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DF2K

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Everything posted by DF2K

  1. Understandable. It's just a trick you can throw out once in a while since Hazama's ground mix-ups are lacking. Plus this would be situational, as in Your opponent having a pixel of life and you have 100 meter to waste.
  2. It's good to utilize 214d-d in this match-up I find. 5b, 5c, 3c, 214d-a is a fairly common blockstring that a lot of Bangs would expect and try to stuff with burning heart. So presumably 214d-d, 3c would net you a CH and a nasty combo. Of course, though, I'm being presumptuous. I haven't played any good BBCS Bangs IRL so I wouldn't know.
  3. Yeah but 214d-a/c can be stuffed easily by nearly any character. If your opponent is familiar with Hazama's ground mix-ups (there aren't many), it may be good to throw it out since some players tend to block low after blocking an attack from the air. It's sort of the same as doing j.2c, land, 214-a, but with less proration I guess. And since when has heat ever been a problem for Hazzy?
  4. Blockstring: (corner) 2a/5a, 5b, 2147b, RC, airdash, 2c. The 2c may connect and give you a combo if they're not paying attention.
  5. DF2K

    I'll show you a sock drawer

  6. DF2K

    Jesus Christ, are you going to take Carlos off my ass or not? This is getting ridiculous.

  7. DF2K XBL- KrisDF3K Western Canada
  8. Yeah, the Ragna wasn't very good, but I really liked the combo at ~0:55.
  9. The power of Jayoku~ Very nice, Kid Viper!
  10. Sometimes throwing out 5b, dash, 2a, 236c is useful for a blockstring. Just remember to delay the 236c so it's untechable.
  11. His command grab has actually saved me a few times from pressure.
  12. I only really use Mizuchi if it's going to net me a KO, the minimum damage on it is pretty solid, not to mention it's entirely burst safe. There's no oki, and it puts Hazama back to zoning again. Maybe below 20% health it would be useful to end a non-death combo since you gain meter automatically when you're below 20%, but that's pretty impractical. As far as openings, I'm with Arifureta, I play defensively and zone until I get a clean hit. I was messing with something today. Remember Hazama's Mission 10 combo where he needs to use j.b+c after 5d-d to stop the vertical momentum? I think this could be utilized as a mind game. For example, doing 5d and then d right before it hits the opponent, then using b+c midair to get him on the ground quickly again to psych them out and dashing in for a throw or quick 3c, etc. What do you guys think?
  13. 6b is the god of uselessness. Unless you want to be a dick and guard crush someone that way.
  14. DF2K

    Omg I love that word.

  15. http://www.youtube.com/watch?v=HZGARmDxalE&feature=sub Video of a friend and I playing.
  16. Can't see how it would annoy you but it's ok.
  17. Then don't read it. Oh wait, you didn't, because I was talking about 5c, 2c, 6d-a, 4d-a, 623d.
  18. The 5c, 6d-a, 4d-a, 623d combo actually works for other characters, too (Tao, Ara, Rachel, Haku). Although it isn't as easy to do as Tager for obvious reasons.
  19. IB throw vs. IB Jayoku: If you have meter and your opponent is pressuring, they may try to bait Jayoku, that's when you go in and throw (or command grab). :P j.5d-d cross-up: If your opponent blocks j.5d-d, do one j.5c when you get close, dash underneath, and cross them up. There's a couple.
  20. It would definitely have to be near the corner since the 214d~~c has to be early. You can pick up Tager again with 5c after Jakou mid-screen, but the Jayoku after 5c would launch them horizontally enough where you would need to dash to connect 214d~~c, not allowing you to do it early enough for the height you need for the remainder of the combo. When I get home I'll test this and if it works I'll record it and post a video. Also, think about adding 6c CH to the beginning to make it: 6c CH, 5d-d, b+c (whiff), Jayoku, 6d-a x 3, 623d, 665c, Jayoku, (early) 214d~~c, 5c, 4d-a, 4d-d, #j.214b. Alternatively: 6c CH, 5d-d, b+c (whiff), Jayoku, 6d-a x 3, 623d, 665c, Jayoku, (early) 214d~~c, 5c, 4d-a, 4d-a, 623d, Mizuchi. If my math is right, it could do up to around 9k. Ugh, so much theorizing. I'm a projectionist and I have to screen Twilight two more times before I can go home. Crappy movies make you do math.
  21. Something I'm fiddling with vs. Tager: jayoku FC, 6d-a x 3, 623d, 665c, jayoku, (early) 214d~~c, 5c, 4d-a, 4d-d, #j.214b Haven't fully tested it yet since I'm at work, but the early 214~~c is to keep Tager just high enough for the 4-d to stick without using 2c and ruining the proration. Would keeping 5c, 2c still be better damage wise?
  22. Like buffering any other quick dash mid-combo, go forward once during the very end of the animation and again right when the animation finishes. It's just a matter of practicing it a lot and committing it to muscle memory.
  23. Remember with j.2c you can link jayoku when you land. The damage isn't very solid but it's a cross up none-the-less.
  24. After a couple of training mode sessions I've managed to get the 7911 combo off semi-consistently. However, messing it up is BAAAAD (especially off of j.9d, which would seem more likely) since your opponent gets to run away for free, so I'd prefer just doing more orthodox combos to maintain control. Pretty cool combo, though.
  25. You just have to be quicker with the follow up. Not much more to it.
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