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bjholmes2

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  1. I think so too. I'll go ahead and add that to the guide, and remove it later if it is disproved.
  2. So, those times I've seen in videos where he seemingly grapples onto nothing and takes off are actully Hazama hitting projectiles with his drive? That makes sense... EDIT: I'm curious, what is the move where he grabs the opponent out of the air with the chain and tosses them away? Is that 623D? EDIT #2: Also, I've recently discovered that the follow-ups on his drive moves consume one Ouroboros stock. Is it safe to assume that the 214D followups do as well?
  3. I'm just going by what Google is telling me. I really have no idea, so I'll change it.
  4. Thanks! I'm going to do my best to translate Google's translation for the move list. Don't hesitate to correct my mistakes! Also, I'd be vey appreciative for a comprehensive list of videos. Once the Hazama thread is opened, we can just stash 'em in the "Hazama Video Thread", but for now, we can stick them here. Thank you!
  5. Here is the combo list on that site: http://www24.atwiki.jp/hazamakouryaku/pages/18.html Unfortanately, I'm having difficulty reading it. What's with all the "JC x n"s in there?
  6. Thank you so much! I read through about 30 pages of the CS thread and didn't find anything. EDIT: Google Translator = Description for 2A: "So-called Copan, Hazama occur very quickly in the (fastest?). Roll cancel, but accepted, even when we used to consolidate the guard five minutes or so to lose to Rampage or the other?"
  7. You may have noticed that this guide is a tad lacking. However, it is my goal that we can fill it out within two weeks. Thanks guys!
  8. Hazama Height: 183 cm Weight: 61 kg Blood Type: AB Birthplace: Unknown Birthday: April 29 Hobby: Collecting Silver Accessories Likes: Boiled Eggs Dislikes: Cats An officer attached to the NOL's intelligence department. His rank is captain, and the name "Hazama" is an alias. When Jin Kisaragi set out for "Kagatsuchi" alone, he was put in charge of the case and worked with Noel, but on the eve of Ragna the Bloodedge's terrorist bombing, began acting towards a different goal. Because of his constantly smiling expression and carefree demeanor, it's impossible to get a read on him. He's very talkative, though he has humble manners. He dislikes hassles and combat, and the completion of the mission is always his top priority. Guide Information This guide represents the combined efforts of all contributors to the Hazama board. Special thanks to CrimsonDisaster, MisterBadguy, and this wiki! Feel free to inform me of changes that need to be made. Thank you! Table of Contents Move List at a GlanceNotationGameplay SpecificsFrame DataNormal Move OverviewDrive OverviewSpecial Move OverviewDistortion Drive OverviewMove PropertiesCombosMatchup Data Move List at a Glance Special Attacks Jabaki (+) Jasetsu (+) Ressenga () Gashoukyaku () Zaneiga () Stance Cancel () Hirentotsu (in air +) Gasaishou (+) Jakou (+) Distortion Drives Jayoku Houtenjin (+) Mizuchi Rekkazan (+) Astral Heat Thousand Souls (+ or +) Notation A 2B 6C xx Special Move(Button Used, Notes), D - Example combo - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, etc. - A space indicates a gatling, or cancel between two normals. - The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special. - The "~" incicates a follow-up from one move, i.e. "D~A" - The commas indicate a link, or two full actions that combo without cancelling. - The term "j.214B#" indicates performing the following: [j.C x 5] [dj.C x 5] xx dj.214B Normal Move Overview 5A: A fast punch. Not very useful except when a fast combo starter is needed, as it scales combo damage and length. 