Jump to content
Dustloop Forums

Maker

Members
  • Posts

    94
  • Joined

  • Last visited

Everything posted by Maker

  1. A decent block string to baiting with 214D~B has worked for me on occasion. 2A > 5B > 3C > 214D~B Old news im sure but I've managed to fish a few counterhits out of it for a great deal of damage. Seeing as 3C cancels to 214D without much hesitation you can hit the B part and have a decent ammount of relative safety if they rush.
  2. If your getting houtenjin out the problem is in the length of your dash before the 3C connects. thats what sets up your distance. And bro im right there with you on this problem, my hand is actually cramping up right now from the five hours yesterday of this and the two ive put in today so far. No real results for me either, im considering seeking serious help becuase dude im whiffing the houtenjin input for some reason when everywhere else i can do it flawlessly. Ok guys last post before I start my weekend stuff. I foundout today that doing 623D, 66, 3C, 236236B is how the combo is notated. Now ive done it using 720B for houtenjin etc: believeing the entire time that the 3 in the rotation was necessary. Houtenjin can be done however negating the 3 entirely as a 2626B motion. Why does this matter? It makes this eaiser for left sided stuff. righty im still so smoothe it doesnt' matter but for us having left side issues dont think of houtenjin as a smooteh motion think of it as a jerky afterthought of 3C sounds about as scrub as you can get but its upped my percentage of getting this combo off by a dramatic number. HA finally seven hours later....
  3. Hitting 4D when the 2C hits is pretty much as good as it gets for that combo.
  4. Ouro brings up an excellent point. Ive played some guys who use DP's on see ing your chain connect, this is actually REALLY good for you. if you KNOW they are going into an invincible move. Throw out your 5D, heres why. Even vs Daifunka at a pretty good distance you have two approaches everyone forgets about. C which lands you in prime combo range, and B which grants you a decent ammount of away time. Essentially bait their recovery from your pressure and then re apply. I mention this after realizing ive done it to bursting opponents several times, in combo i 6D~A a noel who then bursts, i wait a few frames then 6D~A, 623D her and get a free combo reset. Things like this happen especially when your opponent thinks your going to close fore added damage. Ive done similar things to jins who mistake me for closing 623C or D and get destroyed afterward with a throw cancel Houtenjin. You just gotta be sneaky about it. I feel the need to re-establish that im no pro and that these are situational at best but manipulating others invincible moves using Hazamas drive has netted me wins before. Use as your discresion. [Edit] That said im going to test some of this out so theres no confusion. Ok from the expiermenting. for whatever reason a properly timed 5D~C dodges Daifunka, thats what led me to believe that the move might have had invinciblity somehwere, naturally it does not. (thank you frame chart and Jin super). As for the invincibility frames of the enemy the ouroborus will go clean through them giving you unique combo opportunities if your setup properly. If you didn't need the ouroborus stock then you were too close . From teh roll back distance you specifically asked about your in pretty much the murky zone. j.6D, or 5D and fishing are your best options for that partiuclar distance. Atleast in my opinion. /Edit/ Guys im still having problems with the 66, 3C, Houtenjin link AGAIN its on the left side, thought id left his far behind but it seems to emerge randomly in my gaming. Is there any actual technique i can use that will help with this or am i doomed to stare at the training mode for weeks? Atleast now I have a surgically accurate explination for this current problem. When coming off the 623D I sometimes whff teh dash, thats cool i suck no big deal. But for whatever reason i do not get the timing between the dash and the 3C, thats what makes the Houtenjin easy to pull off after the 3C. If your spacing is screwed between the 66, 3C then theres no houtenjin and your burning bar for no reason. Its all a spacing issue but I cannot for the life of me regulate it. And to date nothing has really quelled this problem. It seems the more I try the more resistance im met with 6653C inputs have helped slightly but only in delaying my input on purpose so i have to do that lightning fast. I dont mean to make terribly long questions or complaints but im at witts end after 2 hours of this and only having 3 houtenjins connect (one of which i got angry and buffered from 3c as a 720B and it worked).
