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ZhePrime

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Everything posted by ZhePrime

  1. OK, I thought it had some uses apart from the stuff I mentioned, but you can't really tell in pro jap match vids since they never do it. How easy is it to punish random, say Jin's ice swords, with Mizuchi? I'm guessing pretty easy since it has 7 frames of invincibility and it's active during the invincibility?
  2. Does Mizuchi Rekkazan have any other practical use other than getting thrown in for some extra damage in a few combos (mainly after Jakou [623D])? Like can it be used as a punish or something?
  3. Exactly, you have to take into account your opponent's hitbox as well. Don't think so, just check http://www.youtube.com/watch?v=JztI3CPkA64#t=1m12s I doubt he dashes in after a IB and then does a Jayoku.
  4. Hazama moves forward a bit as well, as you can see for example here: http://www.youtube.com/watch?v=JztI3CPkA64#t=0m40s
  5. Sledge>followup deals more damage, but sure if you want magnetism then you go for a D finisher. It's a matter of preference. Sledge>followup also opens up RC continuation, with spark you could follow it up with [...6C, spark, 2C, heat] for some meaty damage. There is not really a right or wrong way, you do what works best for you.
  6. You can dish out a lot of extra damage, if you have 100% Heat and you're in the corner you can deal around 8k damage on your opponent with 2 Jayoku Houtenjin's (his kick super).
  7. Can't be done in the corner, though. Variant that does around 80 less dmg than SolBadass's combo but magnetizes and has longer reach than 6A, but can't be done in the corner: CH [5D, SledgeB, 5C, 6A, heat, SledgeB, followup] Need to be somewhat close (i.e. use this when in the corner and use rei-Scarred's when you're not), 4800dmg something: CH [6C, j.2C, 2B, 2C, heat, SledgeB, followup]
  8. lol yeah I know what you mean, with characters like Tager you can't "cheat" either by pressing 1C since if they cross you up you get 3C instead. That's also why I liked using 6A as an AA more over 2C (in addition to the C moves having long recovery), not as easy to mess up on the input Well, a lot of stuff really. The loop is good since it deals good damage for a few amount of magatamas, it's cost effective. But when you're sitting on 6-8 stars (magatamas) there's really no need to save up on those magatamas. Been a while since I last played Hakumen, but I can look over my old combo papers and see if I find something useful. ¤ At 0:50 I prefer going for the loop with f.j.C or a more damaging option including Zantetsu if you had the stars off the same move over f.j.B, but use whatever works best for you. ¤ At 0:59 a 6C is a good AA if Tager tries to j.D you, since if you can catch him you can follow it up with a Shippu for some lazy damage. Just be careful if you use it as an AA in other situations, make sure he doesn't land too close to you if he blocks it. ¤ At 1:01 you had 5 stars, which means you could've thrown in [5D, 5C, 214B(1hit), Zantetsu, 3C/5C] for around 5600 dmg (if you think he's gonna try to roll out of the corner, throw out a 5C afterwards). Really easy, really damaging. ¤ At 1:15 here you can tell it's a match played just for fun, since there is no need to do something so risky to be flashy. Tager has no real safe approach vs Hakumen (even if you're magnetized), if you want to keep him away then he's not getting in. So it's best to just block spark. And contrary to what some Hakumen think, I personally think that Hakumens IAD "sucks" and should be used sparingly, i.e. only do it when you know it's safe. It is such a risky move against almost everyone, it ranges from a free collider for Tager to eating swords from Nu. Can comment some more later.
  9. Nice match, though I noticed that the Hakumen player slipped up a couple of times, like doing going for the j2C loop when he could've done much more damaging combos with his magatamas, using only 2C as AA and i.m.o. IAD too much. You however liked having him magnetised but you didn't really do much with it (either by pulling him in or going for more damaging combos) which I found a bit wierd.
  10. Strange that MTW goes through it, but not voltic. Maybe it counts as a grab?
  11. Never get caught in it, I always have enough time to jump away. But what are its properties? Why does MTW work? Is it because of the guard or...? Maybe try out voltic charge in practice.
  12. Some quick thoughts: ¤ At 0:47 you got too eager and wasted a spark when bugs were around you. Save it for combos or when you see an opening, you don't want to waste spark in this (or well any) matchup. ¤ At 1:00 you shouldn't have collidered him out of the corner (unless you have spark) since you want him in the corner and you can't combo after it without spark. After the 6C try doing a j.2C, or if you want magnetism 5D. ¤ At 1:48 I don't know what happened exactly, did you simply press 2 to crouch? If so, try and get used to pressing 1 every time you crouch to block. ¤ At 1:53 it looks like you got hit by a bug because you didn't barrier. When you're in the air and you're cursed, always barrier unless you think you can IB. Other than that it's basically just learning the matchup, but that's the easy part... right? Nevertheless you won, so gratz.
  13. Thanks for the friendly sparring offer, I'll make sure to add you later.

