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Wolf Pup TK

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Everything posted by Wolf Pup TK

  1. I think you can only have 2 hits (5C counts as 1 for this purpose) before 214D->C to do the longer combo.
  2. IIRC, there are supposed to be 2 separate inputs for the move. At least that's how it's stated in the guide.
  3. Through means I'm not allowed to discuss on the forums, lol.
  4. I've never been able to pull this off using 6321463214D... I still question if it's even valid. (I should maybe note that the pad I'm using kind of blows. )
  5. Wow, that Hazama is really impressive! I don't know why he keeps on using Jayoku after command grab though... it seems like a total waste. Also, question about 623D, j.6D->d. Does this link work on anyone, or only Tager? I've tried using it before and can't seem to get close to connecting with it.
  6. "Hey, this guy looks cool!" ~Hazama
  7. Once you land the first 5 hits of j.C you need to jump cancel. And you actually may be mashing too slowly. I've been thrown off by that before. Most likely it's that you need to start the j.Cs later. When you attack during the movement of your drive followups, it stops the "pull" even if you're partway through, so it can have a significant impact on whether or not you land the full combo. It's possible that your timing on another hit may be a little too soon/late as well, as Arifureta pointed out, since that can affect their trajectory.
  8. Geez, this match is really difficult for me. I'm just not sure how to either approach or fend Tager off. It My friend is quite good at blocking, and unless I'm mistaken, Hazama doesn't have any usable mixups, since 6A is so slow, and j.214B is still kinda slow and definitely unsafe on block. I read through the thread, but I still don't feel like I understand how to approach this match. =<
  9. Not sure if you mean throw as in actual throw, or throw as in launch from 214D->C, 5C 2C. Forward throw does work with 6D->D. If you're not getting enough height from the jump, try mashing C later, since it does affect your trajectory. If you're referring to the launch or some variant of it, you probably need 4D->D.
  10. Fir the second part, you can input 664C. But adding the extra input makes it even harder to time. D:
  11. With Hazama? No way. j.C has excellent vertical range, but I don't think there's any way it's got the same horizontal reach as j.B.
  12. A few questions to helpfully help me not drop some critical combos. 1) After Jayoku (not corner), do I need to step back to be able to connect [6D~A]xN? I've been trying to connect without moving but never could land it. 2) On some lighter characters (like Tao), I have trouble landing the j.CxN after 5B/5C, 3C, 214D->C, 5C, 2C, 4D~D. I seem to go to high to connect. Any tips on that? Thanks!
  13. Hmm... Interesting indeed, though the total number of hits may be a limitation. I wonder if it's possible to pull off something like... 5B, 3C, 214D->C, 5C, 2C, 4D->D, j.C [x1], j.C [x1], 214B (RC), 4D->D, 5C, 2C, ..... Or something of the sort. I'm curious about the j.C[x1] because it looks like the first hit of each does most of the damage, so if you cut it out the following 4 hits of each, you've got an extra 8 hits to use (assuming you can successfully loop).
  14. Yeah, whatever. Keep finding excuses to eat more pudding, fatty. ;3
  15. I'm not sure if this will be of any use, but I just realized that you can combo from 3C to 214D->B. Maybe there are some cases where this can be used to take a more damaging combo-route?
  16. I have this problem. My only guess is that it must require very specific timing when you 5C after 214D->C. If it's something else though, any advice would be much appreciated.
  17. Seems like Zaki was off his game in that match. I saw a lot of dropped combos. D:
  18. I'm not familiar with CS Tager (Mainly been playing against Rawrgnas), but doesn't the hitbox(grab-box?) for atomic collider come out kind of late? I'd think that you could use something like j.a to be safe.... I dunno, maybe I'm completely off. Sorry if that's the case.
  19. So... what are Hazama's good pressure, oki, and blockstring options? I don't really know any decent blockstrings, and I have no clue how to use oki on anyone with a reversal (rawrgna, litchi...), unless they roll, then you 5D, right?
  20. Can you 236C her shoulder crush move? It seems like it's slow enough to learn to do it on reaction. Unless she can combo into during a blockstring?
  21. Is there a zetaboards page for Hazama's moves, framerate, proration, etc?
  22. Has anyone found any good uses for 236D? I feel like it might be possible to use a j.6D on CH, but my execution isn't tight enough to confirm that.
  23. I think that once anyone gets used to always using barrier after air teching (at least when in an appropriate setup), the reset will effectively be useless, since it's really not a "should I barrier or should I not barrier" decision, just a default action.
  24. It's pretty sick. Check these out, he does it a few times: Zakiyama, Keita vs Kaqn Zakiyama vs Keita, Gussan, R-1 But I think that people will get used to this. All you need to do is barrier immediately after teching and you should be safe... I think? Back on the topic of j.C being jump cancelable. Do you need to stop mashing C to jump out of it? It's possible that the stick i was using wasn't working well, because I have had many times where it was appropriate to jc in the middle of j.C and it just didn't happen.
  25. Dammit, pick one! xD (j/k)
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