2A: A very fast punch. Useful for pressuring the opponent when used with 5B, but suffers the same problem as 5A. 6A: A relatively slow elbow that hits overhead. Cancel into 236236B on hit. Removes one guard primer. j.A: An aerial punch that has long horizontal reach. Almost useless. 5B: Knee attack, less range than 5A. Very useful as a combo starter, poke, pressure tool, and occasional anti-air. 2B: A low hitting kick with relatively long reach. 6B: A slow, low hitting kick. Not very useful. Removes one guard primer. j.B: An aerial with good diagonal reach. A great aerial poke; useful after D hitcomfirms. 5C: A quick, X-shaped slice with the knife. Hits twice and can be cancelled on either hit. Useful as a combo starter, anti-air, and occasional poking. 2C: A diagonal slice with the knife. Can be used as anti-air, as it has a little invincibility. 3C: A decent-ranged, low-hitting slash with the knife that knocks down. One of Hazama's most important combo tools. 6C: Hazama hops back and throws three knives diagonally. Causes stagger on CH and removes one guard primer. Very slow, but leads to huge combos on CH. j.C: A short-ranged aerial. Can be be mashed for up to 5 hits, the last of which prorates 110%. j.2C: A downward aerial slash with short reach. Works well as a crossup, and has a lot of hitstun, allowing 3C to be comboed afterward fairly easily. Drive Overview Hazama's drive, Ouroboros, is a two part technique. With the first press of D, he will launch out Ouroboros. After either extending to its max range, clashing with a projectile, hitting the opponent, or being followed up, it will stop. Follow-ups are available at any time during the Ouroboros' travel. Every followup (except for D~A) consumes one Ouroboros stock. Stocks are regenerated by either remaining on the ground for a certain amount of time or by hitting the opponent with the chain. When the Ouroboros stock is depleted, followups cannot be performed (except for D~A). When the chain hits the opponent at close range, it will inflict very litte hitstun. However, when it connects from a distance, it will inflict inflict large hitstun to the opponent, allowing you ample to to pull yourself to the opponent and combo. D: Ouroboros is launched straight ahead. 2D: Ouroboros is launched straight up. 4D: Ouroboros is launched at a 70 degree angle. 6D: Ouroboros is launched at a 30 degree angle. j.D: Ouroboros is launched straight ahead. j.2D: Ouroboros is launched straight down. j.4D: Ouroboros is launched at a -70 degree angle. j.6D: Ouroboros is launched at a -30 degree angle. j.9D: Ouroboros is launched at a 30 degree angle. D ~A: Hazama retracts the Ouroboros. D~B: Hazama pulls himself to the grapple point, following a parabolic path. Very slow and not recommended. D~C: Hazama pulls himself to a point slightly beyond the Ouroboros and stops. Useful for crossups when mixed with D~D. D~D: Hazama pulls himself straight towards the grapple point and is affected by significant momentum, which can be cancelled by using any attack. Most often used followup. Special Move Overview Jabaki (236D): Hazama emits a very long-ranged energy wave directly in front of himself. Removes one guard primer, and slides the opponent on CH, which allows for combos in the corner. Jasetsu (214D): Hazama enters a stance that can be followed up with an additional input. Delaying