  5. From what I've noticed after an RC the recovery time for anything is less. So from the 4D~A to the next 4D making contact is probably just inside recovery time. Id stick to the first one just to make it easier to deal with in a match. Keep in mind i dont eat and sleep frame data so it could be technically possible, if so its probaby really tight.
  6. Confirmed. Hazama in corner 5B, 3C, 214D~C, 5C, 2C, 623D, 2B, 5C, 2C, 4D~D, j.214# works out results in 3344 damage (yes the timing is very tight. It will be just before they can tech on the ground) you can add a 4D~A, in between the 2C and 623D to make sure. This variant works better if they are far away when you hit 5B and does 3453 damage. Enjoy!
  7. Yeah i gotta agree the 3C, 236236B is a lot easier in transition for extremely similar damage. I suppose a lot of Hazama combos are going to be very similar in build. An interesting fact on the 214D~A Houtenjin combo is that the aireal end of that combo is MASSIVELY unstable (i didn't realize this till just before editing my previous post) and I believe its due to the placement of the D hits toward the end being awkward. Ive also been expiermenting with really strange Rapic Cancel combos but I know better than to post combos that require half bar for less damage than my previousl posted combos.
  8. I can't thank you guys enough for the assistance, that whole insert dash here thing has blown my mind. And Ari, it was an execution problem, i was doing Houtenjin far FAR to fast and it wound up being like 23628268 or something. Way to excited, Took me a few hours but I've chocked it back to a useable speed. And as thanks for this guys i come bearing gifts. More specifically Tested against carl combos. All three are good to use and work. Spent a few hours dicking around with that insert dash idea and remembering i sucked at hitting carl with Jayoku... the results are as follows. I am uncertian if the (~) notationis correct but its essentially what i understand to mean "wait for 2nd stage attack" 66, 5B, 3C, 214D~A, 236236B, 214D~(~)C, 5C, 2C, 4D~D, j.214B# 4100+ crossup j2C, 3C, 214D~A, 236236B, 214D~(~)C, 5C, 2C, 4D~D, j.214B# 3382~ BC, 6D~A, 6623D, 66, 3C, 236236B, (adjust) 214D~C, 5C, 2C, 4D~D, j.214B# 4885 Oops. Had aproblem with combo two, its fixed now. And the other is fixed... 66B confusion to 66, 5B.
  9. I love you guys. Seriously, Thank you. Thank you a LOT.
  10. Once again ive run into trouble. Big surprise. BC, 6D~A, 623D, 66, 3C, Houtenjin. Ive dropped the second 6D~A for practice because it doesn't work on some characters and the spacing between the one i do and 623D actually gives me a better spacing, i think. But now for whatever reason im having trouble getting Houtenjin off / to connect after 3C, I pose the question guys what am I doing wrong? I can't post vids for critique or I would. Any advice that isn't "it doesnt' work on them" is helpful becuase i get it to connect occasionally. so i know its possible. I just have no clue what im doing wrong or where my going wrong starts. [quick edit] Crap i just realized my problem is far more prevelant when im on the left... well i guess that solves that. Anyone else running into this issue as well then? If so what did you do to fix it? For clairty i dont do obvious mistakes like 236C or D, its seriously looking like an input problem but i dont know a way of doing it faster than i am.
  11. I don't think this has been posted before but I feel any Hazama player should take note. In any combo which requires 6D~A, 623D, 66, 3C > whatever if the 6D~A can only be done once on said character, put a slight delay in between the 6D~A and 623D, it should still snag most but leave them higher and give you more time for the 66, 3C follow up. This should also increase the chances of landing a Houtenjin if desired into more damage.
  12. I've run into lag on even the occasionally rare 3 connection. But its very slight then. Im a little sensative to lag in the first place becuase I tend to play things really close, so sometimes fluxuations during the match throw me off as well. Anything ive thrown out after 6D~D has to be retimed in my case and I have had hell getting out of pressure becuase IB'ing online right now is a serious pain.
  13. I think i may actually cry manly tears over this one. *Hangs head in sadness* Bangmoo im right there with you.
  14. I apologise in advance if this is already old news. Awkward Rachel only (as far as i know 100% bar / No nails for 5199 damage. Fairly simple but fast execution) 6B, RC. j.D, 2B, 623B, 2363214C *note* works on tager without the D after the cancel for 49** damage. Naturally id assume (but have not tested) anything of the standard 2B pickup works. 6C, into air combo does work on Rachel not tested on tager or the other cast members as of yet. [Edit sorry about the confusion]
  15. By that logic however bang is terrifying.
  16. Might as well throw it out there... Maker L106 (the o is a zero) Got a bit of online under mybelt but dont expect anything to good.
