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Everything posted by Wolf Pup TK
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It would be nice to have SOME midscreen BnBs for reference. Transcriptions/notations are always useful for quick reference, IMO, especially if in the long term we annotate them with damage and heat gain for reference.
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[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
Wolf Pup TK replied to Zidane's topic in Archive
I'm having a REALLY hard time adapting to Haz 2.0. Is there a guide to CS2 Hazama? I've been completely lost and have only found bits and pieces here and there which is difficult for me to put together. The few BnB/combo lists I find seem to be old and probably out of date. I'm also confused about what if any oki and blockstrings he has to utilize. Can anyone point me in the right direction? -
Wow, challenge #10 is both effective AND trolling!
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I have him, I'm just really failing at getting his combos down.
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I'm very confused about the [w]7C in some combos. Doesn't that dash away and break your combo? Are there any videos of this? Thanks! EDIT: I see in the basic combos #2 video there are a few uses of it. He dashes away then right back. I guess attacking out of [w]C changes your trajectory? I'll test it out later.
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I'm really sad to hear that. Not that I knew him personally, but still.... You'll be missed Zakiyama...
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Can you get a video of that? :D
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Great find! Can you wait for both hits of the 5C to land for extra damage? (Is that already included?)
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Good stuff! The throw, rapid, and especially super sections need more meat though, since it's a huge part of Hazama's game. I'd like to see some combos both starting with Jayoku and with Jayoku thrown in for extra damage. (And 100 heat combos, since that's pretty easy to get with Hazama)
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Oh! Okay, that makes much more sense now! I was watching without sound so I didn't hear the "counter!".
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At that point, Mizuchi deals more damage because of the proration, and the combo count was too high to followup after Jayoku. I'm surprised about some of the moves used though; Starting with 5A, using 6C... I bet it can be tweaked to do even more damage. o.o Also... can this work on non-tager? I -think- you can connect j.6D after Jakou if the spacing is just right, but I'm not sure.
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So I've been thinking... Maybe there is a way to break 8k if we can figure out a way to get 3 supers in one combo. I mean, Hazama does gain heat like a beast. I haven't tested anything of the sort, but maybe something along the lines of.... Jayoku (FC) > 6Dx3 > 623D > 3C > Jayoku > 214D~~C > 5C > j.Cx5 > Jayoku > 214D~~C > 5C > j.Cx5(or 10?) > 214B? I dunno, am I on crack? I just feel like there should be SOME feasable way to start with 100 heat and get 3 supers...
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Are there any specific vids anyone can recommend to watch to get a better handle on Hazama's frametraps and block-pressure?
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Thanks for all the useful input! In that particular matchup last time I played, I was suffering from a cramped seating arrangement where I didn't have elbow room to properly Jayoku. T_T I need to seriously improve my execution on that. I'll try to incorporate all the stuff mentioned above.
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Ugh.. I can't find where to retaliate during Ragna's pressure strings. The only gaps I can find are ones where he can easily DP to stop any punish, which makes for a far too risky attempt. This is a really frustrating match for me! It feels like he can just rush in blindly and he can always start from far enough that he doesn't need to fear being interrupted. I'm just baffled with this one. And whenever I attempt to punish with a 214D~B, it always seems to clash or outright fail. T_T
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But if you're not following up with Jayoku, 6A becomes a dead hit, while 214D~A leads to a 2k combo and good heat.
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Seriously? No CH charge or crouch needed?
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I thought that however many 6Ds you can get (with appropriate spacing), you can always get one more if you landed a FC?
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I think that starting with 5C is good because Jayoku's combo pro-ration is WAY better than it's starting pro-ration! P1 = 70 P2 = 94 I'm not sure though, if the better pro-ration makes up for not being able to get in the additional 6D~A from getting a FC. Wait, seriously? So if you d 5C > 236236B, the Jayoku does less than 2500 dmg?
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I didn't mean that 6C is a bad move. Just don't use it to break their last primer like I did. D:
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Wow... 6C is godawful if you guardcrush with it. I broke someone's last primer with it today, but daggers #2 and 3 hit immediately after, making it completely worthless. =\
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I understand the concept of frametraps, but there's one thing which I really don't get regarding frame advantage. From what I understand, if an attack has, for example, a frame advantage of +2, that means that if I don't gattling into something else, I will be free to input 2 frames before my opponent, right? But then what does that +2 mean if I gattling into something else? Is there a way to determine how much frame advantage you'd get in that case? I want to try and find as many frametraps as possible with my main, but don't know how to figure out which gattling strings are unsafe and which have enough frame advantage to be considered a frametrap. I hope I described that clearly enough. Thanks!
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Ah, those are some good points! That's really stylish, and Hazama can never have too much style. I will make sure I use this from time to time.
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Thanks for clearing that up. And why use the above combo if this one does the same damage and gives more heat? 236236B (FC) > (Adjust) 214D~C > 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~4583 Granted, I think it's good to know your options, and maybe someone would simply prefer this other version, if only for the sake of variety.
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Opponent's life must be below 35% at the time of the astral, not at the time of starting the combo that leads into the astral.... right?