the follow-ups for about 1/8th of a second will result in higher damage output and, in the case of Zaneiga, fatal counter properties. Hazama is in CH state while in the stance. Ressenga (A after Jasetsu): Hazama performs a lower-body invincible heel drop that combos into 2A. Gashoukyaku (B after Jasetsu): Hazama performs a Trap Kick-esque maneuver. Useful as anti-air and untechable on FCH, but does not seem to be invincible and has slow recovery. Use with caution. Zaneiga (C after Jasetsu): Hazama performs a slow low attack that removes one guard primer. Combos from 3C, and combos into 5C. Stance Cancel (D after Jasetsu): Hazama returns to his normal position. Recovery time makes "mist cancelling" impossible. Hirentotsu (214B in air): Hazama performs an aerial heel drop that causes knockdown. Removes one guard primer. Gasaishou (236C): Hazama performs a short-ranged command throw that staggers the opponent, allowing for a 5B combo. Invincible in the latter part of the move, but the proration is bad. Jakou (623D): Hazama tosses Ouroboros diagonally upwards. On hit, it slams the opponent down. Air unblockable. Distortion Drive Overview Jayoku Houtenjin (236236B): Hazama disappears briefly and reappears with an upward kick. Invincible on startup, fast, very useful for escaping pressure, and allows for a [short dash, 5C] combo on hit. Removes one guard primer. Mizuchi Rekkazan (632146C): Hazama summons a portal to the opponent that starts an auto-combo on hit. Please note that it can be blocked. Combos Bread and Butter Combos 5B/5C 3C xx 214D -> C, 5C 2C xx 623D 5B/5C 3C xx 214D -> C, 5C 2C (JC) j.B [j.C x n] [dj.C x n] xx dj.214B 6A xx 236236B, 214D -> C, 5C 2C 4D, 623D 6A xx 236236B, 214D -> C, 5C 2C 4D (jump) [j.C x n] [dj.C x n] xx dj.214B 5B/5C 3C xx 214D -> C, 2C (JC) [j.C x n] (land) 2C xx 623D, 632146C - 50% Heat j.D -> C, j.B (land) 5B 3C xx 214D -> C, 5C 2C 4D, 623D, 632146C - 50% Heat 214D -> B (FC), 623D, dash, 3C xx 236236B, 214D -> C, 5C 2C 4D -> D, [j.C x n] [dj.C x n] xx j.214B - 50% Heat 5B/5C 3C xx 236236B, 623D, 632146C - 100% Heat 5B 3C xx 214D -> C, 5C 2C 4D xx 1632143D - 100% Heat, requires Astral conditions Throw Combos B+C, 6D -> D (jump) j.B [j.C x n] [dj.C × n] xx dj.214B 4B+C, 5D -> D (jump) j.B (land) 5C xx 623D - Can add optional 4D before 623D 4B+C xx 632146C - 50% Heat, can add optional 5D before super. 236C, 5B 3C xx 214D -> C, 5C 2C 4D -> D [j.C x n] [dj.C xn] xx dj.214B Matchup Data vs. Λ-11: vs. Arakune: vs. Bang: vs. Carl: vs. Hakumen: vs. Hazama: vs. Iron Tager: vs. Jin: vs. Litchi: vs. Noel: vs. Rachel: vs. Ragna: vs. Taokaka: vs. Tsubaki:
  9. I feel like this thread is off-topic, no thanks to Mr. Sicilian over there.
  10. Happy birthday!

  11. OMG, the PSP port is amazing! The graphics are a little better than DR on PSP, the sound is great, Azazel is annoying, the text is visible, the load times are really short, and the things they cut back on didn't really matter (character models on fight load screen, Scenario Campaign, etc.). The story mode is just like in DR (a storyboard intro, a few random fights, a few preset fights, ending CG movie), except it is really short. Dragunov's was only 4 fights. Now, I may just be on 360 withdrawal, but if online play doesn't matter to you, I'd definitely recommend this over the 360 version.
  12. Anji's fan super FRC suffers the same problem. At least on the PSP version... Anyways, I'm curious; when I see slow moves coming during pressure (dusts and overheads, mainly), should I get in the habit of countering on reaction, or is that a bad idea?
