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kazukifafner

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Everything posted by kazukifafner

  1. I still don't see the purpose of complaining about it until we see the final product. I mean, yeah, 3C > 214D-C being removed would be terrible for the current Hazama, but after all the changes are made, we have no clue if it'll really be that bad or not.
  2. 1) land and use 2A > 5B (or just 5B) before going for 3C. If you've got forward momentum, u can probably get a little dash in before u attack after landing as well. 2) poke into it / use it as a wakeup trap 3) you can follow it up with 2 6D's (CH) or 3 6D's (FC) before the 623D. From there, you've got quite a few options: Without heat, you can go for j6D combo (on certain characters) or just use it to go back into pressure. You can also make a quick dash and use 3C. Though you won't be able to combo off it, you'll still get great wakeup possibilities (personally, I like to use 5D, which also doubles as a frame trap). With heat, you can use 632146C; but the optimal followup is dash 3C > 236236B. From there, you can loop 6D's to 623D again, or you can dash in for a charged 214D-C into the typical BnB.
  3. The j6D needs to be timed very precisely. Basically, you have to jump and j6D as soon as Jakou's recovery ends. It can't be "canceled" unless you RC it. I believe the combo you are seeing is after an FC Houtenjin. I'm pretty sure FC is required for that to work.
  4. Well, from my experience: More vertical height on the 623D = longer tech time/more time to dash 3C More horizontal distance between you and opponent = they are closer to you after the 623D finishes So basically, you want to strike a good balance between those two factors and you should find yourself having less and less trouble with the link(s).
  5. I can always get at least two chains 5C > 2C; and if I'm actually thinking about it, I can always get 3 chains as well (my biggest problem with it is waiting too long and whiffing the 5C due to teching). The reason you don't see it is because, honestly, it's just more reliable to get 2 chains instead of 3. You don't have to worry about screwing up 2 chains, but if you use the 5C just a tad bit too early you can easily make it miss.
  6. First 8 frames are invincible.
  7. I think what you forget is that 5C hits twice. If only the first hit of 5C connects, then I'm pretty sure that you are right. However, if both hits connect, then 5C definitely does more damage.
  8. Well, it's a little difficult to critique some parts of it because, to be honest, the Bang player wasn't really that good, lol Anyway, you seem to have what I like to call "strictly textbook execution". What I mean is that you can do a combo well when presented to you in a perfect (or preferred) situation, but when you aren't and have to improvise, it seems to fall apart a bit. One example is when you did that back through towards the beginning into the corner. It was almost like you got confused or surprised. Also, don't get into the habit of doing "combo" throws. It's really not something you want to get into the habit of. Once you fight better opponents, it'll just be wasted damage that you could have gotten had you not went for it. Another thing, you need to capitalize on your chains and throws better. Towards the end, you did a forward throw into the corner. That can easily be followed up with 4D~A (x2) > 4D~D > #j214B. Instead, you wanted to jakou after, which is not only a waste of damage but also a waste of positioning.
  9. Well, if you input the command a certain way/at a certain speed, you will get a dash out before the super. I've done the same thing with other characters with a 236236 motion (like with Lambda). Still, it's best to connect Jayoku after 3C. That way, you know it'll work.
  10. I guess one thing I'd like is to have CH Jabaki give a more diagonal launch than a straight launch.
  11. You don't want to go from 214D~C to 4D to Jakou. Your opponent will be too close to the ground to followup after jakou. Plus, you can get more hits in for more damage before the 4D.
  12. As long as 5B > 3C still connects, there shouldn't be any need to worry. Learning to execute things more tightly is never a bad thing. Even if you couldn't, you could still use 5C and 2C to help with BnBs. The "slightly slower" chains might effect certain chain reps, but other than that I wouldn't worry too much for now. I don't really have a wishlist, to be honest. I'm just waiting to see what happens.
  13. It depends on the situation. But for one, the startup time is guaranteed, whereas the time for 214D~B is best case scenario (since it depends on your own speed/reaction as well). It also can be canceled into other moves, unlike 214D~B.
  14. Eh, I find that most places where 5A works as an AA, one of the others works as an even better one.
  15. With Hazama, it's best to leave 5As out of the picture for AAing (unless you feel safe mashing, for some reason). The others have their individual uses. 5C, though not a "true" AA, works well due to it's speed and deceptively tall vertical range. That, and 5C is perfect for going into your standard combo. 2C's obvious benefit is it's head-attribute invulnerability. Only problem is that it's got a slow start up, and you don't have a whole lot of options on counterhit due to it's giant knockup. Still, for the invuln, it's good. 214D~B isn't an AA so much as it is a DP (yeah, I know they can have similar functions, but I think it's important to recognize the two different types of attacks). I've made the connection before, and I'll make it again: this move should be used in much the same way as Jin's 623B. No matter how fast you make the transition, there will always be a period where you can get knocked out of the attack. Still, it has excellent damage potential in the corner and midscreen.
  16. Hazama's 3C goes under Hakuman's 4C. I surprise a lot of Hakumans who like to start matches with 4C that way.
  17. Idk about all this netplay trouble. I admit, there are times when I miss an obvious Houtenjin because of it, but I rarely have a problem with anything else.
  18. I find that using 66 appropriately helps a lot. I mean, for characters like Tager, it doesn't really matter; but for smaller characters, the 66 after 214D~C can be important. 66 is also good after 5D~D > j2C
  19. What's fun is to do with her (and other characters with DPs) is to whiff a chain right in front of them, reel in with D, and then bait/block the DP. It's also fun to do against Hazama's that try to houtenjin you, lol
  20. Honestly, I prefer the original motion to 720 input. Once you get the original down, it feels like there's much less margin for error.
  21. Best thing is simply to have a bunch of various options. The more unpredictable you are, the better your success will be. Examples: 2A > (delay) 236C 2A > (dash) 236C 2A > (dash) B+C 2A > 5B > (dash) 236C 2A > 5B > (dash) B+C 2A > 5B > 3C > 214D~A 2A > 5B > 3C > 214D~C 2A > 5B > 3C > 214D~D 2A > 5B > 3C > 236D 2A > 5B > (cross up) jB 2A > 5B > (cross up) j2C 2A > 5B > high jump backwards > j6D Hazama has a lot of single options that, when used at random (or trained), can make things difficult on an opponent.
  22. You need the Jakou to hit at the full extension, it's the only way you'll get enough time. It also only works for certain characters.
  23. Problem with 236C is that after a couple hits, it's usually out of range. You either want to 2A into a delayed 236C, or dash into 236C.
  24. Something I thought I'd mention since I'm seeing this mistake a lot: When you barrier Big Bang Smash during charge up to make sure you guard, don't hold barrier. Just tap it to be sure you'll guard and let go. Unless of course you want to waste nearly your entire barrier gauge on one attack.
  25. Certain things are easier to hit confirm. Such has long distance D hits, or 5B hits. When I say easier, I don't mean to say that you'll notice them any faster than other moves, just that the hitstun makes it easier to confirm and followup. Honestly, part of it is also muscle memory. Say you are in a blockstring and go for 3C. If you are on autopilot, you might assume he's going to block and end up following with Jabaki or 214D~A even if he actually gets hit by the 3C. What you need to do is train yourself to input 214D~C when you see that falling motion. Due to the amount of time you have to followup a ground 3C, it's ok if it takes a bit of time to get used to.
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