  17. HA! ok, thanks bro. Just got the d.5B to connect. Not often, but its coming. Far better than I was doing a few days ago. I do have a stick actually but this is my 2nd 2D fighter to play using it. Still building that sense of what im doing when im doing. Also the 2nd 2D fighter I've taken any kind of seriously. Also interesting combo note if your not afriad to waste the 50% bar on it, RCing after the seventh hit during 2363214C can give you an air throw if your really fast. I got this by holding 9 for about a second then putting in the rest of the motion very quickly. It takes some timing but im confident better players than myself would be able to do this with regularity. Edit: the throw after the RC was meant as Bangs air command throw 623C.
  18. Of all the combos to have trouble with. [5A/2A/j.C/j.4C],5B,2B,623B, d.5B,2B, sj.A,B,C, optional A-shuriken [midscreen only] Where i run into problems is right here ,623B, d.5B,2B, Im confident i could put the entire thing together if i could get that dash in after the 623B. Its not just something i couldn't do at first try either. I've been working on this for a while and its just not coming out. I need to know is it just me, or is there something im missing in this arrangement that is throwing people off? That being said the screen orientation isn't it as ive been working in training mode over and over spacing things perfeclty (or trying to)
  19. As a Rachel player (all be it i still consider myself only barely decent) I am actually considering tumping Hakumen down to a second and rachel for bang as a main. The cahracter has some issues were all aware of for the most part but i actually like the challenge of playing him. That being said id lump him in with Rachel for difficulty of learning. he may not have a totally abstract drive, but Bang is a very toolish character that you dont see to often. He takes every match differently and for hte most part has the tools to do so. Rachel on the other hand tries to fight each match the same. Think of it as two ends of the same spectrum. One based on a rock solid game, the other based on a fluidity of mind. Edit: What i think the idea of these are is for new players to take a quick look at, and find if they've found a character to start with that is easy to use. Or atleast to knwo what level of frusturation and practice they need to get up to decent levels of play. Or atleast thats what i assumed.
  20. Got one not on the main page damage is a measly 2926 for far to many matagama but if its what you need to finish off the match it works. (5) 4BC throw, 623A,A, SJ, 214C I suspect a better haku player than i can make this combo better or worth while. It should be noted i can snag a C after the SJ with little effort, however, i have yet to combo that into the 214C after the fact. I have gotten a 214B to connect but its less damage than if you went for the basic combo listed.
  21. you just have to be concious of the fact the superjump is what makes the combo. I played a little hakumen practice to get good at tossing super jumps in with combos and the like but i cant promise that would help.
  22. ^^ all depends on how you map your controls if you dont care about arcade settings (RT on stick Taunt anyone?) Im maining Rachel and 2nding Hakumen. Explination: Rachel was a dooming word for me wheni first saw her, "Well I wonder how this character plays." I didn't watch any vids or anything until I had the game in my hands and tried her out for myself. After that every other character sieced to be capible so I just let that run away with me. After I got a good hold on how the game functioned (differences from GG and the like) I tried Hakumen for a 2nd ro 3rd time, Once I calmed down I realized the man hits like a freight train and has one of the better drives in the game. Oh and lets not forget retarded ammounts of damage in combos that are essentially 3 hits. Yes. Sighn me up for those two.
  23. Vs a friend (we both suck) we managed to see this game as a very open ended chess match. Everything has a place to go but nothing will survive long if you dont realize what IS going on in front of you. The entire game is zoning both for Litchi and Rachel, the difference to us seems to be the range at which this occurs. Litchi uses the Pole to keep rachel close, Rachel tries to push away by any means necessary and retaliate once there. Sorry if its, in accurate i only have so much time on Rachel.
  24. I would like to sincerely thank you for your Hakumen Everything Guide. I loved the design of the character and thanks to this guide you have turned him into something that was previously unplayable to me to clawing his way to my 3rd or more likely my second character behind Rachel. Because it bears saying agian. Thank you.

×
×
  • Create New...