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kazukifafner

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Everything posted by kazukifafner

  1. If you flash buffer Houtenjin using Tager's 720, you'll win. If Tager flash buffers 720 during Houtenjin, he'll win. Also, a good option is to jump forward and mash A. I think the only thing that'll beat it is Tager's 5A/2A, but it'll knock him out of everything else (including AC).
  2. You only need to use 66 if 1) it's FC, or 2) it's at the edge of houtenjin's hitbox. As for actual timing, I tend to go by feel than anything else; but I'd estimate about 2 or 3 seconds before pressing C.
  3. I think using jC is technically better than jB, but I like using jB more because it feels like there's less margin for error, especially with jump cancels.
  4. If you are doing it fast enough, it should work. However, that particular combo only works as long as there are no more than 2 hits before the 214D~C (5C only counts as "one hit", even if both hits connect). All this really means is that if you are trying this combo after a chain hit, then it will bluebeat.
  5. For characters with smaller hitboxes, you really want to get them as high as possible before using Jakou. For larger characters (like Tager) you can get away with it more, but you really need to take advantage of those little hops in the air after ~A chain followup and hit with Jakou as high as you can. This'll make it easier to connect Houtenjin after dash-in 3C. Yeah, that first combo must have been written wrong, because unless you are Tao, you can jump cancel twice in the air. When you are high in the air, the best combo I've found is jD~D > jB > djCx5 > dj214B However, if you are close to the ground, you can go jD~D > jB > djCx5 > [land] 2C > 4D~D > jCx5 > djCx5 > dj214B
  6. Well, that's the thing. The matchup is uncomfortable (and can end in timeouts a lot), but the actual strategy for the matchup is fairly simple and straightforward.
  7. If Tager is so close to you that his sledge can connect, I wouldn't throw out a lot of chains. Also, I've never tries this I've never had the need to; but if chains can be special canceled without followup, can they be DD canceled as well?
  8. Definitely blocking. Just make sure to watch for throws. Typically, if you they block your chain, and you press A to bring it back, you're safe. There are times when pulling it back in can lead to you getting hit, but not a lot.
  9. I can't imagine that it wouldn't work (especially since I do it all the time using 2A to catch forward roll and the following up with 5C > 2C > 623D > 2B > etc.), though, if you can, you might want to consider using 4D before Jakou for the added height and damage.
  10. Catch her in-between traps. Also, get her when she rushes in after george or pumpkin. Also, george can be killed with 2 chains; and lobelia can be hit with chains as well. Another fun thing to do is to mizuchi Rachel's that go overboard with zoning.
  11. It won't work before reaching a certain height, but it's not as strict as the 3C link.
  12. For the record, the 3C > Houtenjin link is far easier to connect if you use the 2nd 6D before Jakou. Also, for the smaller characters, 6D~A > 66 > 6D~A > 623D works.
  13. This is pretty obvious, but I never realized it before until I tried it. Using houtenjin to punish 2B > 6B reset = absolutely hilarious.
  14. 5CC > 6B? Well, idk about 2A, but you should definitely be able to houtenjin that.
  15. 3C seems to work good against this character (along with 2A pokes). As with a lot of rushdown characters, 6D predictions can help immensely. Though, as mentioned, be careful for her 3C roll.
  16. If Bang starts getting drive happy when you use D, just treat it like a sledge happy Tager. Cancel it quickly with A and throw out another for CH.
  17. C followup is good for pulling you to a specific spot, since D can easily pull you past your desired stopping point unless you cancel into something. C followup is also good for crossing up certain characters that react to D followup on block.
  18. After I j214B# someone in the corner, I usually prefer to go for 2A for rolls and 236C frame trap for neutral tech. Though, if they have good DPs or DDs with invulnerable frames/priority, I like to bait them and go into a BnB or Houtenjin if I have the heat.
  19. If it's not CH, there's not much you can do. If it is CH, the typical thing to go for is to space yourself properly and use 6D~A > 6D~A > 623D
  20. Typical rushdown character strategy really.
  21. I do it all the time
  22. You can get 214D~B out if they go for GH.
  23. Another thing regarding blockstrings. It might be a good idea to condition them so that they begin stuffing 214D mixup (assuming they catch on), as it opens them up to Jabaki ender with a good chance of CH.
  24. I've always been of the opinion that just because he builds meter quickly, it doesn't mean that it should be wasted on RC gimmicks. That's just me though.
  25. Honestly, I find it better to just go for 214D~A/C mixup from 3C than to do what you suggest. It's a huge waste of 50 heat, especially since j214B isn't even an overhead.
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