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kid viper

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Everything posted by kid viper

  1. bang can do 2c> daifunka it's just they can do other stuff that hurt more like 5a>5b>2b>super crush>daifunka
  2. that was just a timing issue on my part. the combo is legit but i don't really remember how much the damage is, somewhere around 3.6+k damage. on CH though i know it's 4.2k if you do that combo and around 4.4 or 4.5 if you do j.Cx5 > dj.Cx5 >214B after the 4d here's a clip of the fatal counter super http://www.youtube.com/watch?v=laLoOs18dz4#t=1m35s
  3. that combo isn't really hard nor restricted much, it's mainly use to take the opponent to the corner faster. the combo couldn't have gone longer because all the drive icon means is how many times he can follow his chain. he can do drive how many times he wants he's just limited to how many times he can follow the chain. the reason he can't continue the combo is that there's no place to use the chain to followup in the combo and the length of the combo was at it's max.
  4. charged and Ch so that it becomes fatal counter. hazama has a bit of recovery before he is able to move and they are knocked too far away from him to be able to do 214D~C. if you watch any of my matches on youtube you'll see what i'm talking about.
  5. my fault i forgot to say it has to be the charged version of flash kick for it to be untechable till they hit the ground
  6. lol whenever i see the white suit with red hair i think of dj OZMA xD
  7. if they roll back when 5D is out they can still get hit by it and you can move in from. if they neutral tech you can a cancel and pull the chain back to recover, use d to move in and cancel the dash to make it ambiguous on whether or not you crossup, use c to go for crossups, or use b to try and bait something. -i really like 6c as a pressure tool since it puts hazama at the right position where the opponent can't really attack you. i don't use it much though because i constantly forget about it. it's not really great to use after 214B cause of the startup, i'd rather just wait and see how they tech, and if they do tech behind me 236C. 214d~c doesn't really feel like a great tech punish because if they roll back or tech up then hazama is just stuck there recovering. -delayed 214D moves deal more damage and 214d~b will fatal counter. -236D doesn't have invincibility. will only ground slide on CH, on air it knocks them back but they can tech once they hit the ground. it's actually not a bad tool. use when mid range. -236C has invincibility in the latter half. -with the CH 214D~B combo, you have to do 4D~A so that the hit repositions them higher. in order to hit mizuchi after 623D, the chain has to extend all the way out otherwise hazama won't recover in time. if you have no meter for mizuchi you can do dashing 3C and do 214D~A to get right in there face or if in corner you can do 2B>2C>623D iirc. oh and yes 214D~B ch is completely untechable until they hit the ground.
  8. yes hirentotsu is TKable
  9. this combo without command grab does same amount of damage as the first combo you listed. on the double jump j.C he can do j.Cx5 > 214B. the only reason i figure ora is doing the other combo is to move the opponent closer to the corner.
  10. that's Ora, one of the Ragna players that qualified for SBO.
  11. from my experience -AvA - j.C>j.A>j.B (j.C is fast/has deceptive reach. j.B has a good amount of startup, better for crossup) - hazama's j.B doesn't just stick out and then pulls back in. it sticks out, then he kind of kicks behind him which is great for crossups by whiffin above the opponent before you actually crossup. -jayoku > dashing 214D~C > 5C(2) > 2C > 4D > 623D for about 4k if i remember correctly -charged 214D~B = fatal counter. Combo to 6D > 623D > dashing 3c -cancel 3c to 214D~A to get into opponent's face before they recover from a neutral tech. -214D~A > jayoku possible -the only fatal counters that hazama has is charged 214D~B and jayoku can't think of all the other stuff i know atm but will update later today when i remember.
