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kid viper

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Everything posted by kid viper

  1. you only beat bang out if he moves, if bang does tk nails> 5B, he'll beat you out all day because he's still +3 if you want to do IB> 5a/2a you have to know matchups and how long moves are active/their recovery. personally i IB a lot but even then i still don't beat things out with 5A so i don't even bother.
  2. block your way out or urobouros out
  3. on a random note: Me and Kensou have qualified for SBO as Team Kamen Rider. We will be representing Hazama and Bang accordingly.
  4. wake up 214d~b is one of the worst things you can do against bang. if he blocks it he gets a free combo. in this matchup whoever controls the corner wins.
  5. yes same prson, the phonetic is Aatei but game chariot had it spelled out "Ertai" when they first featured him
  6. can only be done if FC
  7. can only be done two times
  8. That's Aatei/Ertai @Tetra-K jayoku is always a guess so it's always unsafe. you can never be certain that they're not trying to bait the jayoku like what happened to Aatei until after you've done it or unless you reacted to a move and punished. The throw combo that he did was not an accident, the way hazama's momentum works on that follow up makes him drop down really quick
  9. uhh tv? all i know is that's an arcade cabinet :/
  10. that video is of matches that happened almost 1 month ago. http://www.nicovideo.jp/watch/sm9850813
  11. PPPPPPPPLEEEEEEEEEEEEASE read through the guide before asking questions. not to sound like a dick or anything but it really isn't that hard to look through -_-
  12. works on everyone @Darksoul: 6D~Ax6? no sir
  13. i still don't see why you would even bother with it. attempting or not, it's not worth it. hazama's oki and lockdown is actually pretty strong and he doesn't need to risk losing his momentum for a new combo. especially in corner if you're "conditioned" your opponent then they'll just try to get out of the corner after you end your combo in which case you can punish with a jayoku or a 2A > 5C > 2> jakou combo.
  14. so instead of doing consistent damage and meter gain, you would stop your guaranteed combo while they're in the corner (where hazama is at his best) and risk them reading your reset and not having them locked down anymore? resets are not important with hazama. especially in corner.
  15. not only that, 5C has LOTS of hit confirm time. his normals have soooo much hit confirm time. it's like 3S chun low foward super except with hazama it's 5C > combo or 5B combo
  16. lol is that sarcasm? iono XP starting combos with 5C = upscales damage by lots... mmmmmmm damage....
  17. yes zakiyama builds meter and aggrivates you so that when you're off guard you're going to get hurt big time.
  18. like i said, you don't want to be obvious with an unpredictable character. you need to know his chain followups and how they're affected based on how far the chain is extended before you pull in/what follow up you do. approaching just off of 5D~D/C or j.6D~D/C is a very high risk. you have to know things such as how your j.6D hit them and where it hit them. if it hit them on the leg/closer to the ground you have great mixup options with your follow up because j.6D~D will put you in front but j.6D~C will but you behind the opponent. chain fakes, chain follow ups, command grabs, stance baits, hazama has so much versatility in his game that you don't want to be caught doing the same thing over and over and over.
  19. being obvious with an unpredictable character
  20. The other problem is, after testing that combo multiple times, it seems it's character specific on characters with big hitboxes (bang,hakumen,tager) If you hit with a jumpong chain your best bet is to just pull yourself in because there's too much recovery on th a follow up. The only combo I've done is falling j.d~a>5d~d> bnb but that's about it
  21. think about how hazama's chains work as an attack. If close up the chain retracts If in the right distance the chain will latch.
  22. wtf are you talking about? 6B is a pressure tool. it breaks guard primer and still leaves you at advantage to keep pressuring after it. also the startup makes it more deceptive since people may see it as an overhead. if 6B hits you get a free jayoku.
  23. 623C will win
  24. it all depends on how many hits you do before the 4d/what moves you use.
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