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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. Hakumen has to be patient against Hazama, can't just spam C and hope to cut chains. Still not a bad fight, Hakumen does so much more damage and it isn't impossible for Hakumen to get in or anything. Playing patient and slowly advancing through zoning shouldn't be anything new to Hakumen players, anyhow. Kinda wondering how feasible it is to 6[C] Hazama, maybe if you can get him to whiff 236236B...? Dunno what to do when I block that move for MAX DAMAGE just yet.
  2. 2 ouroborus combos? You can do like 5D~C, jB, land, 5B > 3C XX 214D~C, 5C > 2C > 4D~D jB > Cx2 JC djCx5 XX 214B.
  3. I feel like I've tried TK j214B and had it blocked low, but it might have been Tager and his crouch animation is deceiving :V I'll try to confirm later today. 6C is decent after 623D ender as it's a free guard primer. Followups are a bit iffy but whatever, it gives you space to do chain zoning. jB is indeed the followup of choice after drive movement.
  4. Is that a google translate interpretation? Pretty sure they mean Hazama is in counter-hit state while you're in the stance.
  5. 214DB is the flashkick move. 214DC is the combo-y move. CH 214DB, 623D into whatever is ez mode 1.8k + oki or super followup option. Can probably do 4D into whatever instead.
  6. Remember that google translate is going to put stuff out of order since its assuming right-to-left Japanese sometimes (a lot of the time). 236C, 5B > 3C The Rest~ (ie. the same combo you would do after 3C normally). 236C is a command grab that leaves them in hitstun right next to you. Ouroboros can grab a location if you do a followup before it hits anything, or if it extends to max range. 5C xx 236236B, 4D xx 623D, 632146C is 5.9k lol
  7. He jumps backwards still. There are indeed JCs between jCxNs. Hazama has a j9D that goes at the same angle as his ground 6D, IIRC. Forgot to mention this earlier but the chains are considered projectiles, they can cancel out other projectiles (and go into their hit/"stuck" state), Hakumen can slash them to make the vortex, Tager can sledge them, etc.
  8. 6B, 6C, 214DC, and 236236B all remove one guard primer.
  9. "Roll" in google translate is usually an equivalent to "mash" (ie. roll/mash the button)- "roll cancel" for 2A = you can rapid-fire it. Generally speaking, the first jC of a combo is going to be 1-3 hits, however many you need to put them at the right height to hit with a full jCx5 right after. Drive moves: 5D sends the chain out horizontally, 6D sends it up at a ~30 degree angle, 2D sends it straight up, 4D sends it up at like a 70-80 degree angle. Air D moves have similar angles IIRC, but I forget if they all flip from up to down or not. After sending out the chain you can push a button for various effects, you can do this up until he pulls it back naturally IIRC. #DA - pull the chain back, faster recovery than if you just sit there in a silly pose. Has some limited combo use, mostly to make the chain safer if you know it's going to whiff or to play MIND GAMES??? #DB - Hazama pulls himself in a parabolic path towards his opponent. Useful for some combos, mostly used to have a more evasive movement. #DC - Hazama pulls himself and ends up behind his opponent with no momentum. Used for tricks/crossups. #DD - Hazama pulls himself in a straight line (if the chain is extended all the way or hit something fairly far along) and rockets forward with a lot of momentum. Most useful extension for combos and general movement.
  10. Has some gimmicky movement, possible gimmicky mixups, damage isn't superb just yet.
  11. My Tsubaki is about to level up. ...with new combos, still don't know if she has any safe pressure stuff
  12. nah I leave my HRAP there all the time :V
  13. lol my friend linked me a 4chan thread where someone (my guess is Jeremy) is still QQing about a game he doesn't understand, and Patrick is still pretending he wins games without the CPU teammate doing everything for him. Oh UFO Gundam scrubs, why are you so amusing?
  14. we found it and didn't know whose it was! I think I left my PS3 controller there too :V
  15. You pretty much don't know enough about fighting games to be making any statements about what should or shouldn't be played. That said, BBCS is coming out soon so who cares~
  16. BB and SF4 are decent games. They just aren't good games.
  17. Dissidia is way better than Halo, SF4, and BB. Though that isn't saying much
  18. more like everybody play DISSIDIA yeahhhhhhhhhhh
  19. whee price drop for SF4, T6BR, BB
  20. It'll be easier to find a teammate as a LaGOWE player. Nobody wants to team with a bad Providence.
  21. We have plenty of LaGOWE players and I play Providence.
  22. All depends on matchups and maps. You don't really get to control what your opponents choose to do. If they double team Providence, he uses his 560-level boost time, beam rifle, and occasional step-dragoon to try to safely fight his way out, while LaGOWE looks to punish openings at will since nobody is looking at him. If they double team LaGOWE, he uses his speed/boost time and decent fire-on-the-move accuracy + huge shooting angle and the map to try to stay alive, while Providence pretty much gets to drown someone in dragoons and pick up easy BR hits on landings. Usually you want them to come to you, while you use the map and teamwork to space things out- however you can switch to offense if need be. Providence is fairly deadly on the attack since he can pin one guy while still harassing the other guy, and he has a lot of patterns that bait/punish movement if you want to get aggressive. Providence/CGUE works. You're trading versatility/survivability for burst damage.
  23. Providence/LaGOWE is a very strong team that was pretty common in Japanese tournaments. Providence/GuAIZ works, too. Not as strong but it's solid enough.
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