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kazukifafner

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Everything posted by kazukifafner

  1. It seems like it'd be good for a flashy kill combo, but it's really not as practical. After all, you can easily get 4.5k+ damage from a single Houtenjin.
  2. There is always enough time as long as the 3C knocks them down from a standing/crouched position. If it helps, the amount of time it takes to charge is very similar to the way charge characters moves work in SF. The key is to buffer the 214D into the 3C so that the stance starts as soon as the 3C ends. So basically, the actual motion is far more fluid, like 3C214D
  3. Just tested it out and yes, you can crossup TK j214B. But, as eirei said, the proration really kills the damage output. It might be useful as a flashy kill combo though.
  4. Well, I did a little quick testing, and here's what I found. You can (technically) get the crossup after (CH) 236236B, CH 2C, 6B+C The problem with the latter two is that the 214D~C bluebeats. However, seeing as how it's difficult to test stuff without a proper training mode, it still might be possible without bluebeating. You can't crossup after CH 236D (except maybe with RC, not sure) because you can't link 214D to 236D.
  5. As far as I know, it can only be done after the distortion (though, I suppose it could also be possible after 2C CH), because when you use 214D~C you need to 1) be close to them, and 2) use it on them while they are in mid-air (so that they get enough height for you to dash under them). It might be possible to use 5C afterwords, but the timing would be much more strict than 5B. Remember, you can't just press 5C immediately after the dash like you normally would. You need to wait a little bit longer so that Hazama can turn himself around before attacking. It's only a slightly longer wait, but that could make all the difference when it comes to using 5B or 5C.
  6. I was referring to the 2 hit version when I said "in range" :3
  7. The only purpose to adding "66" is to get make sure you're within range for the 5C. Other than that, it's kinda pointless.
  8. Yeah, from my experience, you can get in the 2nd 2C during a combo involving more than 1 hit before the 3C. However, the part where it bluebeats/whiffs comes from the following 4D.
  9. I'm trying to do it in the context of the "j214C>665D>22C" in his BnBs.
  10. Could someone offer me any advice on performing 22C after 5D? I've been trying to figure it out for a while now, but not matter what I try, I can't get it to connect.
  11. It's not really a new BnB, and it isn't character specific either. Hazama doesn't have a lot of character specific combos that you need to know.
  12. He means 2 fundamentally different inputs for a single move that are both acceptable. For Hazama's Astral, both of the following supposedly work: 1632143D & 6321463214D Though, they both contain the "63214" motion, they are different in the sequence that the directions hit and end. For example, the first diagonal direction hit in the first command is "1", while in the second one it is "3". Similarly, the first input ends in the left half of the directions layout, while the second one ends in the right half.
  13. Granted, I'm not very familiar with this matchup, but this seems like one where you'd have to really practice your IB's and reversals. An experienced Tao can easily bait 214D~B with her drive cancels, so doing that ad nauseum is pretty dangerous.
  14. JAYAKU HOUTENJIN! You will hear that alot.
  15. Hmm, I'll have to try and get 6321463214D to work. My guess is that's how it's buffered after 3C.
  16. I feel really scrubby for asking this, but does anyone have any tips for performing his astral? I've been having a real hard time using it under pressure (usually turns into 2D or Jakou).
  17. Well, you can hit confirm a jD from far away and pull yourself in for a combo. I'm fairly certain you can link a CH jD (either j6D or j5D) to a ground 5D, then pull yourself in for a combo. If you air throw low enough to the ground you can j2D~D > 2B > 5C > 2C > etc.
  18. I find that 6B+C > 6D~A > (slight delay) 623D > 236236B works on quite a few characters.
  19. ^ Zone and bait. Hazama can zone well, Tager can't zone at all. Use that to your advantage. Not only that, but you get crazy easy hit confirms at long distance with his chains. If Tager starts to get sledge happy, they also make excellent bait. Really, what you want to do most of the time is zone Tager. Make him come to you. He's likely to make himself vulnerable in his efforts, and that's when you can land your damage. If he does happen to get close however, a well-placed command grab can do wonders. Similarly, you can also use his chains as a quick getaway.
  20. I could be wrong, but I don't think 4D connects off of a forward throw.
  21. Congratz! Hopefully, some vids will be posted up. I'm expecting great things. Great. Things.
  22. Honestly, at that point it'd be better just to do: 5B/5C > 3C > 214D~C > 5C > 2C > 4D~A > 4D~D > jCxn > JC > jCxn > j214B Though, it'd still be better to use the standard BnB, but the above one actually works in the corner and does close to the same amount of damage (albeit, with less heat gain).
  23. Well, iirc, Dennou does initial hit(s) > 5C > 623B > 6C > 6D > 6D > etc in the corner.
  24. From what I've tested, 236D CH combos do roughly the same amount of damage as the typical BnB combos. @Segretezza The reason that 4D~D is giving you grief is because it shouldn't work in the first place. The "4D~D" in "jCxn > 2C > 4D~D > jCxn > JC > jCxn > j214B" only connects if there are no more than 2 hits before the 214D~C used to set it up (though, my experience seems to indicate that it considers "5C(2 hits)" as only one, though I'll have to check to be certain). As for 623D > 632146C: They have to be high enough (otherwise, there isn't enough time to connect). For the timing, it's best to figure out that kind of thing yourself (because people have different methods of dealing with strict timing). Also, I'd only use that if you want a flashy way to finish a match, because 623D > 66 > 3C > 236236B is a far better option.
  25. Do one of those babelfish translations. As extremely rough as those translations are, the general translation seems to consistent to ignore.
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