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MetalMaelstrom

[CSE] Hazama Combo Guide and Combo Discussion Thread

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Made for all of you who don't care to visit the wiki. All of this information was copy-pasted from the wiki page. However, there is a benefit to be had in this thread. For those of you who post in here with new or updated combos, I will update this post and then the wiki accordingly. This thread is also for the discussion of combo spacing and hit-confirming, e.g., what to do off certain anti-airs, what makes for an easy kill combo, what to follow up with if you wallbounce jabaki from a certain distance, how much Makoto's hitbox sucks, etc. Hopefully this will all go well. Will update later to make it look fancier.

NOTATIONS:

> = cancel into next move

jc = jump cancel

hjc = high jump cancel

tk = doing a jumping special move as close to the ground as possible. Usually performed by a 2147 or 8/9214 motion with the joystick or pad.

CU = cross-under (mainly for 6C after Zaneiga)

(text) = whatever's listed in the parentheses is optional

[text > text > text > ...] x N = repeat the string of normals and/or specials 'N' amount of times. Usually reserved for Hirentotsu loops or Gashoukyaku twice at the end of a combo.

CH = counter hit starter

[AA] = anti-air combo; opponent is in the air at the start of the combo

Blue text
= opponent must be crouching for combo to work

Red text
= requires 50 heat in order to use the combo

Magenta text
= requires 100 heat

Green text
= combo is character specific; check the notes to see who it works on

Turquoise text
= requires crouching and is character specific

Yellow text
= Fatal Counter combo

Orange text
= requires Fatal Counter and 50 heat

j.214B* = j.C x 5 > j.214B

j.214B# = j.B > j.C x 2 > jc > j.C x 5 > j.214B

The last two notations are there because they are the standard, optimal air combos that Hazama has. i.e., you'll be seeing it a lot.

Note: in all combos, assume that 5C hits twice unless stated otherwise. Also, [5C > 2C > 214D~B] x 2 requires a dash between the two reps.


MIDSCREEN

  • (236C) > (dash) > 2A > 5B > (2B) > (5C) > (2C) > 3C > 214D~A
    Damage: 1119, Heat Gain: 10

    + 5C and 2C = Damage: 1482, Heat Gain: 15


    + 2B = Damage: 1228, Heat Gain: 12


    + 236C and 5C = Damage: 869, Heat Gain: 18


    + 236C, dash, 2B, 5C, and 2C = Damage: 1054, Heat Gain: 22


  • 2A > 5B > (5C) > (2C) > 3C > 236D
    Damage: 1022, Heat Gain: 8

    + 5C and 2C = Damage: 1407, Heat Gain: 13


    + 2B = Damage: 1145, Heat Gain: 10


  • 5D~D > j.B > 2A > 5B > 3C > 214D~A
    Damage: 1327, Heat Gain: 14
  • 5D~D > j.2C > dash 5B > 2B > 5C > 2C > 3C > 214D~A
    Damage: 1781, Heat Gain: 21
  • 5D~C > j.A x 2 > 2A > 5B > 2B > 3C > 214D~A
    Damage: 1310, Heat Gain: 17
  • j.6D~D > dash 2A > 5B > 5C > 2C > 3C > 214D~A
    Damage: 1515, Heat Gain: 18
  • j.5D~D > j.B > 2A > 5B > 5C > 3C > 214D~A
    Damage: 1439, Heat Gain: 17
  • j.B+C > 214D~C > dash 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B*
    Damage: 3612, Heat Gain: 61
  • j.B+C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
    Damage: 3699, Heat Gain: 61
  • 4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B#
    Damage: 2913, Heat Gain: 36
  • 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
    Damage: 3204, Heat Gain: 47
  • 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B*
    Damage: 3220, Heat Gain: 49

    *Note: guaranteed corner carry from any where on the stage (even the exact middle)


  • 6B+C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 2C > j.C x 5 > (dash) 2C > 4D~D > j.214B#
    Damage: 4185, Heat Gain: -50+49 Net = -1
  • [AA] 5A > 2C > tk j.214B > dash 5C > 2C > 6D~A > 4D~D > j.214B#*
    Damage: 2281, Heat Gain: 44

    *Note: opponent should be descending or not at maximum normal single jump height in order to connect tk j.214B


  • [AA] 6A > 5C > 2C > tk j.214B > dash 5C > 2C > tk j.214B > dash 5C > 2C > 6D~A > 4D~A > 623D > dash 3C > 236D or (632146C)*
    Damage: 2845, Heat Gain: 47

    + 632146C instead of 236D = Damage: 3870, Heat Gain: +45-50 Net = -5


    *Note: 5C link is somewhat strict. Requires 5 or more heat to end with Mizuchi.


