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Redefinition

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Everything posted by Redefinition

  1. http://www.dustloop.com/forums/showthread.php?3217-GG-AC-Official-Tier-List-Thread&p=156709&viewfull=1#post156709 You can probably write up general descriptions of characters using the information provided here.
  2. Honestly, the only thing that's remotely difficult for Hazama is the timing for the 5C 2C 6D>A 4D>A j.8D>A 623D, j.6D part of his big dayumage combo. Nothing else is much of an execution problem for him, and the only reason that particular part of his combo is difficult is because what time you delay which attack/what direction you jump/how close you need to be for the 5C/whether you have one or two hits of 5C is very character specific (and fucking picky sometimes, like in Bang's case).
  3. Ah right, awesome. Thanks. Hazama still looks pretty badass in CS2, despite everyone freaking out about changes too early. This is incorrect in Wuku's quote in the first post, you can combo into 214DA after 3C normal hit.
  4. Awesome compilation of info. Does 5C hit everyone OTG after a 6C now, instead of just fatties? I don't see any combos using 2B to pick them up, but I must have missed that change somewhere.
  5. Something that helps quite a bit: During a blockstring that you're using normal guard for, you can let go of guard once you guard the last attack, then tap and hold back before the next attack. This way, if you instant block, great! Punish with whatever you can/want. If you don't get the instant block, you'll get a normal block instead.
  6. Ah, awesome man. Didn't think about using the j.S/D on other characters. Thanks! Off to practice that shit.
  7. Another amazingly damaging combo that works on a few characters (I've done it on Faust and had partial success with Pot. I believe I've seen a variation done on May, too) would be c.S(3)>6P>6H>[2]8S>6H>Pball>6H>623K>j.H>6H>Sball>f.S>623D The only hard part of this combo would be the j.H. If you can hit the character and the ball at the same time, this will usually work just fine. If it doesn't, try dashing after the carcass ride.
  8. ^Sig'd for truth.
  9. Far more useful than 6B in CS1, at least. 6C gave some foot invuln, and had SOME use. Just not a whole lot. Don't know what to think about new combos. :/
  10. Fuck. Looks like I'm not going to be able to make it to Epic. Sorry guys :/
  11. Just wanted to double check if you got my PM, since I'm not 100% sure it sent. If not, I'll just send my information again.

  12. Completely unrelated and offtopic, but this made me laugh hard. Thank you, Jais.
  13. I would, but I don't want to get Tageraped again. :P No but seriously, I'm short on money as it is, otherwise I'd take a detour into Battleground for you. As it is, I'm coming up an hour from Salem to go. :/
  14. Doesn't (5C 2C j.214B)x2 also work on Rachel and Haku on FC?
  15. I'd love to see j.214B become an overhead. I mean, for christ's sake, even if it wouldn't be as good as 6A or 214D~A. :|
  16. All combos (including combos into Astral) are posted here. But if you want a short answer, back throw into a corner combo into Astral Heat, any close-ish range 3C combos into astral, and there are certain situations where 623D can combo into astral (namely, when you do it at a proper distance, and you're in the corner, so they're close to you). EDIT: Derp, I'm too slow. Also, can anyone confirm if forward throw into corner combos into astral? My 360 broke down a few weeks ago, so I haven't been able to test.
  17. ^ Truth. Not as reliable as something like Jayoku, but a really horrifically damaging (especially the 720) option. Tager's playstyle is really even more defensive than Hazama's, tbh.
  18. Yeah, and IB > Jayoku is one of the better reversals in the game. You get them with an FC Jayoku and you can easily do 5k, 7-8k with 100% meter. Honestly, Hakumen, Hazama and to an extent Tager and Ragna have at least one quite good option in terms of reversals and being defensive. EDIT: Sorry, I misread what you added to the thread after your OP. In terms of the MOST options, Bang and Hakumen probably come out on top for amount and usefulness of defensive options. Hakumen, Bang and Hazama are probably the best for dealing damage OFF of those options.
  19. Gamertag: RedefinitionVE Oregon
  20. What qwerty said. Generally, the only reason people get an 8-button stick is to use some features outside of actually playing a match. I haven't met someone who uses the extra two buttons in an actual match, but I sometimes like having them, just so I can use record/playback, or whatever.
  21. Holy shit, Teyah, thanks so much for all the videos. I'll be downloading them in a day or two.
  22. I might be wrong on this but I believe I see many hazama players do 2C(ch) 4D->A 4D->D (j.C)xn etc. etc. Although I wonder if there are better options than that.
  23. I read what he said, it just seemed odd that all the 2 numbers were gone and they might have just been left out on accident, bro. I probably made that comment a little hastily, sorry. Also out of curiosity (and this relates to why I was asking), does anyone know which of these is the more damaging? 5B 3C 214D>C 5C (j.C)xn (land) 2C 4D>D (j.C)xn (dj.C)xn j.214B or 5B 3C 214D>C 2C (j.C)xn (land) 2C 4D>D (j.C)xn (dj.C)xn j.214B Edited to not be lazy and post the whole combos.
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