if you think he will do it you can either just wait a little before each 2A to bait it or if he did not IB the 2A you can dash Hotaru to beat it out. If he blocks the dashing Hotaru you are still at frame advantage, so it's not a big deal. Another good place to dash Hotaru at least once or twice is on his wake up. Because this will discourage him from doing any reversal Jaiyoku's and give you the chance to do your mix up. Dealing with Hazama mix up: All of Hazama's mix up usually leads back into itself because they all go into an air combo that ends in j.214B which knocks down leading you back into his mix up. Note: Hazama can option select Jaiyoku with 214214B on your wake up to punish your forward roll, so be careful about rolling past him to get out of the corner. 6A: No real tricks for dealing with this beyond just watching for it and blocking. Although some players have trouble hit confirm this and just cancel into Jaiyoku right after this, so you get a free combo. Otherwise it's -5 on normal block so you can only punish with 5A, on IB you can punish with a Renka combo. 6B: Not commonly used, I only ever see this move when they messes up 236236B. Can only be punished with 2A or 5A on IB. 214D~Follow ups: This is Hazama's most common mix up option. Many players will go into this stance after 5B or 3C. For Hakumen those that go into this after 3C are the easiest to deal with. I wrote about this in the Hakumen video thread, but I will sum it up here. When you see Hazama do 3C he can cancel into two things excluding supers, 236D and 214D stance. Hakumen's 3C will beat everything that Hazama does during the 214D stance. It will hit him out of the air if he does the overhead, it will stuff the low, it will hit him if he cancels the stance, and clash if he DPs which you can then cancel into 214A to start a combo. However if Hazama catches on to this he can do 236D after 3C to CH Hakumen's 3C, but on less Hakumen is in the corner Hazama can't combo after wards and if you know he's going to do 236D you can 6D, 2D, or 623AA under it. So, ideally you only want to 3C when you actually see him do the stance. All this applies to 5B as well, but unlike 3C 5B is safer for Hazama because it can't be punished at all and leads into a lot more things than 3C making it more ambiguous. 236C: You don't see this being used too often, maybe because it doesn't lead into a lot of damage for the risk involved. Hazama has a slow dash and the grab has short range, so he can't really tick into it as well as other characters with command grabs. So you only really have to worry about this on your wake up. Char specific details: Best 1 star throw combo for Hazama that I know of: BC > 214A > 66 > 5A > 5A > sjc > j.A > j.B > jc > j.2A > j.C Can 623A under: 2A 5B 5D 236D 214D ~ A If you 236236D Hazama's chains and 236D he's stuck in hit stop and cannot avoid the counter. All of his chains and 236D are also considered physical attacks as well as projectile, so they can be countered with Hakumen's astral. Final Note: I'm sure I'm forgetting something, I'll update if I remember anything else.
  9. BC > 214A > 66 > 5B > jc > j.A > j.B > jc > j.2A > j.C works on Makoto.
  10. When Carl does any of his supers he's in counter hit state for the entire duration of the super, so as long as you hit him before he recovers it should be a counter hit.
  11. You can punish Carl's gear super if you cut it then charge 6C while in the orb.
  12. You do just jc 623AA normally and hit with j.2C as late as possible. It just takes practice.
  13. When hitting a standing opponent the "untechable" number in the frame data doesn't apply. That is only when the opponent is in the air. For standing and crouching enemies you go off how much hitstun a move has depending on it's level on less the move has special hitstun then you go off that.
  14. I'm sure you meant using off of Hotaru, but just for fun. 6134 DMG (2 stars) *Standing or crouching Hakumen/Tager in corner only 6C (Lvl 2) > 5A > 214B (2 hits) > 2C > jc > j.2A > j.2C > 2C > jc > j.2A > ad > j.2A > j.C > 5C > 3C.
  15. You can do the 214B (1 Hit) > 623AA combo instead.
  16. Uh, it's considered physical and projectile. Like a lot of Noel's C and D moves or Hazama's chains and 236D.
  17. When I play online, it messes up my ability to IB for like a week. So I don't usually play online ever.

  18. If you don't 5C them at the right height it's impossible to do 5C > 5C.
  19. I just tested BC > 66 > 5A > 5A > sjc > j.A > j.B > jc > j.2A > j.C. It does 2790 DMG and will work on Hazama and Taokaka for which the j.C in the normal combo will whiff on. It also seems to work on Noel too. I haven't tested Rachel, but if it worked on her there's no reason to do the normal throw combo over this one.
  20. In CT BC > 236A > 66 > 5B works on everyone. It also works on everyone in CS, but if you do dash 5B you won't always get the j.C in j.A > j.B > jc > j.2A > j.C to connect depending on the character.
  21. It's from the mook.
  22. In general it's when you hit them with the very top of 5C when they're in the air. For instance, if you're launching them from standing/crouching, or OTG they're at the right height for 5C > 5C if when you do the falling j.2C your sword almost touches the ground. Ex. http://www.youtube.com/watch?v=UdTWvvHELoI#t=2m52s However if they're in the air when you do 623AA, say when you do 214B (1 Hit) > 623AA, it may not be possible to get the 5C > 5C on less you delay the 623AA to hit them at a certain height.
  23. Example: Normally you cannot because if you hit someone crouching with this the first hit will stun them then the second hit will cause them to ground bounce, letting them tech before you can combo. However there are a few special cases where you can combo after wards. 1. You trade with the first hit of 6B with a low level move, so you recover from CH hitstun first and link 2A/5A before they can recover. 2. They do a foot attribute that extends their hitbox, so you CH them with the first part of 6B causing them to lean back from the hit causing the 2nd hit to whiff and letting you connect 2A/5A before they can recover. 3. They are crouching with a anti-projectile orb right above them, so when you hit them with 6B the second hit bounces them up into it. Which will let you follow up with 2C/5C. 4. You hit them with the first hit and cancel into 2D/6D and catch some thing that won't go away when they get hit like Litchi's staff. 5. You might also be able to combo after CHing with only the 2nd hit, but I'm not 100% on that one.
  24. Ask any game play related questions about Hakumen here. Also people who are answering questions posted should quote the entire question. If you're new to Hakumen read this! Common problems / Solutions: 1. You do the falling j.2C too early so you cannot connect 2C before they tech. - This just takes practice to get right, some people look at Hakumen's knees when timing this. When his knees start to bend after the jump cancel use j.2C. 2. You do the falling j.2C too late and they tech before you hit them with it. - Same solution as the one above. 3. After hitting with 2C you can't super jump into j.2A. - You are probably doing 2C 9 j.2A. Which will not give you a super jump. You have to go back to neutral after hitting with 2C and then back to down then up to get the super jump. 4. You can't airdash after j.2A into another j.2A. - Just a timing problem. Just hold the second input, like if you were dashing right it would be 6 hold 6 to use advanced input to help you out. 5. You cannot get the j.C to connect at the end of the combo. - Some times they will be too low for j.C to connect at the end of the combo. Usually this happens if you super jump from 2C after letting j.2C hit as low as possible.
×
×
  • Create New...