  13. Iron Tager Height: 240 cm Weight: 550 kg Blood Type: Natural Oil Origins: Unknown (doesn't remember) Birthday: November 27 (date of creation) Hobby: Bottle-ships Likes: Kokonoe (his creator) Dislikes: Salt Water Originally the leader of a battle unit which revolved around physical combat, Tager was forced to withdraw from the front lines after sustaining a mortal wound in the Ikaruga Civil War. He was brought back from the brink of death at the hands of the scientist "Kokonoe" and revived as a cyborg, and is currently assigned to a combat unit under the direct control of Kokonoe. He seems to be pursuing Ragna, though his goals are entirely unclear. Guide Information This guide represents the combined efforts of all contributors to the Tager board. Special thanks to Mike Z! Feel free to inform me of changes that need to be made. Thank you! Table of Contents Move List at a GlanceNotationGameplay SpecificsChanges from Calamity TriggerNormal Move OverviewDrive OverviewSpecial Move OverviewDistortion Drive OverviewMove PropertiesCombosMatchup DataTips and TricksMisc. NotesTo Do Section Move List at a Glance Special Attacks Gigantic Tager Driver (360+ or ) Atomic Collider (+) Sledge Hammer (+ or ) Additional Attack (+) Spark Bolt (+) Voltic Charge (+) Gadget Finger (:d:+ on downed opponent) Distortion Drives Magna-Tech Wheel (+) Terra Brake (+) Genesic Emerald Tager Buster (720+) Astral Heat King of Tager (1080+) Notation A 2B 6C xx Special Move(Button Used, Notes), D - Example combo - A, B, C, and D are used to represent those respective buttons. - The numbers represent joystick postions in the following manner: 7 8 9 4 5 6 1 2 3 With 2 being down, 5 being neutral, etc. - The "->" symbols indicate gatlings, or cancels between two normals. - The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special. - The commas indicates a link, or two full actions that combo without cancelling. Some of Tager's moves have received nicknames. These are: Gigantic Tager Driver: 360, Tager Buster Atomic Collider: Heat, Collider, AC Sledge Hammer: Sledge Additional Attack: Follow-Up, Hammer Spark Bolt: Shot, Tager Shot, Spark Voltic Charge: Charge Gadget Finger: Rocket Finger, Finger Magna-Tech Wheel: Spinny-super, MTW Terra Brake: Follow-Up (again) EGadget: [j.C(whiff) j.2C(lowest) xx 22D] BGadget: [236B, 22D] Genesic Emerald Tager Buster: 720, GETB King of Tager: AH, Astral Changes from Calamity Trigger New Moves: 4DGadget Finger (22D on downed opponent) Changes: 5A now combos into 2B.5C is much faster.3C now has vacuum effect, pulling opponents toward Tager on hit.6C breaks one guard primer.j.2C now breaks one guard primer.5D no longer blasts opponent away, allowing a combo on hit.2D is now much faster.360A links into Gadget Finger.Sledge followup breaks one guard primer.Atomic Collider is now invincible to head attribute moves during startup.Spark Bolt combos now do less damage.Magna-Tech Wheel now breaks one guard primer.Terra Brake now does much less damage.Astral Heat motion is now 1080DTager now walks and jumps faster.Magnetism does not last as long. Gameplay Specifics Pros: Easy character to learnShort and damaging combosHas the highest health in the game (13000)Huge damage outputGreat close-ranged combatStrengthened greatly against magnetized opponentsHas a slew of difficult to understand mindgames Cons: Has difficulty dealing with "zoning" tacticsAll grabs can be teched by opponents in hit- or block-stunRather immobileRequires access to Spark Bolt for several tactics The biggest step to learning Iron Tager is how to get close enough to the opponent to knock them down or magnetize them. Against projectiles, you can use Sledge Hammer to plow through them, Voltic Charge to avoid them, or Spark Bolt to override the projectile and nail the opponent with a counter hit combo. Make good use of Tager's backdash, as it can avoid most attacks and allow you to counter with a Tager Driver or 720. Tager's jump is also an invaluable tool, as it allows you to avoid the opponent's attacks while getting closer and gives you access to powerful moves, such as j.2C. Also, when paired with j.C, it allows you to move closer to the opponent. Another big chunk of Tager's game lies in knowing when to throw and when not to. If you can't nail the opponent with a combo, catch moves during recovery frames or, if you can predict them, during startup. Also, adding tick throws to your mindgames will greatly increase your effectiveness with Tager. If you have time to start a combo, however, that will almost always be the better option. In order to