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Everything posted by Klaige
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They need to be fairly high off the ground when you use 623d for it to connect, otherwise they will have time to tech roll. Also this is a link and not a cancel, so basically you want your input for the super to be ending the moment the recovery on 623d ends. You have to do the command a lot later than you think, otherwise nothing comes out, i found this to be easier when i slow down the super command a bit, but your mileage may vary.
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you can cancel into 623D anytime ouroboros hits, on hit or block, no delay needed. You may want to delay it for spacing purposes if you are planning to try and combo into a 3c xx jayoku or something however.
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I'll be mulling about once i get back from out of town this afternoon. Xbox live Account name: Klaige Revant, West Des Moines, Iowa
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I am sad I won't get to hang out with drunk moroha this year. Drink a few extra for me fucker!
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When I was talking about Level 1 and level two mixups, they are also often called 1st, 2nd, etc generation mixups. Basically mixups that result from other mixups in a string or sequence of attacks go in generations. For example From 5B you can either go Low, High, or do a throw. These 3 mixup options are the 1st level (or first generation) that hazama has. If blocking 5B and the subsequent high or low mixup were to lead to another mixup, that mixup would become the 2nd generation mixup. In Hazama's case he really lacks this sort of thing. he can create a frame trap, or repeat the same mixup, but it doesn't actually lead to another different mixup as a result. Having only 1st generation mixups is a sign of a character that doesn't use mixup as their primary strength, just as I mentioned earlier, Hazama has mixups but he uses the ones he does have in conjunction with his hit and run, his range, and his punishment ability to be a solid character. A character like Millia from Guilty Gear is a prime example of a chacter with 2nd and 3rd gen mixups. When she knocks you down and puts a disc on you, you are almost always forced to block not one, but two or more different mixups or guesses. Blocking the disc, then blocking an overhead, but her having advantage to throw another overhead, a crossup, or a throw creates the 2nd gen mixup. It's not terribly important to know, and i probably over-complicated things by bringing it up, but since a couple people asked I felt compelled to give an explanation.
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Yea using 214D as "mixup" is a lot like using Fuujin follow ups with Anji in guilty gear as "mixup". It is a guessing game, but it's not a guessing game in your favor as only 214D-A is safe on block, and all 3 are beatable on reaction. That's not to say you should never attempt a blatant guessing game mixup now and again, because it keeps your opponent honest, but it's a very very weak mixup compared to the 5B strings I posted earlier. Hazama has just enough mixup to keep pressure going and try to keep momentum, but he lacks the level 2 mixups to make it the strong-point of his gameplay. Throw and command throw offer just enough damage to keep people honest, and with a character who can play hit and run and who can punish with meter as well as Hazama can, that should be enough. Basically, don't rack your brain too much on perfecting hazama's mixup, work on using every tool his has to be a threat, because he needs almost all of them to be used effectively.
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I agree his mixups are definitely not strong, but 214D-A is a pretty useful quick overhead. It also combos on any crouching hit, even if it's not a charge (214D-A, 2A (5B or 2B depending on distance) 3C, into the rest. 5B into 214D-A is a sound level 1 mixup. If you've conditioned a player at all, they will know that swinging after a blocked 5B is a big risk. This allows you to go into a series of basic level one mixups I.E. 5B, 214D-A 5B, dash 2A, 5B, into another level 1 mixup 5B, 6A 5B, 2B, 6A 5B, 2B, 214D-A 5B, 3C Etc. They aren't incredibly hard to block or stop, but they exist, and sometimes that's enough. Especially when you start adding in a 2nd layer by using command grab amongst these strings. No one's going to confuse Hazama with a Millia or Testament for mixup, but to not utilize the one's he has is basically giving your opponent no reason to ever fear pressure, and Hazama can do damage with proper pressure. Just my 2 cents. Which usually ends up being worth 0.75 cents.
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The ease goes away quickly when you pick up early bad habits by constantly relying on autoguard and HS fuujin and realize even shitty players can punish it really easy. Combo and gameplay wise, yes he's probably one of the easier characters, but to beat anyone who's not a scrub the difficulty ramps up quickly.
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It's interesting watching Ertai play Hazama. If for no other reason than it's a really intriguing character choice for someone who invented a lot of X, and XX Venom's tactics.
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It's not very easy to punish. If you're up in her face when you block it and you know the staff will land behind you, you should be able to 2A it pretty easily. Keep in mind that if you block the falling part of the staff, she's safe, there isn't shit you can do at that point. IB Jayoku is probably the best bet, but it's not going to be easy to do on reaction.
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What the flying fuck, even in goddamn vegas where the hotel doesn't want you even sniffing your room for the entire duration of your stay it was easy to get setups going. I think it's time for Larry and crew to find a new hotel, that's fucking retarded.
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No it can be done on everyone, just for some characters the spacing and timing is close to Just-frame levels.
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Yea something i've just started to realize is the longer it takes the opponent to hit the ground, the more time you have to follow up a 623D. The closer they are to the ground/wall the less likely you are to be able to follow up. For example if you are back against the corner as far as possible, and hit someone with a basic juggle into 623D, you won't recover in time to combo after wards. But if you are a 4 or 5 character lengths away from the corner, you'll have practically all day to relaunch with a 2B or 5C.
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He's saying it as if the 2A is blocked. Those are mixup strings. I.e. you make them block a meaty 2A then guess between 6A or 6B. if the 6A/B connects, then combo to Jayoku.
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6C is probably the normal i'm having the hardest time figuring out how to use properly. I get all the concepts it can do with spacing and catching mashers, but most of the time the only time i get it out is when i fuck up a combo. I definitely need to play with it more,.
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There are a few places that post like that to Nico. Most places cut the frame-rate down to save on bandwidth, but any vids that go straight to Nico don't really have to worry about that issue. Also keep in mind that certain times of the day or night Nico runs in an economy mode that actually cuts down framerates on vids.
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6K works too.
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It is painful to see how fucking mindless taokaka is in this game, what a piss poor design job for CS.
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Well i've seen you post and you certainly haven't ever done anything deserving of an I.P. ban. However are you sure it's dustloop's side and not something your workplace has done? Just an idea, hope it's resolved soon.
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I can confirm it's possible on Noel but insanely tight, probably better off sticking with 3.
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So I've toyed around with what I posted a few pages back about using an early wiff j.2c on a chain follow to land and continue the combo when you hit with j.5d. Seems like it could really add a nice bit of damage to something that doesn't offer a lot of it with the most common follow-ups. That being said spacing is really really specific and the timing of wiffing j.2c is pretty quick and kinda awkward to get at first. In the end it might just be combo video fodder, but i want to see what I can really get out of it, unfortuantely it's hard to set up specifics without a training mode.