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_Sey

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Everything posted by _Sey

  1. I had the same problem and even tried redownloading the whole game. I fixed it by logging in on my PS4 with the account I bought BBCF with and restoring my licenses under Settings -> Playstation Network/Account Management -> Restore Licenses. Good luck!
  2. mashing will lose to frametraps/staggered pressure (eg 5B dash 2A, 5B 5B etc) as for dps you just have to guess, hazama's backdash is fast and long enough to use to bait dp, 214d~a (blocked) > backdash will make ragna's dp whiff for example (midscreen only, sorta, if ragna's is in the corner your spacing has to be really good).
  3. Depends on the character's weight, dauro jP is pretty easy to hit vs. "light" mediums like Chipp, Axl or Slayer while it's pretty much impossible to hit Sol with it. Doing jP instead of microdash jP won't allow you to hit iad jKS9D though so it's not particularly useful.
  4. dauro d.jP is hard but doable, I've been practicing that link since day1 and what I found to work best is: - get used to the (very) small buffer window of the game - after dauro input 66 somewhat late - just hold 9 after inputing the dash (you are supposed to hold 9 throughout jPKS9D anyway so that you won't get a double jump j.8D at the end) Once you truly understand how late you can input 66 and still have it come out automatically after dauro then you are pretty much set and just need to learn how to delay jPKS9D I'd say I barely drop it on Sol-class weight characters now, I haven't really practiced dauro cS dauro d.jP or dauro d.pk d.jP much yet though. I think it'll likely become the go-to combo route (at least on Sol/Axl/Slayer/Chipp-weight characters) once people get used to playing Ramlethal more/grind it out in training mode, I've even seen Karinchu doing it vs a Sol in one of his recent vids. The damage difference between midscreen j8D loops and the d.pk xN ppp route is pretty big. It honestly feels like Hazama's CSX hiren loops, you just need to understand the trick behind it (buffered dash) then it's pretty much auto-pilot.
  5. 2A and 5B are (and were) much better than 214D~A for resetting pressure, as I've already wrote before, long blockstrings are useless, KISS and just throw/tick throw a lot! Hazama's pressure tools are very strong only when you start throwing a lot and people are forced to learn to deal with them somehow (OSs etc.), that's pretty much why asw has never given him a meterless comboable overhead and also why upback is a nightmare to deal with. I'm pretty sure most Jin players would love to have a +2 5B and not having to rely on 6B to reset pressure, same goes for most of the cast... except Taokaka, fuck that character. with the buff to barrier pushblock it can definitely be pretty annoying to deal with people that abuse barrier, what you want to establish is whether they are just holding barrier, mashing on 1ABC or they actually know what they are doing. just holding barrier randomly -> command throw, throw, 214D~A mashing on 1ABC -> purple throw a lot they know what they are doing -> keep it short and try to understand how they like to use throw OS / fuzzy OS / do they have a 6f 2A and they know how to IB 5B? / can you use 5A in pressure (Relius/Hakumen/Tager)? / etc. pretty much what I've wrote a couple posts ago. oh, also use his CT (sparingly), it's quite +on block and leads to solid damage on hit. As for 214D~A in CP1.1, I'll gladly take a knockdown over "resetting pressure" or comboing into d.2A for no damage. Comboable 214D~A in CP1.0 was pretty cheap, Hazama never needed it anyway, a buff to his command throw would have been welcome though... I still have fond memories of grabbing Litchi out of her Tsubame in CS1/2 I'm a scrub yet even I can tell that CP2 Hazama is pretty strong, yay for consistent combos. Honestly the only thing I truly wanted for CP2 Haz was a slight damage buff to hountejin... barely breaking 4k off 6A is pretty sad, I understand why they nerfed it in CP1.1 but nerfing only his jC would have been enough to tone down his damage, CP1.1 Haz ended up still being a good character but also the most boring version of Hazama yet.
  6. Has anyone figured out how dauro d.jP works? this combo is driving me insane, on some characters it's pretty easy/doable but on, for example, Sol or Zato it's quite difficult.
  7. Taking away jc'able 5B made baiting counter assaults pretty much impossible unless the only frame trap you are doing is 2A 2C, old 5B was SO strong, ch 5B xx 214D~C linking on crouchers was pretty cool. No jc on 5C is w/e, it really isn't that big of a deal since you can pretty much swap it for 2C for frame traps/pressure (it was much better in CP1 where you could actually hit confirm ch 2C into 4k without mindlessly cancelling into iad though). When it comes to pressuring with Hazama you really need to figure out quickly your opponent's tendencies when he's on defense (does he ever fuzzy guard? does he know how to properly OS tech or is he just mashing standing throw? does he have a 6fr 2a/5a(that hits crouchers)? dp?) and find the best way to score a b.throw as that's pretty much Hazama's most threatening option. Most good players know to mostly look out for 5B anyway since IB'ing it drastically reduces Hazama's pressure options and forces him to either go for a late gatling to catch chicken block/fuzzy guard/2a mash or "back off" by ending the blockstring with a (tight) gatling into jabaki. You really want to get in and try to land a throw quickly, otherwise just back off and play neutral, fixating too much on running endless frame traps is pretty much useless. Just look at that recent Tetsuwo vs. Udon CP2 set, Udon pretty much lost a lot of games because he was too afraid to go for throws, instead he stuck to just doing frame traps and Tetsuwo capitalized on that by just sticking to barrier blocking/fuzzy guard to get out and then looking to space himself at 2/4 ~ inside Haz's 3C range. Compare Udon's playstyle in that set to ANY of Mitsurugi's matches, unlike Udon he will always keep his blockstrings extremely short and go for 214D~A/throw/command throw asap to try to score a knockdown or push the opponent to the corner (where longer blockstrings are much better because of how easier it is to convert them into meaningful damage w/o meter). It was a bit less obvious in CP1 because of his gorilla damage, but Hazama's gameplay has drastically shifted from CSX to CP1/2 forcing us to focus on playing a better neutral/keep away game, unlike CSX where it was pretty much: score a throw/try your best to ib everything > score a hit and confirm into hountejin > 214D~B corner setplay > land anything > bait burst(s) > "the wheel of fate is turning!" * n, this kind of gameplay put a much bigger emphasis on rushing the opponent down as soon as we had hountejin stocked and thus made frame traps/blockstrings more "appealing", in CP I swear I use my meter more for CAs than confirming into hountejin.
  8. That sounds fairly slow to be a mix up. I haven't tried it out yet in training mode, but I'm sure most character would be able to run under the j2C/d.barrier/right out j.A you out of anything. chains are pretty bad as a mix up tool (as in when gatlin'd into), they CAN be used but not too often, mostly because it's kinda like cancelling 3C into 214D~x, not necessarily bad frame wise but super obvious. and even then most characters can 5A you on reaction out of 5C 5DD or stuff like that (can't really do the same vs. 5C 5D~A 3C // 5C 5Dxx214D~ // 5C 5Dxx236D, still pretty bad mix ups/blockstrings though). you can use chains as oki tools after a very close to the corner 3C 236D, just end something into 3C 236D and then dash 5D~D/C/B, most of the times most characters will be able to 5A you out of it (or roll away) though
  9. ask something meaningful or post techs findings and the forums will get more lively!
  10. _Sey