get the most out of your command throws, you need to be able to consistently pull them off. A popular trick is to jump, input the required motion (usually 720), and press the necessary button to execute the throw upon landing. However, this technique is not very efficient and is very dated; most advanced players will see right through it. How do you combat this? Well, with 720s, about all you can do is buffer the motions, usually in either ticks or on wakeup. However, it is possible to perform a standing 360 motion. To do this, you must very quickly input a 270 degree motion (not a full circle, as the name would have you believe) and press the appropriate button for your throw. If done quickly enough, the move will execute before the jump can come out. This allows you to punish moves you wouldn't be able to otherwise. Learning to utilize magnetism is a vital tool. Whenever you strike the opponent, hit or blocked, with any of Tager's D attacks, they will be magnetized for a short period of time. During this time frame, certain attacks are modified to "suck in" the opponent. This removes some of the need of getting in by bringing the opponent to you. Tager's new move, "Gadget Finger", is a strong part of his oki game. After most combos, Tager has the opportunity to use gadget finger, which will put the opponent into a guessing game. Against most opponents, you can use 360A to beat attacks, 623C to beat jumps, and 720s or 6Cs or whatever to beat backdashes. Against opponents with dragon puches, things get a little more complicated, but gadget finger is shaping up to be a strong tool nonetheless. Normal Move Overview A: Your average mid-height poke. One of Tager's faster moves, so use mainly to slow rushdowns or stuff fast moves. Be aware, however, that this move will whiff against characters that are low to the ground. 2A: Another basic poke. Can be used as an anti-air. 6A: A farily fast move that pulls the opponent in on hit or block. This move is also affected by magnetism, and negates projectiles, making it a possible way to get in, with practice. Useful for extending combos. j.A: A fast, horizontal aerial attack. B: A relatively fast poke. It can OTG opponents after 360s, and functions as a very valuable 720 buffer 2B: A low-hitting move. Useful for mixups and its chain into 2C. Another useful 720 buffer, although it is slightly more difficult than 5B. 6B: A slow overhead that breaks one guard primer. Use occasionally in mixups. j.B: A very useful aerial. Hits airborne and grounded opponents. Useful for its crossup and combo-starting properties. C: A very useful move. Deals good damage and opens up several combo opportunities, and is much faster than in CT. 2C: A situational anti-air with head attribute invincibility during most of the startup. Use occasionally, but only if you know it will hit. 3C: A low-hitting poke. Knocks the opponent down and pulls them towards Tager. 6C: A long-ranged overhead that breaks one guard primer. Used mainly in old-school OTG combos. j.C A horizontal aerial. Moves Tager forward a little bit. Used in Gadget Finger setups. j.2C A very useful aerial that breaks one guard primer. Upon execution, Tager drops to the ground with a full-body hitbox. When used immediately prior to landing, it becomes active immediately. Drive Overview Tager's Drive, Voltic Battler, involves magnetism. All D moves magnetize the opponent on hit or block and suck in opponents who are already magnetized. D: A very large, slow poke. Useful in combos and blockstrings, and allows for wall-bounce combos on counter-hit. Useful on occasion as a long-ranged anti-ar on a magnetized opponent. 2D: Moves Tager forward a fairly large distance. Works well as a 720 tick, and is handy for OTG hits and pessuring magnetized opponents. Much faster than in CT. 4D: A fast move that can be combo'd into from 2A that knocks the opponent away on CH. j.D: An aerial with a fairly large hit-box. Useful in air to air situations. When used after the peak of Tager's jump, it will be cut short by his landing, pulling magnetized opponents closer and allowing for a 720. Special Move Overview Gigantic Tager Driver (360A/B): A heavily damaging command grab. The A version doesn't do as much damage as the B one, and it isn't quite as fast, but it has a lot of range and the ability to "suck in" magnetized opponents if the button is held for a much longer period of time than the B version. It also links into Gadget Finger. The B version, on the other hand, does significantly more damage, comes out faster, and can be combo'd from on most