  12. jyakou and jayoku are two different moves. Jyakou = 623D or the Chain uppercut that throws opponent to the other side Jayoku= 236236B or the Kick super that launches to the sky
  13. the above combos should be read jayoku>5c>2c> jyakou jayoku>2c>jCx3-4>jCx3-4>hirentotsu 5C>jayoku>4D>jyakou>mizuchi
  14. -B version generally used for ground BnB to take to corner faster (5BB 2BB 5CC 236B 214B 22C slight charge) and more damage -236236C/D interruptible during startup. invincibility against lows. can be blocked at point blank. -6A can cancel to 5C or special on hit/block -If you Charge after J.214 a/b/c you cannot airdash after recover. -Astral heat combo atm: 5BB 2BB 5CC 236B 214B slight charged 22D 632146+C. lots of untechable time off of 22D so it's basically guaranteed. -C version will land behind opponent, D version lands in front of opponent. -236236B is good as an anti pressure tool. Interrupts lots of block strings. really fast startup. if opponent already has a move sticking out it may trade. Fatal counter and is untechable until the opponent hits the ground.
  15. jin's best oki for sure is 2a. always use it after a knockdown. you get too many options to follow up with, as stated by ryokoalways
  16. against some characters, if you want to do the staple 6C dash cancel 5C j.C j.D airdash j.B j.C musou, you have to incorporate the second dash before the 5C otherwise they they'll still be in the air when you do the airdash part
  17. it works on tager and carl, timing is different with them. with those 2 you actually want to do 236D early. EDIT: to be specific, on tager and carl you want to cancel 6c into 236D EDIT 2: i thought everyone already knew about this :O, i've been doing this since june O.O
  18. The reason why those jins do the 2c to air grab is to force the opponent to tech so they are pushed back into the corner. This way rather than having to chase the opponent they are still locked in the corner so jin can still get his heavy damage and he gets free mixups off the throw
  19. if you bait the divider and they are unable to block, do a 6D to ch as starting combos off with that will yield very high damage. if mid screen: 6D 6C dash cancel 5c j.C JC j.C 214C/D if in corner: 6D delay 623B 5C j.C JC j.C 214C/D (If D then you can follow with 3c 236c for wakeup pressure or 2c 623B 623A(? can't remember if it connects) for extra damage.)
  20. the use of supers are very dependent on which character you are. and in this case with jin, hiyoku getsumei is mainly used to end a match so your opponent cannot burst. other than that, you can use the 50% in more useful ways with jin
  21. you forgot about being able to teleport if he successfully autoguards an attack, which changes up the situations from whether or not bang threw out a d to whether or not bang will teleport behind you
  22. wth 6D isn't worthless as a block string at all :O it's amazing and it leaves you at such high advantage that you get free hi-low mixups x_x bbq sauce: 5c jB will combo on carl, but not rachel or bang edit: shit i saw in japan in corner hitting crouching: 2b 5c 6c, delay 236d, 623a inbetween 2nd and 3rd hit of the freezes, dash in 5c then you can either 3c 236c; 214a if you want to mix up, b for quick knockdown, or d then follow up with 3c 236c. because all three hits of 236d freeze, your 623a interrupts and refreezes them so they have to wiggle out extra~ very specific depending on character but you get a great oki game and good damage off of it. in corner: 5b 5c 623b 5c 6c 6d, follow up with your choice of reset or damage in corner: 5b 5c 3c 2c 5c 6c 6d, follow up with your choice.
  23. <3 Kowtow Robinson EDIT: oh yeah 10stars in the SBO Program guide Bang is officially B Tier
  24. this match isn't really that easy for jin. bang can do a lot of things to out prioritize you. first priority: DON'T LET HIM GET FURINKAZAN. if bang is able to activate it, the outcome of the round is pretty much won by bang. second: get on the offensive asap. bang's offensive game is pretty scary, especially when you're either a) in the corner or b) next to a bumper. try and stop that quick. third: becareful of fighting air-to-air or trying to jump in on him. fighting bang in an air-to-air match will generally end up in bang's favor due to j.b and j.c. when trying to jump in on bang he can either use 5a or 5c to try and stop you as they are both deceptively good anti-airs. basically try and kill him quick, cause the match can get ugly if you draw it out too long
  25. i had grabbed ragna out of the corner when it happened
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