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kid viper

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Everything posted by kid viper

  1. Kensou and I have qualified for BBCS with bang and hazama.
  2. i hate when i read statements that are not true. you cannot do whatever you want if hazama comes in on a blocked chain. for all you know he may be baiting you to throw something out right in front of him and cancel his chain in front of you. hitting hazama out of chain is something you do on reaction, not on impulse.
  3. http://www.vimeo.com/11909512 @ the SBO qualifier
  4. as a reversal for the most part it is legit because it eats frames during the startup. if a move goes active once the super starts for the most part they cannot kara to stop themselves
  5. you can kara burst on super flash since jayoku is 6+1 ):
  6. i wouldn't use up the meter right away at that point unless it was for the kill. starting hazama's Bnb with 5C is always gonna be around 3300ish. by that point you'll have the meter and the positioning to put the opponent into a situation where they don't want to do anything since more or less they'll be in/near corner and one wrong move = ez punish to 5-6k damage
  7. not worth it because for the most part 5C is used only as a punish combo starter. at that point if you're going to use the meter you may as well hit confirm the 5C straight to jayoku since confirming time for 5C is really long.
  8. so you're saying if your opponent is down to 1 guard primer you wouldn't do a tk hirentotsu? :/
  9. you can use 236C as a reaction neutral tech punish in corner. other than that you throw it in randomly during pressure to make them scared of everything
  10. it's jayoku or gashokyaku. if you hit with either fatal counter than you go into that combo also forgot this combo: Midscreen: 214D~B CH/FC > 7j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B#
  11. Hazama in corner: 236236B FC or 214D~B FC > (6D~A)x2/3 > 623D > 5C > 2C> TK 214B > (2B)/5C > 2C > 4D~A > 4D~D > j.214B# this is your go to combo whenever you can, the damage is slightly less than the normal jayoku/ gashokyaku combo but it's for the meter gain. also keeps them in the corner so they don't want to do anything stupid afterwards Hazama near corner: 236236B FC or 214D~B FC > (6D~A)x2/3 > 623D > 2B > 5C > (4D~A)x2 > 4D~D > j.214B# if you are too far away to do 2B> 5C > 2C this is the combo to do
  12. Tager only: 5B > 3C > 214D~C > 5C > 2C > (4D~A)x2 > 623D > 9j.6D~D > 5C > 2C > 4D~D > j.214B# damage is good and it puts you at 50% heat.
  13. why would you not counter assault when under pressure i.e. litchi trying to pressure you in corner? :/
  14. i was not comparing litchi's 5a/2a to bang's. i said it's like any other 5a/2a in the fact that it does what it's supposed to do. yes i explained that her overall game isn't based off 5a/2a. i said that it's possible for her to use 5a/2a
  15. fixed Edit: not a silly argument when litchi has the option to do it unlike in CT when she had no other choice but to start off with 5b
  16. actually she is a "just fuck shit up" character. she doesn't have to rely on stick as much as you think. it's just stick increases her range
  17. what do you mean by 2 seperate inputs?
  18. Her 5a/2a does what any other 5a/2a does, it's a starter. yes she has options other than 5a/2a but the fact that she can do it unlike in CT means she doesn't have to worry. you still have not answered how litchi is harder to use than bang yet.
  19. litchi can combo off 5a/2a all day long just like bang can
  20. that did not explain anything for me. Litchi being able to combo off 5a makes combos easier, does heavy damage, takes you to corner, gives her 50% to put you into a situation where you have to eat a mixup all day or eat another combo and put back into the same situation. her rushdown got stronger, her guardbreak game is stronger than bang's. she still has good mixups (slightly under bang's). her meterless combos all do more damage than bang's and put her in better situations than bang does if he wants to go for damage. Bang still plays the way as he did in CT. The difference is his 5a is actually consistent on every character (sans tao). If he wants to do his heavy damage (3.7 meterless) then positioning wise he's put into neutral and loses his oki/mixups and Bang is all about oki/mixup. His damage compared to most of the cast is undoubtedly average. If bang gets knocked down he has to deal with more crap then litchi. bang requires good nail management. if bang uses up all his nails too fast then he has a hard time approaching just like in CT. I like how people think that because someone's combos are *not so much harder to do* than other characters they think the character itself is hard to play. Edit : command grab and bumpers are what makes bang scary in this game. bang still has to work for his wins. like i said before, doing combos and actually playing a character are two different things. knowing how to use bang's options effectively is what makes him harder to use. everyone that says just spam 5a/5b do not understand that he has far stronger tools that make him more effective.
  21. litchi's damage output is dumb, every combo takes you to the corner, gives you 50% meter for dumb oki, and is pretty robotic. also in what aspects do you mean by harder to use?
  22. i main hazama but i play most the cast for fun/understanding the rest of the cast so i know their options. litchi is moar dumb than bang. end of story :/
  23. ohhhhh mannnn. Lord Knight comin down again? whooo it's going to be a party in austin~~~
  24. i forgot that i had a video of a casual match back from february of me http://www.youtube.com/watch?v=tc9YLb2ouTU
  25. if you want to do astral consistently just do 63214632143D
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