characters, at the expense of the range and invincibility of the A version. Atomic Collider (623C): An anti-air grab that is head attribute invincible on startup. It works very well on anticipated jumps, but done too late and it will probably get stuffed. However, this move is extremely useful in combos. When the opponent is airborne and magnetized, this move will "suck" them in for as long as C is held, although the grab will not activate until the button is released. Sledge Hammer (236A/B): A useful attack that nullifies projectiles and moves Tager forward. The A version comes out faster, but does not cover much distance. The B version, while it has longer startup, covers a large amount of space and staggers the opponent on hit, leaving them open to a combo. Additional Attack (236A After Sledge Hammer): An overhead attack. Not very useful outside of combos, as it is unsafe on block, although it can catch some opponents off guard and breaks one guard primer. Spark Bolt (41236D): A fast-moving projectile that consumes a full energy guage and breaks one guard primer. This move can plow through other projectiles and cause wall-bounce on hit. Because it is a D attack, it will magnetize the opponent on hit or block. Useful for long-distance punishes and in combos, although combos from this attack aren't as strong as they were in CT. Try not to be too predictable with this. Voltic Charge (421B): A move that charges the energy guage for as long as the button is held. When the button is released, an additional chunck will be added to the meter. This move has upper-body autoguard and will automatically guard against all projectiles. As a result, this move makes for an effective buffer into the 720, especially against bursts and aerials. Gadget Finger (22D on downed opponent): Tager magnetizes the opponent and gains a couple frames of advantage. Do note that this move does no damage. On hit, it opens up a guessing game for the opponent. If they jump, you can anti-air them with something like AC. If they backdash, you can 6C or 720. If they stand there like an idiot, you can do whatever you want. Distortion Drive Overview Magna-Tech Wheel (236236B): A useful super move that has 50 frames of auto-guard. When used against a magnetized opponent, Tager will gravitate towards them, in violation of the laws of physics. Useful in combos and as a counter to jump-ins. On block, it should be RCed and followed-up with pressure or mind games. Breaks two guard primers. Terra Brake (236236B After Magna-Tech Wheel): Does much less damage than in CT, so isn't very useful except for catching opponents off-guard. Genesic Emerald Tager Buster (720C): A highly damaging super grab, and the super you will probably be using most often. Invincible on startup, and can be held to "suck in" magnetized magnetized opponents, although it will not be invincible during this time. Combos Magnetism Combos 2C xx 623C, 623C(whiff), 6B -> 2C xx 623C, BGadget - 3820 dmg, basic BnB 2C xx 623C, 623C(whiff), 6B xx 236A, 2B -> 2C xx 623C, BGadget - 3957 dmg, works on everyone 2C xx 623C, j.D(whiff), j.2C(late), 2B xx 623C, EGadget - 4000 dmg 2C xx 623C, 623C(whiff), 2B -> 2C -> 5D xx 41236D, 5C -> 6A -> 2C xx 623C, 5D - 4435, can cancel into Gadget whiff, uses charge meter 2C xx 623C, j.D(whiff), j.2C(late), 2B -> 2C -> 5D xx 41236D, 5C -> 6A -> 2C xx 623C, 5D - 4621 dmg, uses charge meter 2C xx 623C, 623C(whiff), 6B xx 236236B xx 236236B, 22D - 6550 dmg, 100% heat Other Combos B+C xx 236B, 5C 6A xx 623C, BGadget 360A, 22D 360A, 5C 6A xx 623C, BGadget - vs. Rachel only 4D(CH), 5C 6A xx 623C, BGadget 623C(AA), j.C(whiff), j.2C(lowest), 2B 2C xx 623C, BGadget Matchup Data Λ-11: 6.0 Arakune: 5.0 Bang: 3.5 Carl: 3.5 Hakumen: 4.5 Hazama: 4.5 Iron Tager: 5.0 Jin: 4.5 Litchi: 4.0 Noel: 5.5 Rachel: 6.5 Ragna: 4.0 Taokaka: 4.0 Tsubaki: 6.0 Tips and Tricks Buffering Circular Motions (360s and 720s) Because performing a full 360 of 720 degree motion requires the player to press in the upwards direction, a jump will be performed at some time during the motion, thereby causing the command to fail. Because of this, it is important for a Tager player to know how to buffer their command throws. This means that the motion for the throw is inputted during another action (such as a jump, block, or attack) so that you can execute the throw without jumping. As far as 720 degree motions go, this is about all that you will be able to do. In this case, useful buffers include 5B, 2B, Sledge, 2D, backdashes, guards, hitstun(!), and even the screen freeze from the opponent's supers. Jumps are