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FlyingVe

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Everything posted by FlyingVe

  1. An execution note on the 6DxN. I have found that hitting with multiple 6D's is much easier if you A cancel them the instant the chain connects. It seems obvious, but even the slightest delay in retracting your chain can give them time to tech out.
  2. I guess I just read the list differently I have been calling Ragna S- and Hakumen through Hazama A, Arakune through Tager B, and Rachel C. Whatever, the important things are that he's -5 overall, and none of his matches are catastrophically bad. Though his BnB involves a lot of Mash C, in many cases getting the C mash to connect can be tricky. In addition, his FC punishes require some tight timing, and often times you will need do dash after 214D~C to connect on midget character. This combined with him movement restrictions/talents make him a difficult character to play by BB standards.
  3. Dang, I was looking for a way to maximize damage from my AA. I usually do 6A>5D(1)>GH>5B>D.ID for 2.5k.
  4. Could you link the 5C if the 6A was done as an Anti-Air? As in 6A(AA)>5D(1)>GH>5C>air loop?
  5. 5B can be mashed like Axis said, but you do need to do the 5B as soon as possible or it will likely blue beat. I think the combo you're referring to is 5B>6A>5C>5D(1)>GH>followup>5B>D.ID. If you can link the 5C after the GH the timing is really strict. In fact, anytime you use 5C as a link on an arial opponent the timing will be very harsh.
  6. I wouldn't worry abut him being overused. He's really hard to wrap your head around, and requires some pretty tight execution (by BB standards) to play well. A lot of people will talk about playing him, only to get frustrated when they actually get the chance.
  7. Hazama's chains count as both a striking attack and a projectile, just like Noel's guns and Jin's Ice. This means that they can be cut and sledged, and will also wiff against moves like Carnage scissors. As far as attack properties go, it just kinda sucks. I read something somewhere about the chains being a striking attack up close, and projectile at a distance, but I do not believe this is the case. Hazama is at the bottom of the A tier, at -5 overall. His capacity to do weird stuff, and his tools, make all of his match-ups very winnable.
  8. I think the reason some people say 2 hits is because if you do jB as a cross up, the move will turn itself around after becoming active, and bop them in the back of the head. This is cause by the aforementioned disjointed hit frames.
  9. HaHa! Resolve destroyed! About Reach. All those abilities are pretty sweet, though I think you have to choose which one you get. I'm most looking forward to the death of the battle rifle. The DMR takes actual skill, so I sense less abuse. The grenade launcher looks awesome, as does that new invasion mode.

  10. Oh crap, I forgot about that beta. Thats only a week away! Well, I wasn't planning on getting good at SF anyways, just thought it might click for me eventually. Invitation still stands if you want to play BB, and I'll see you on the reach beta.

  11. Well, i bought SSF4 I'll probably be on tonight, so if you want to have a SF scrub-off, or do some BB player matches hit me up. I need practice with the Hakumen matchup.

  12. I here you on the air blocking thing. :vbang: In SF4 (again I suck) i tried to learn Viper. I got some of her stuff down, but every time I went online to learn how to actually play, I got crushed by someone good. In the new one they have a ranking system so, I can find fellow scrubs. I was thinking about picking up Juri in the new one. Her combo's are simple (by C.Viper standards) and I like her style. Hakan looks interesting too, but the amount of fireballs in SF scares me.

  13. ~~~~~BALETED~~~~~

  14. Yeah Tager was my original main, I get lots of wins from people thinking I'm just sand bagging. I hadn't played you in forever and forgot how much you loved those counters, that last round I think you caught every one of my pokes. I guess I just need more practice in the hakumen matchup. I was a little miffed because I just got crushed by a teleport spamming nu. That shit nigh un-punishable online (as far as I know), and I always get irritated when I lose to high tier players who just lean on their character's brokenness like a crutch. Anyways, we should play again sometime. I'll learn to bait those counters eventually. And if you'd be willing to help a Street Fighter scrub (me) in SSF4 I'd be grateful.

