kid viper
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Everything posted by kid viper
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jakou in anticipation of the jump in/airdash is really good. buffer it and then throw it out on reaction to the airdash. 4D as anti air, 2D as anti crossup, j.8d as anti air to air, 6D as anti air are all really good.
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hazama's anti-airs are 2C, 5A, and 3C
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no. hazama's ouroboros is there to zone and move in yes, but it's also there to confuse/bait/waste clock. hazama's dash and airdash are not bad at all either, they serve their purpose completely. @UnlimitedBlades: hazama can do w/e. he has all the right tools that makes him a completely solid character. also jabaki is useful. you use it to keep people in check and push characters out of range to hit him. most of the time if they throw something at max range your 3c will more or less beat them out. by using it here and there they cannot try and mash because you're not obvious and have all the options in the world at that point.
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c'mon people, pretty please~~~~ :\
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that's what dacidbro was saying. with the bugs on the screen arakune can abuse it for free mixups that the opponent can't do anything about. it makes no sense to use frame traps when the curse is already in play.
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jayoku combo went up to 8k for a while now. it's been foudn out that hazama can do an unreasonable 10k combo if he wanted to but it is pointless lolol
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correction: hazama's jayoku combos range from 4k - 8k depending on meter/ch/location. on rachel though it's guaranteed 5k because of fat hitbox so he can do chain relaunch. hazama's BnB vs rachel ranges from the usual 3k up to 4k because of chain relaunch which also gives him 52% meter and oki which makes the matchup even worse for rachel
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just omit the 2b>5c part of the combo and you're fine
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5a or 2c also please stop posting stuff in the wrong thread. it really is annoying going into a thread thinking someone either posted a new combo or something and it's just a question about gameplay. :\
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after watching the most recent tachikawa tourney, SKE is my hero~~.
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@zong one: 21 @copper: what happened to all the friendly shit talk going on in this thread? i can't even do any? :\
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being able to block an overhead only twice isn't anything to be proud of no hate or anything, i'm just sayin.
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so glad i don't have to listen to any of this
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tsubaki with install is still bad. her main source of damage with install is off unblockable 22D. if you do 22D mid combo the most damage you can do is roughly around 3k which is not much different from the unblockable 22D. even with unblockable 22d you still hold up-back and win
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i have no clue why everyone thinks rachel is low tier. she really feels mid tier at this point of the game. without a doubt in my mind tsubaki is the absolute worst in the game. a character with no damaging options and loses just to the opponent holding up-back.
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everyone plays a character differently. you can be defensive with hazama and play the aggrivating style that just zones with chains and does a follow up once the opponent is in your face ala catch me if you can and then come in on confirmed chain hits if you want to play defensive. hazama can be played like a bitch char and it can work out for him because not a lot of characters can stop his movement with chains. to be honest the way you play sounds more like lambda would fit you more than hazama. she's a pure zoning character that deals damage when she needs to and just punishes errors all day. she really has no pressure when in your face but she can keep you out of her face really well. next time though please post in the gameplay discussion and not the complete guide :\
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Stickbug 100 pesos is only 10 dollars :O Lord Knight is an amazing player and I wouldn't count him out. He's arguably the best litchi in the states. Never played 10stars before so i dunno bout him. just a warning Austin has great players too, not sure about west coast because the only time i've seen/played west coast was last qualifier. This qualifier looks to be interesting.
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yeah that matchup really sucks
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here's the "matchup diagram" of our arcade http://img291.imageshack.us/img291/2885/imag0005k.jpg the diagram's are very off because usually it's mainly me and kensou playing.
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not 100 heat. anytime you have heat you can use it. hazama isn't restricted by it because he has to do those combos so your opponent can be afraid.
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i only use that super if i know it's going to kill them XP
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i'm going to try to start recording matches starting tomorrow so expect lots of bang vs hazama
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it really doesn't matter to use jayoku mid combo because you're going to gain the heat back anyway
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^this Jin is very braindead in that match with no real risk while Noel has to try to mindfuck pretty hard. ez mode terms: Jin touches Noel once, Jin goes on autopilot. Noel touches Jin once, Noel has to bust her ass to touch him again and again and again. Granted Noel's 5A is stupid retarded in CT, but even that's not enough to make the match any easier on her. Her mixup game is very lackluster and obvious since you mainly only have to look for 2D, 6D, or 6B. Noel cannot jump on Jin for the instant chain revolver 6B overhead because Jin can 2A/5B anti-air her jump in all day. The biggest issue like I said though is the fact that Noel's combos put Jin at full screen. At that point she has to try to approach again when Jin's zoning/poking is far superior and even if Noel is in the life lead, Jin's approach game still stomps Noel.
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everything is spacing dependent for jakou. generally if you're too close you should walk back a little to adjust the spacing. you can use 5B to do it if you want, you don't exactly have to do 5C. http://www.youtube.com/watch?v=PgBr1lW12Ok there are 2 examples of how to do the jakou follow up in there. 1 vs tager, 1 vs litchi