  • [AA} 6A > 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~D > j.214B*
    Damage: 2738, Heat Gain: 56
  • [AA] CH 2C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
    Damage: 5379, Heat Gain: -50+53 Net = +3
  • [AA] CH 214D~B > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B#
    Damage: 4438, Heat Gain: -50+59 Net = +9
  • CH 6B > 3C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~A > 623D > dash 3C > (632146C)
    Damage: 4330, Heat Gain: 70

    + 632146C = Damage: 5410, Heat Gain: +70-50 Net = +20


  • CH 214D~B > dash 6D~A > dash 4D~D > j.214B#*
    Damage: 2089, Heat Gain: 31

    *Note: only works if very close to opponent and on ground.


  • CH 214D~B > dash 6D~A > j.7/8/9D~A > 623D > dash 3C > 214D~A*
    Damage: 2315, Heat Gain: 26

    *Note: jump forward backward or neutral depending on how far your opponent is away from you. Works on all opponents at any distance and regardless if on ground or airborne.


  • 214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B#
    Damage: 3739, Heat Gain: 60
  • 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B#
    Damage: 3869, Heat Gain: 60
  • 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C*
    Damage: 4000, Heat Gain: 69

    *Note: guaranteed corner carry from any where on the stage (even the exact middle)


  • (CH 3C) > (S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 2 > dash 5C > 2C > 6D~A > 4D~A > 623D > dash 3C > (632146C)
    Damage: 4682 Heat Gain: 60

    + 632146C = Damage: 5778, Heat Gain: +60-50 Net = +10


    + CH 3C = Damage: 4329, Heat Gain: 62


    + CH 3C and 632146C = Damage: 5414, Heat Gain: +62-50 Net = +12


  • (S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 4 *
    Damage: 4487, Heat Gain: 60

    *Note: does not work on Carl, Taokaka, Rachel, Arakune, Bang, Noel, or Makoto. In most cases, you'll want to land the 214D~C in a way that lets you to connect with a dashing 6C and make it easier.


  • 6A > 236236B > dash (S)214D~C > 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C
    Damage: 4597, Heat Gain: -50+37 Net = -13
  • 5C > 236236B > dash (S)214D~C> 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > (dash) 5C > 2C > 214D~B > (dash) 3C*
    Damage: 6202, Heat Gain: -50+50 Net = 0

    *Note: "dash (S)214D~C > 6C > dash 5C > 2C" will cause the first tk j.214B to whiff on Taokaka, Arakune, Carl, and Rachel. Instead use "walk forward (S)214D~C > dash 6C > dash > 5C > 2C." the dash 2C after j.C x 5 is necessary on Rachel. This combo will not work on Makoto.


  • 6A > [dash 5A > 5B] x 4 > 5C > 2C > 3C > 236D > 5D~D > j.214B**
    Damage: 1889, Heat Gain: 34

    **Note(s): works on Tager and Hakumen. 236D must cause wallbounce in order for combo to work.







    CORNER

    • (236C) > 2A > 5B > 3C > 236D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C
      Damage: 2216, Heat Gain: 40

      + 236C starter = Damage: 1559, Heat Gain: 45


    • (236C) > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > [dash 5C > 2C > 214D~B] x 2
      Damage: 3663, Heat Gain: 71

      + 236C starter = Damage: 2132, Heat Gain: 76


    • 5B > 3C > 236D > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
      Damage: 3505, Heat Gain: 74

      + 632146C = Damage: 4585, Heat Gain: +74-50 Net = +24


    • CH 6A > (dash) 2C > 3C > 236D > dash 6C > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > (632146C)
      Damage: 2900, Heat Gain: 66