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    AoA~D can work as a different way to set up "safe" oki rather than going for B droit > njB (which I think is a safe jump... haven't bothered testing it yet tbh). (corner) AoA~D (fatal) iad back 2C 5A is often used by YMST to keep up a bit of pressure while still being relatively safe
  11. _Sey

    [P4AU] Yukari Takeba - Combo Thread

    I was looking for combos lists on Yukari's japanese wiki/jbbs and I finally found something, I haven't bothered translating it yet (google translate works fine) but it pretty much explains her combo theory/routes outside of 5AAA confirms which we all know by now. Confirms (first half) 5Bor2Bch>2C>jc>JC>jc>溜めJ2B~ 5A>5C>2C~(しゃがみorfc) JA>JC>jc>溜めJ2B~ JA>JC>JD>下りJB>着地ジャンプJB>jc>溜めJ2B~ Midscreen enders 着地(微ダ)5B>低ダJB>微ダ5B>足払い(スカ)>微ダ5AAA>ボム>5B>2C>jc>JB爆破>jc>フリップ 着地5B>溜め2B>ボム>2B爆破>9hjc>dフリップ(端付近不可) Midscreen-to-corner enders (着地5B>低ダJB>)2B>溜め5B>ボム>5B>2C>JB爆破>jc>Cフリップ Corner enders ボム>5B>2C>JC>jc>J2B爆破>着地溜め5B>Cフリップ(前半でJC使ってない時) AアローscDマハガルーラ>ダッシュ5Aスカ>振り向きJD>7j溜めJ2B>着地AアローscDマハガルーラ>5D>超Bアロー(覚醒飛ばし) 割り込み超Aアロー>JC~(覚醒ry
  12. _Sey