  15. You can also, dodge the spark bolt with D~B. It's a bit situational but it's easy and very cool. But when Tager has spark bolt you just have to stop being reckless with your chains. Tager still has a really hard time approaching you, so focus on poking him from above the balls range (hj6D) and stuffing any attempt to get in on you. If you can get him to fire the ball while you're blocking it's still a win for you. Also, 214D~B is really good in this matchup, as far as I know all Tager can do to punish is 5C (into nothing) or spark ball (you can tell when that's ready).
  16. It's really no different than pressuring DP characters in any other game. On wake up you have to decide wether to poke of bait. Same with Tager, if he's gonna grab jump at the last minute and tag him, do the opposite for collider. Also, IAD backwards jB will still tag tager on wakeup. EDIT: I re-read your post. It's important to note that after hitting someone with j214B the enemy won't be able to tech for a bit after you hit the ground. it's not long but it's plenty of time to get out of the way of Tager's 360 and DP's. If the opponent throws a move like that, it's a guess so you can guess right and punish hard. Because of Hazama's huge punish damage, a lot of players wont bother DPing, especially since his pressure is so bad.
  17. I'm assuming you mean midscreen. The problem with those options midscreen is that if the opponent blocks them that's it, there are no remotely safe follow ups. You better off throwing 2A to catch techs through you and jumps outs, 2A it force neutral techs to block, or j6D/dash3C/IAD 2C/IAD 5B, to tag (not hit) a person rolling away. In my opinion, the goal of Hazama's Oki game is to get the opponent into the corner, where 2A becomes a magical oki attack. You can do it on reaction and it will catch rolls and jump outs, plus force them to block if they neutral tech.
  18. ^^ I can verify this. I'm not sure if more hits makes the timing any stricter though.
  19. While a combo thread might not be necessary (I still think it would be a good idea) the guide should be updated. Hazama's two most common BnB's: 2A>5B>3C>214D~C>(dash)5C>2C>4D~D>214B# -and- 5B>3C>214D~C>(dash)5C>(JC)jCx5>(land)2C>4D~D>214B# Do not appear in the guide and there are no Jayoku FC punish combo's (arguably the most important part of Hazama's gameplay). At the very least updating the guide would help newbies learn the character and eliminate people asking questions about combo's that already been discovered/figured out.
  20. Technically it's 4-6, though I can't possibly figure out why. Ragna's totally helpless against a competent arakune (skye definitely counts as competent). My thought's on the match: 1) Use ID more. I know ID can get you killed against arakune, but it's one of the few things in your favor in this matchup. If you see him trying to spit a cloud D.ID, see the jB, c.ID (I know it clashes sometimes but it's all you got). Also, when you do ID>(RC)>(falling)jC; dash in and continue pressure, don't back off. 2) Work on your mix-up. I saw almost no frame traps or overheads or throw shenanigans, meaning Sky just had to block low and wait it out. 3) About bursting. Bursting early is usually bad, but sometimes it's necessary against arakune so you don't wind up just getting cursed over and over again. Other ways to get out of curse include counter assaults, and grabs. Seriously, pink grab him, he'll break it (maybe) but curse is guaranteed to be over. On another note, axis is really good at getting around that bell-bug, that sucker gets me way too much.
  21. Back at ya. I need a lot of help on he Taokaka match-up too, I got mangled by TaokakaEdge after I fought you. My only thoughts on the actual match was don't mash on wake up. You don't have a DP so you can bet I'm gonna pressure your after a knockdown. GGs, and feel free to send me a message if you ever want to do some player matches.

  22. What about off of the CH TK j214B? I know that generates one heck of a floor bounce and you can definitely link the 214D~C. If so how much damage (cause I know j214B doesn't prorate well)? I'm thinking it might be a decent meter-less DP/Super punish, flashy too.
  23. So it's the airborne part that allows you to get under then. I smell some funny punishes: 236D(wallbounce)/CH 2147B>214D~C>665B>2C>623D>2B>5C>#214B should be some pretty hardcore damage, if it works. On a slightly unrelated note. Would a dedicated combo thread be a good idea, a lot of the discussion here is about what combos can and can't be done, plus the combos in the guide are a bit outdated. I'd be happy to put it together.
  24. Question about that. Whenever I see the japanese players to the corner cross-up, it's always after JAYOKU HOTENJIN, and they always do 5B after the dash. Can the cross-up be done in other combos where you have to opponent cornered, or just after the super? Also, do you have to use 5B, because 5C would do more damage?
  25. The first one I got lucky, the second, well, I was just really on point today. Look forward to our next match, it will be an epic troll off, 720 vs 720, Claw vs Claw.

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