      + 632146C = Damage: 3980, Heat Gain: +66-50 Net = +16


    • 6B+C > (S)214D~C > dash 6C > dash 5C > j.C x 5 > 2C > 4D~D > j.214B*
      Damage: 3409, Heat Gain: 54
    • 6B+C > (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C
      Damage: 3873, Heat Gain: 78
    • 6B+C > (S)214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
      Damage: 3914, Heat Gain: 80

      + 632146C = Damage: 4994, Heat Gain: +80-50 Net = +30


    • 4B+C > 214D~D > j.6D~D > dash 6C > dash 5C > 2C > tk j.214B > dash > [5C > 2C > tk j.214B] x 3 > dash > [5C > 2C > 214D~B] x 2 (near the corner, not directly in the corner)
      Damage: 3919, Heat Gain: 84
    • 2A > 5B > 3C > 236D > backwards jump j.6D~D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C (near the corner, not directly in the corner)
      Damage: 2182, Heat Gain: 42
    • 2A > 5B > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > dash 3C
      Damage: 2519, Heat Gain: 56
    • 2A > 5B > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > dash 3C
      Damage: 2651, Heat Gain: 64
    • CH 6B > [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > [5C > 2C > 214D~B] x 2
      Damage: 3793, Heat Gain: 90
    • (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 2 > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C
      Damage: 5077, Heat Gain: 94
    • Gold Burst > 3C > 214D~C > CU 5C > 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > dash 5C > 2C > 214D~B
      Damage: 3907, Heat Gain: 100
    • (S)214D~B > (dash) > (S)214D~C > (dash) 6C > dash [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B
      Damage: 5016, Heat Gain: 100
    • 6A > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > 214D~B
      Damage: 5307, Heat Gain: -50+63 Net = +13
    • 6B > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 623D > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > 3C > (632146C)
      Damage: 6456, Heat Gain: -50+59 Net = +9

      + 632146C = Damage: 7536, Heat Gain: -50+59-50 Net = -41


    • 5B > 3C > 236236B > dash (S)214D~C > dash 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 2 > 5C > j.C x 5 > 2C > 214D~B > 3C (with Hazama's back to the corner)
      Damage: 6089, Heat Gain: -50+59 Net = +9
    • 5C > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
      Damage: 6801, Heat Gain: -50+67 Net = +17

      + 632146C = Damage: 7881, Heat Gain: -50+67-50 Net = -33


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I don't know if this is exactly worth noting, but doing different variations of hazama's tk input may or may not help with connecting [5c > 2c > 214d (b) > 3c > mizuchi] on smaller character's falling hitboxes. Like makoto, noel, etc.

So something like Corner : 5b > 3c > 236d > 6c > dash 5c > 2c > 9214b > dash 5c > 2c > 7214b > 5c > 2c > 7214b > 5c > 2c > 214d (b) > 3c > mizuchi.

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I'm not sure if jumping back would help at all, but I'll keep it in mind. Usually the problem with smaller character's hit-boxes is encountered midscreen and not in the corner.

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I'm not sure if jumping back would help at all, but I'll keep it in mind. Usually the problem with smaller character's hit-boxes is encountered midscreen and not in the corner.

Midscreen on tao, makoto, etc (or anyone if you feel you are too far away from them after a 214D~C, happened to me vs. bang a couple of times) who have short hurtboxes you can do: 214D~C 6C dash 5C j.Cx5 dash 2C tk j214B [dashing loop x2] [j.Cx5 j.214B // 5C 2C 214D~B 3C].

If you start with a 5C ch you can do x3 loops instead of x2.

With 3C CH I'm not 100% sure but I think it should still be x2.

Of a 5C ch the dmg is like... 4200~4300 and will pretty much corner carry from P2 starting position or even bit a before.

As far as dmg goes punishing something with 5C ch is usually better than 3C ch, or so I've found, off 5C you also have slightly better corner carry than 3C because of 3C's vacuum effect on CH.

On Ragna, Jin and a few others if you bait a DP you can punish with dash up 5C ch and go into dashing loop x4 or x5 without too much troubles most of the times.

Best route on normal characters I'm pretty sure is 214D~C 6C [dashing loop x2] dash j.Cx5 (dash) 2C tk j.214B (dash) [j.Cx5 j.214B // 5C 2C 214D~B 3C].