also pretty useful, but that trick is old, and is rather predictable. Do note that it actually is possible to perform an unbuffered 720, but this method is rather unreliable due to the difficulty in performance. For 360 degree motions, however, you have another powerful tool at your disposal. The although listed as needing a full circle, the stick only needs to be move 270 degrees for the input to be successful. For example, you could input the motion 6321478A and have a Tager Buster come out. This technique is very useful because it allows the throw to come out before the jump registers, allowing you to perform a Tager Buster without the need to buffer. For more information on buffering circular motions, click here. Resets Before learning how to perform a reset, it is important to understand what a reset is. In this case, it refers to a method of offense that catches opponents with attacks or grabs by baiting and punishing their recoveries. It is called a "reset" because it sets the combo counter back to zero. For example, if you hit the opponent with [Collider, 6C, superjump], you can hit them with an airthrow if they tech towards you. Because use of resets often involves predicting the opponent's behavior, it is important to observe their teching habits and use an appropriate reset to counter them. For more information on throw resets, click here. Tick Throwing Tick throwing is landing a grab on the opponent immediately after they come out of hit- or block-stun. Because it can hit on the first frame of their recovery, it can be difficult to avoid, especially for opponents who do not have invincible start-up moves to use as a reversal. For example, when the opponent blocks the B Sledge Hammer, you can wait a moment and use a 720 to catch them as soon as they return to a normal state.
  14. Unless I'm very much mistaken, that is nothing more than a dip in the framerate.
  15. Becuase this game introduced online play; Namco probably figured that most people wouldn't play offline, so they cut the 2P custom feature. Little do they know, online play hasn't replaced offline play just yet.
  16. Eh? What is it, then? *checks link* Ah, I see.
  17. Don't forget Gato with his 1-frame super. And Tiamat, I'm almost certain that you cannot JD the last hit if you block the first few; I'm pretty sure this game doesn't let you JD while in blockstun, which is what makes pressure strings so effective. Also, HZMN, I'm pleased to announce that I got some good practice in a couple weeks ago and that I'm no longer a scrub.
  18. I just discovered that I live about 50 miles from Waba, so next time I get a Saturday off, I might go. How great it would be to finally play in an arcade!
  19. I'm curious why this discussion isn't taking place in the Arakune matchup forums.
  20. Wow, some effort has been put into this spambot. Anyways, I just discovered that Hotaru's 5-hit combo rush special isn't safe on block. YES! Just a tip, Terry's close C (f feint cancel), close C (f feint cancel), crouching C, etc. chain is annoying, and is very good for guard breaking and hit-confirming. And epic Engrish.
  21. OK, I'm having trouble seeing these, but I spot a Ragna and someone who looks suspiciously like Grant. Who is the guy on the left? I can't wait 'till I get my 360 back (It has been two blasted weeks!); I wanna make me some custom characters too.
  22. The first thing you want to do is just run through your entire moveset in Training. Make note of moves that are really fast and moves that NC (Natural combo, or strings that combo on normal hit; just remember that the combo counter tends to count things that aren't combos). Also, make sure to become familiar with your mids and lows. Once you are familiar with the character, I would reccommend watching pro match videos for tricks and visiting the appropriate Tekken Zaibatsu forum for combos and tips. EDIT: It takes a lot of work to learn characters in Tekken.
  23. The people getting upset at you for "spamming kicks" are about as ignorant as the people who complain about Tagers and Zangiefs for "spamming throws". Don't pay them any mind. Also, don't forget that Tekken appeals to a much more casual enviornment than BlazBlue and Guilty Gear, so you can expect people to be bad sports.
  24. I'm lovin' your new avatar. :)

  25. Oh, their moves are almost exactly the same, and most of the old-school DR combos still work. It's just, the new ones are a little better. So, learning a character in T5 will be well worth your time. No need to worry.
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