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MisterBadguy

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Everything posted by MisterBadguy

  1. His drive is translated to something like ourobourosu, so the j.B bit probably refers to kick super or 214DC. Thats my guess anyways. EDIT: At second glace it's air-combo-patsu. So whatever patsu means... possibly a theoretical method of relaunching?
  2. GREAT! My BBCS online career is gonna start with Hazama mirrors. Basic move properties would be a godsend at this point, so the help's appriciated Miso.
  3. Please feel free to double check. I won't be offended. Crimson already found one goof :x
  4. Right that would make more sence. Forgive me, it's a lot of moonspeak to go through :p Fixed.
  5. Last bit, triple post ftw. http://www.youtube.com/watch?v=vUEH93Z2VQg http://www.youtube.com/watch?v=skkDiHfpZoU http://www.youtube.com/watch?v=mibIuCeQook Some vids of Hazama NOT getting super-murdered. OMG!
  6. 236C: Short range command throw. Staggers when it connects allowing a 5B combo, but prorates poorly. 623D: Hazama strikes upward with his chain. On hit, slams the opponent to the other side. Air unblockable. During the loketests, this went into loop combos. Looks like you can only relaunch from it now if you dump them in the corner with it. aerial 214B A heel drop. Staple combo ender. Appears to be a mid, but does a point of guard primer damage. Causes knockdown(?). 236236B: Instant upward kick. Invincible start up. Does a point of Guard Primer. Is possible to dash>5C after hit. Apparently prorates very well. 632146C: Creates a homing portal on the ground during start up much like Dizzy's Necro super. Fast. It is, however, very blockable. Does around 2300. May be comboed from in the corner, but it's difficult? And I'm spent.
  7. 236D: Hazama emits a black energy wave directly in front of him. Good reach and somewhat Invincible(?) but gives disadvantage on block. Removes a point of guard primer (?). Blows the opponent away on CH. Not being used for much at the moment. It's being likened to Ragna's old Dead Spike right now (in terms of usability). 214D: Hazama enters a stance that is canceled by other inputs. It is unconfirmed, but believed that holding the stance longer increases the tech time of follow ups. Puts Hazama in a counter hit state. >A: Heel drop. Lower body invincible (?). Combos into 2A. >B Seems to be the flash kick. Hard to combo from without RCs. May not be invincible. Still used as anti-air. It's counter bait due to a slow recovery. >C: A slow low attack that removes one point of guard primer. Seems to be mostly safe on block. Can combo to 5C on hit. Combos from 3C. >D Cancels the stance. Takes long enough to recover that Mist Canceling isn't possible More soon.
  8. :|: well don't I feel silly now. Haven't found any match up data, but special move properties shouldn't be hard to dig up. I'll see what I can do.
  9. Yeah, yeah, I know, but still... A little further reading leads me to believe you MAY need to dash after a landed kick super to connect further hits. Looks pretty tight to me. ASTRAL!!!: Thousand Souls:1632143D or 6321463214D (apparently you can do either) . Raging Storm OR double hcb to kill someone
  10. Epic vid is epic. I just read no one has been able to combo off of flash kick, even on CH:gonk:. I'm sure this is old news, but it made me a sad panda. And I'm sure I've seen vids of him just throwing the chain up in midair and swinging at some point?
  11. I'm just writin' what I read man. And that combo sounds über-sexy.
  12. My shot at interpreting the rest. Anti-air 214DA>2A>5B~(ender) 236236B>2C>[4DA>4DD>j.B>j.C×N JC j.C×N>214B] (unconfirmed) or [623D>632146C] (I've been informed that option 2 does over 5500 damage O.o ) Any drive on both hits or CH >C derivation >j.B>ground combo (against grouded opponent)
  13. K, fixing for easy copy/paste.
  14. Corner 5B/5C>3C>214DC>5C>2C>623D>2B>2C>j.C×N JC j.C×N>214B Throws 6B+C>6DD>j.B>j.C×N JC j.C×N>214B or 6D>623D (2400 damage) 4B+C>5DD>j.B>5C>[(4D) >623D] or [(4DD) >j.B>j.C×N JC j.C×N>214B] 4B+C>(5D)>632146C The same as 236C>5B>3C~ (I have no clue, supposed to be a throw combo?
  15. Takin a crack at it. These are from said wiki, just reformated to our notation. From 5B/5C 5B/5C>3C>214DC>5C>2C>[623D] or [j.B>j.C×N JC j.C×N>214B] 5B/5C>3C>214DC>2C>j.C×N>2C>(4DA)>[4D>623D] or [4DD>j.B>j.C×N JC j.C×N>214B] 5B/5C>3C>214DD> dash 2B>2C>j.C×N JC j.C×N>214B 5B/5C>3C>214DC>2C>j.C×N>2C> (4DA) >623D>632146C 5B/5C>3C>236236B>2C>4DA>4DD>j.B>j.C×N JC j.C×N>214B (unconfirmed) 5B/5C>3C>236236B>623D>632146C Note:It seems that average bnb damage with meter is around 2100~3000, exceeding 4000 with 100 heat. EDIT: j.CxN nonsence fixed.
  16. Nice find. In particular the 6c>j.c>Baden stuff. Looks like I have a new project for later this week. And a transcript would be very nice. Anyone?
  17. Well, if it's a Hakumen player thing, I won't steal it. Expect to see a "Weeaboo said Unlimited Rachel" av in the near future though.

  18. Well, I mean it. If I'm ever in Cali, I'll buy you a drink. How's it feel to have the scariest avatar in BB general?

  19. Oh... that makes sence *feels slightly silly*. Thank you.
  20. Sorry if this was covered earlier. Having problems with ...3c,5d(dc)6a,5d,22c on Jin. It just seems like half the time the 6a just bounces him too high for the second 5d to connect. I don't have this problem with other characters I've tested it on.
  21. Song is cash my friend. :) And I pick Black Onslaught sometimes.

  22. The Jin match is one of Rachel's worst IMO. You are at a disadvantage while neutral, especially if he's got meter. It's a match you have to play very carefully and spend a lot of time turtling. I.e. I can't stand it T_T But I can show you a few more things sometime. No problem! :D

  23. If your Rachel's F-teir, what's that make mine? :(

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