As for mizuchi ender the problem isn't related to just small characters, it's slightly more complex than that (I actually haven't even bothered finding out how that works against most character tbh, I just gauge the distance whenever I have to / I just know the distance needed for a few characters).

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So CH 5C then (lvl 1) 214D~C after it right? Three reps you say? Nice. Also, finally posted the TK loop guide since someone asked for it (thank you, maximum mcnugget).

I'll start labbing (starter) > Zaneiga > dashing loop x 2 > 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 214D~B > (3C or 5C > 2C > 214D~B again) to see how much damage/meter it gets and also to see if the dashing loop x 2 is even possible off certain starters.

My comment on the Mizuchi problem: I think it has to do with how early you decide to dash in the combo. If you dash when you're close to doing 5C > 2C > 214D~B > 3C, then you might be too close for Mizuchi's hitbox to connect. Do keep in mind that it extends a minimum distance from Hazama once he activates it.

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So CH 5C then (lvl 1) 214D~C after it right? Three reps you say? Nice. Also, finally posted the TK loop guide since someone asked for it (thank you, maximum mcnugget).

I'll start labbing (starter) > Zaneiga > dashing loop x 2 > 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 214D~B > (3C or 5C > 2C > 214D~B again) to see how much damage/meter it gets and also to see if the dashing loop x 2 is even possible off certain starters.

My comment on the Mizuchi problem: I think it has to do with how early you decide to dash in the combo. If you dash when you're close to doing 5C > 2C > 214D~B > 3C, then you might be too close for Mizuchi's hitbox to connect. Do keep in mind that it extends a minimum distance from Hazama once he activates it.

Yep, 5C (1).

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Needs the Tager specific combo...

You mean works-on-half-of-the-cast combo? :kitty: Updated.

Also, I think there's an easy way to salvage your CS2 Super Tutorial, Zeron. Since this is now serving as the combo thread, your thread could serve as, you know, an actual tutorial on how to play the character (can be a group effort). Stuff like what to do on chain-ins, which of Hazama's make for a good pressure string

(they all do)

, basic hit-confirms, miscellaneous combo problems like dashing houtenjin or cross-under 6C, etc. All you'd have to do is update some of the frame and damage data on the normals, rename the thread title to CS:E Hazama Super Tutorial, clear out the CS2 stuff, and add whatever else you want in there.

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No worries, I wasn't my intent to force any work onto you. I just thought that the CS2 thread was really well-assembled and didn't want you to lose any of your work. Also, updated the combo thread with the corner CH 6B starter.

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Not saying you said that. Just annoyed at it. lol

EDIT: fyi you can get 6 loops from 6C starter as well.

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Is this the right place to talk about connecting 3C after Gasshoukyaku?

;-;

So here goes.

I don't think I'll be able to land a dashing TK in netplay anytime soon, so I'm doing this combo after crossunder 6C instead:

dash 5C > 2C > 6D~A > 4D~A > Jakou > (dash) > TK loop xN > 5C > 2C > Gasshoukyaku > 3C

I've been trying it on all of the characters, and there are a few character specific stuff.

If I get a decent starter and can go for 3 reps, there are some characters on which the dash after Jakou is not necessary for 3C to connect, which is great.

If I get a good starter and can go for 4 reps, I can still connect 3C on the same characters as long as I dash after Jakou.

Didn't note the characters down, but some of them are Rachel, Carl (!), Arakune, Bang, Mu and Jin.

However, no matter what I try on the rest of the cast, 3C doesn't seem to work in training.

Tried dashing after Jakou to 3 reps, it whiffs. Tried going for dash > TK > dash > 5C > 2C > (6D~A) > Jakou > dash > TK loop xN - 1, still nothing.

Doing dashing 3C seemed to work, but then I get to close for Mizuchi to connect. If I want to keep my meter I'll go for a second 5C > 2C > 214D~B anyways.

Just tried Jakou > Dash > TK loop x2 on Ragna and it still doesn't work.

All of the above however don't seem consistent, for example there was an afternoon when I couldn't connect 3C on Jin, even though I was sure it worked on him.

I've also never landed it on Valk in training, but it did connect sometime against the CPU. I don't remember what combo I used though.

