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Everything posted by kazukifafner
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It's just takes some practice to get the second jump down. Be sure to input the jump direction after the 5th hit. What you might wanna do is go into training mode and set the dummy to jump so that you can practice it better. He's referring to the notation type where you use jCx5 > djCx5 to indicate a second jump (as opposed to saying JC).
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Well, they patched CT's online. If people are having trouble with CS, I'm sure they'll patch it eventually as well (whether it'll actually help or not is yet unknown).
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That's no surprise there, lol. Everyone's health goes down once Hak gets in range :P If they keep IADing and attacking, switch from chains to 214D~B counter. Couple rounds of that, and Hak will back to wondering what to do. It's all about knowing the right time. Hak's pressure has numerous countering opportunities (many of which don't even require IB). If you can't do it, for whatever reason, wait for an opportunity to throw out a quick 4D or 2D to pull yourself away from the corner. A lot of people underestimate just how fast it is, but seeing as how you don't need full extension to reel yourself in, a quick D followup does wonders for escaping. Seems like it'd be something that's better to interrupt with 2A before it happens.
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Well, if delaying the 5C doesn't help, then it probably can't be done on smaller characters. EDIT: Actually, if you eliminate the 4D for the smaller characters and just go straight to the Jakou, then it'll probably connect. That's what I do when I 2A someone trying to roll out of the corner.
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I think CS's servers have been having some difficulty the past couple days. All the same, I've typically found less lag than I have in CT.
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I know that Hazuma builds meter quickly, but I don't think that means it's worth wasting on RC gimmicks.
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Quick question about that: Does forward jump jA or jB (or even jC) knock him out of AC after GF?
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It's pretty much safe on block. B version has 0 frame difference between blockstun and recovery, whereas C version is 4 frames in your favor if blocked. You might be able to sneak in a 5A/2A if she tries to followup, but it's basically safe.
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Just be sure to jump when that 5th hit connects. Also, you should have no problem getting all 5 hits on the second series either. On another note: you may want to upgrade to 5B > 3C > 214D~C > 5C > jCx5 > [land] 2C > 4D~D > j214B# j214B# = jCx5 > djCx5 > dj214B
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You have to remember that even with IB, there is still a bit of blockstun. You'll probably have a better time of it if you learn to quickly go from IB to neutral then to Houtenjin.
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If you mean what you've been seeing online, then it's possible that a lot of Hazama players simply don't know his BnBs (or at least, not the most efficient variations).
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Gadget Finger isn't designed to have a safe option. It's a guessing game. Guess right, you'll be fine. If not, you'll eat another combo or throw.
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For Rachel? Zone and watch for chair. Not much else to it, to be honest.
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Yeah, if a Tager gets in on you with sledge, you have a plethora of options available (especially on IB). You've just got to remember that, even though his drive is incredibly valuable, that isn't the only tool he has.
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5A works. 2C is good, especially against those who real in from aerial chains. 214D~B is also a good choice. Houtenjin works as well.
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This matchup is basically predictions and 2A spam.
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It takes a bit of practice, but what you need to do is (basically) trust that the dash will come out. What I mean by that is, a lot of people (when trying to do a quick dash) tend to hold down the 2nd tap to make sure that it'll come out. This causes the 6C to come out instead of the 5C. Holding down that 2nd tap isn't going to help you any, the dash either comes out or it doesn't. The first thing you need to do is just get the feel of quickly tapping 6 until you can consistently get that quick little dash out. Once you do that, then you can worry about adding the 5C.
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6D can be followed up with jB > djCxN > dj214B It's the same with j5D unless it was used after a double jump, in which case all you can really do is jB > j214B Also, if they are close enough to the ground, you can do jB > djCxN > (land) 2C > 4D~D > jCxN > djCxN > dj214B NOTE: In some cases, the timing of the jump from jB > djCxN can be tricky as you still have the forward momentum from the D chain followup. I find that it helps to hold down jump during the move's hitstun. EDIT: Oh yeah, you can follow 6D with 623D a lot of the time.
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Releasing the chain causes the opponent to be knocked up slightly into the air. The higher an enemy is in the air when you use Jakou, the closer they'll be to you when they hit the ground and the longer they stay there before they can recover. You'll be able to catch them with 632146C, dash in for 3C > 236236B, or even go for a quick j6D for a reset if the opponent rolls (and with some characters, that'll even combo with the proper timing).
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Against 4C? (h)j6D~D > BnB. Honestly, what you have to watch out for as smart Haku's that IAD using 2A to snag your 6D predictions. Still, you can out maneuver Haku, so it just takes a little patience until you get that chain hit confirm.
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This matchup tests your chain efficiency like no other (bloody homing lasers). Still, Mu's love to jump, so 6D can work wonders. Also, when in doubt, just whip across the stage on one of your chains. Depending on the laser layout, you may still have to block, but at least the Mu will have to setup again, giving you another opportunity to fight back.
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A lot of reversals going on in this matchup. Also, Tao players tend to overestimate their mobility (at least when against Hazama) and love jumping around. This makes 6D/4D chains very easy to predict.
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I tend to use a lot of chain intimidation in this matchup. A hesitant Tager is easily crushed by Hazama. Also, standard wakeup leads to easy 236C punishment. This is especially handy when in the corner, because the only other option is to roll; and a well predicted 2A can lead to more corner rape.
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The nice thing about this matchup is that Jin can't keep up pressure for too long with serious risk of getting interrupted, and Hazama has no problem interrupting players, lol.
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Yeah, Pulsar looks scary, but it's easy to interrupt if you know it's coming. Heck, a well timed 236C can work as well. Another good thing to remember is that, in terms of range, Hazama's chains reach farther than Lambda's drive. This is especially true when it comes to diagonals. Abusing j6D from a high jump isn't necessarily a bad idea in this matchup.