  14. Pretty much no one that has tried it likes it. Some of my friends tried it last year in a japanese arcade and they did not care for it, they said it was basically a poor mans Soul Calibur. Apparentely the gameplay is a bit clunky and the animation is a bit iffy as well. They had more fun with Saint Seiya: The Hades.
  15. If he does this just hit him directly after his 5D or D counter his 5D, punish him for doing predictable stuff. Be mindful if he has 50% Heat, he might try to throw out a 720 after a collider. During his D>heat>D>etc.? Sledge is punishable and if he only does those 3 moves (and maybe a 720) then you basically know what he's gonna do and that ain't good for him. I don't have time to experiment on what's the best optrions in that exact situation, don't really have the time for that right now I'm afraid. But hit practice mode and see what you can come up with. You have 2 great anti-airs, 2C and 6A. If he's jump-in happy then simply smack him around till he stops being so reckless. Oh and against Tager's j.D, if you time it right, you can hit him with your 6C and Shippu him if you have the meter for some easy fat damage. Stay out of 360 and 720 range whenever possible. At closest, try to be at Haku's 6C range. This. If you ever reduce his health so you have more than him, make him come to you. It doesn't matter if he charges spark since your meter charging is way worse and he's stupid if he allows you to get full meter. Spark can just get blocked as well so it's not really useful for him to just waste it to magnetize you. Try to stay at your 6C range or farther away than that. It's very annoying for Tager to approach Hakumen. This as well, Tager has very slow moves (at least the ones with longer range) and Drive countering them isn't really that difficult. Keep in mind which of Tager's moves can reach you from where you are and be prepared to counter them should he throw them out. Exactly, if someone starts to follow a pattern, punish them for doing so. I tend to simply avoid IAD in most cases. I'm not sure what level you're playing at though.
  16. Got a hold of a better image and his emblem, I updated it and it came out better i.m.o. Preview: Hazama wallpaper 1920x1080
  17. i.m.o. you shouldn't waste spark on a !! grab or 720 setup, since spark can extend a combo quite a bit and you don't want to waste a spark on a failed setup and no additional damage after the spark. But a spark 720 setup that is okay that I use on occasion is [spark, C, 6A, 2C, heat (tap)], if they recover do a 720, if not hit them with a heat. Other basic ones (that don't include spark) is of course the delayed second sledge in a [..., heat, SledgeB, Sledge A (delayed, not followup and enemy techs), 720]. Combo that leads into corner and enemy OTG, 5C and buffer in 720, yada yada... The best ones have been covered in these threads, well worth reading through them: Tech-Trap Discussion Buffering 360 & 720
  18. Couldn't find a big enough image of Hazama, so I had to resize a smaller one.
  19. My current Hazama one, might as well upload it in case someone else might want it. Edit: Updated my wallpaper Preview: Hazama wallpaper 1920x1080
  20. Can't speak for all Litchi, but most of the Litchi's I fight tend to DP when they notice I throw in non-tick 360's after 5A, 5B or 6A (for example). They start DP because I usually catch them with psychic colliders once they try to escape by jumping. Also stop short of any crappy Tager blockstrings people tend to DP. You can also pressure them into throwing out DP on wakeup. Some also DP when you jump in. The problem though is that once you start to punish them for using DP, they stop doing DP in those situations, which isn't really a bad thing.
  21. Barrier block increases block stun as well, so if you want to punish something, try to avoid barrier blocking.
  22. Yes, you can punish a lot of stuff with 5A against Ragna. 5A is my favorite opener against Ragna because it pretty much stops any opener they throw out. Also nice to break their pressure when they for example throw in 6D with Tager's 5A. Well that's really not a problem for me since I don't just throw out my Spark, I try to save it for combos or if they whiff something but I'm out of range for a close ranged punish. And yes j.C is not really a problem, Ragna's that spam j.A is more troublesome than jump in j.C. Yes Tager's pressure isn't that good, especially not against characters with shoryukens. So you either need to keep it short or learn to predict those shoryukens. I like mixing in some 360 in my pressure though, both tick and delayed so they don't tick, usually catches them off guard. Throwing in a tick is good every now and then because sometimes they will either try to jump or throw out a shoryuken as fast as possible, which can lead to a throw reject miss. But when you don't tick, keep your eyes peeled for jumps (psychic collider punish) or shoryukens (block and punish). Yes IB, 5A and (if you know what you're doing) a 421B are some of your best defensive options, not spamming backdash is also good since Ragna has some slow moves or moves with a bunch of active frames that can hit you during your backdash if you're not careful. It's not fun to get hit by something like that, even if it is just a 5D into gauntlet hades. Only backdash when you know what's coming, Tager is not Potemkin. Yes, it's best to be ready for a follow-up punish over trying to punish them thinking they won't do the follow-up. Once you start to punish them for their followups, then you can start throwing in some non-follow-up punishes. Well using 2A as an AA is not always a good idea, it depends on the Ragna's habits. If they like to do late say j.C's then a 2A might not always work and you'll eat a combo instead. If they do early say j.C then they're just stupid. Psychic collider is my prefered AA in this matchup, I save my 2C for when people try and cross you up, which Ragna's don't tend to do that often in my experience.
  23. Something that I've been doing for a while that might help some people. If he's not pressuring you and he's dashing in for a 5B, 5C or whatever poke then 360A him on reaction, your invincibility will save you and you'll end up grabbing him (remember that Ragna's pokes extends his grab range, meaning you can grab his foot for example). Every time he jumps be ready for a psychic collider, jump back j.D or if you're feeling lucky a 2A CH. Something that really helps though is learning to IB into 720, or heck just IB overall, it helps you open up holes in Ragna's pressure. If you have problems buffering in a 720 after IB, then MTW works as well in most cases.
  24. Don't airdash unless you're certain you won't get punished, do jump ins and block (be prepared to either instant och barrier block her AA moves). 623A can work if you use if sparingly and at the right time. Keep your eyes peeled for anything you can D punish. That's basically your options. It's not a fun matchup and it's not easy to get in. Watching match vids helps, as do fighting good Nu's a lot.
  25. I guess some have, but it slipped their minds. I remember seeing it a long time ago in a couple of vids. Well anyway, now people are aware
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