Any tips on this?

tl;tr post part 2:

You're in the corner. You get an AA, CH 214D~B. You go for dashing 6D~A > Jakou, enemy is now in the corner. Sometimes you can follow it up, sometimes not since the opponent was too close when you caught him with Jakou (can this be fixed?).

It sucks, but it's still ok since you've put them in the corner.

What happens when you anti-air them with something like 2C though, or even worse 5A?

I don't think you can dash before Jakou in these circumstances, but sometimes I get lucky after CH 2C and they're far enough when they get hit by Jakou for me to follow it up and put them in the corner sometime later with a second Jakou.

But when they're too close, I'm pretty fucked, since I've just placed them in front of me, me in the corner.

What do you do in these situations?

The above problem, Jakou's new recovery, also fucks up my anti-roll 2As in the corner.

In CS2, I always went for 2A > 5B > 5C. If they stayed in place, I'd 4D~D to j.214B#. Now in CSEX I can go for Gasshoukyaku as well.

If they rolled out of the corner, I'd followup 5C with Jakou, while still able to go for 5C > 6C > stuff afterwards.

However, this does not seem to be the case in CSEX.

Is there any way you can juice out a little more damage after anti-roll 2A? Or you just put them in the corner again and that's it?

I'd also like to inform you that I suck at this game, in case you didn't notice.

Thanks in advance.

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Do you mean 6C > dash 3C > RC > TK Loops?

I mean 6C > dash Houtenjin > zaneiga Lv2 into 6 reps.

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@Putin

Dash 3C always works after 214D~B on every character but Tager (on whom you should end corner stuff with 623D anyway).

The "mizuchi problem" you have is the one I've posting about forever lol, it's chara specific and you'll have to do dash loop in an exact order most of the time to be able to connect Mizuchi on a few characters.

i.e:

vs. Noel if you get a 5 rep starter (214D~C) you should do: x1 dash x3 dash x1 5C 2C 214D~B 3C Mizuchi and I'm pretty sure it will work.

vs. Jin off a throw you can do x2 dash x2 and 3C Mizuchi will work.

etc.

It's alot easier to understand after you test it for a while on a variety of characters.

random tip: to understand at what distance 3C > Mizuchi will connect on a given character put the training dummy in the corner and then try 3C>Mizuchi from various distances; once you get it try to replicate the same distance by doing a mixture of loops / dashing loops / 5C j.Cx5 / etc.

I'm 100% sure that Noze made a niconico video about this a while ago that I remember watching, but I don't have the link anymore / didn't care enough at that time to take notes~

Delay 623D if you want to be able to get a 5C after it.

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Turns out you can get 7 hirentotsus in one combo. Nothing ground breaking but it's amusing.

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Yeah, and in a way, it's somewhat of a proper ender since Hirentotsu itself is designed to give you decent knockdown and oki options. But six is decidedly the maximum that you can do with a proper 5C > 2C > 214D~B > 3C ender, right?

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5C starter. 1 gold burst. Actually didn't try without gold burst so I might try it later.

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This is somewhat related to the TK j.214B, but I thought I'd ask it here since it shows up in other combos as well. After j.C x5, I'm having trouble connecting (dash) 2C, particularly on Makoto. Any tips on how to input the dash and 2C before they tech? Should I buffer the dash before landing, or is there something I'm missing? The combo I'm practicing is:

j.B+C > 214D~C > dash 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B*

With the offender in bold. Any advice is appreciated! :kitty:

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I don't know if anybody has discussed about this officially. I tried but I really have hard time doing corner loop. (5C - 2C - Dive kick) x n.

Any special technique required beyond the 2147 tk thing what we already know of?

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@Dreizehn: Just keep looking for your landing after j.C x 5. You have to do 662C rather quickly, to the point where it almost feels like it's almost one motion. Otherwise it won't come out fast enough. To practice just a quick dashing 2C, you can try stuff that requires somewhat strict timing like 214D~C > 6C > dash 2C or (corner) > 3C > 236D > dash 2C (I think this works, have to check). As for Makoto, her aerial hitbox is your worst enemy, arguably even worse than Carl's. You'll likely just have to settle for less-optimal midscreen combos on her.

@wuku: We have discussed it officially. In fact, there's an entire thread dedicated to the TK loop as many people before have inquired about it.

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