    [P4AU] Yukari Takeba - Combo Thread

    Haven't got the chance to grind combo on Aigis yet, but I swear that Rise has some really weird hurtbox when getting juggled, you have to delay 5B > 2C waaaay more than normal just to stand a chance at connecting jC, I've even got jC to hit only once and yet still bounce her on the ground.
  13. _Sey

    [P4AU] Yukari Takeba - Combo Thread

    You never need to charge j2B when doing stuff off 5AAA, as long as you hit the floor bounce with jC you can just jc j2B and go from there (dash 5 if close to the corner). delaying 2C as much as possible after 5B should fix any trouble you may have with jC connecting (the hitbox is somewhat weird... but it's pretty much in front and below Yukari, so you don't want 2C to juggle people really high)
  14. _Sey

    [P4AU] Yukari Takeba - Combo Thread

    5AAA confirms 5AAA > 214A > 5C > 5B > 2C > j.C > jc > j.2B > land > 236C~ (Yukari stays in front) 5AAA > 214A > 5C > 5B > 2C > j.C > jc > j.2B > j.236D~ (Side switch) 5AAA damage/hits can vary depending on the opponent, 5AAA hits Kuma 12 times, Mitsuru 15, Narukami 17, Minazuki 14, etc.
  15. _Sey

    [CP] Hazama Combo Theory Discussion Thread

    https://www.youtube.com/watch?v=wDvs-jFkPos&list=UUMFfjggcRWQUk5pj4XZsrQQ Stahp it Noze
  16. 3C xx 214D~D iad j2C is a safe jump that will catch rolls both midscreen and in the corner. When j214B puts your really close to them you can do a late 214D~ and it will autocorrect to 236D if they roll past you, it won't punish the roll though... but I guess it does put you in an advantageous situation and gets you miniscule chip damage iirc on block 3C xx 214D~D is as bad if not worse than just doing 3C and not cancelling into anything. I think just stopping at 3C works better against "better" players that know the match up and are looking for IB'ing 236D after 3C, although it may not be safe frame-wise, but xx 214D~D is an even bigger cue for the opponent to "mash" something to hit you out of delay 3C xx 236D or 3C xx 214D~A/C or dash-in after blocking 3C
  17. 5C isn't really an anti-air, although it does have a decent vertical hitbox 2C is a good AA for obvious IAD or frontal jump ins but it can get baited (and punished) badly by double jumping, it does have a very high reward if you hit with it though, your options are pretty limited if they air barrier block it. 5A is a really good AA and pretty much his go-to AA. it's pretty fast and works well to deal with cross ups or any kind of aerial approach really, if you hit with it it has good reward and the opponent can't bait it with double jumps and such but depending on the characters you are up against you may just get outpoked (i.e Bang's jB beats 5A clean but loses to 2C), you can do tons of stuff even if it ends up being blocked 214D~B is not a good AA, I guess it's ok vs. Valk and Hakumen preemptively but otherwise it's pretty bad as you need to go into stance to be able to use it first. jA (confirm into jAA > jC5 > loops) can also work as an anti air because it's pretty fast and has a decent hitbox, it's good when fighting someone that likes to double jump a lot to try and bait 2C, sets up ok pressure if it's blocked you should not stick to just chains when moving around with Hazama! 66~1[AB] is a pretty good and safe way to move around the screen or end up in favorable positions. his IAD isn't bad at all and coupled with his jA/jB/j[A]~ it can be pretty good to move around when you get closer to your opponent chains have been discussed a lot, all the old guides are indeed somewhat outdated because chains were reworked in CP but if you go through this very same thread you should find plenty of infos to get you started. whats good and bad wildly change depending on the match up and tbh it's also a really difficult topic to discuss because of the very same nature of chains, j4DD ( cancel the chain into pull right away ) is a pretty good to get around the screen though, eh, you could even call it a "super iad" of sort I guess. you really want to check out top level vids of Hazama if you want to have a better understanding of all his movement options and how to use them effectively though, so hit up the video thread and/or youtube Udon, Mitsurugi, Noze, Aru or Rocha!
  18. _Sey

    [CP] Hazama Combo Theory Discussion Thread

    optimal corner meterless route is 5B > 5C > 3C xx 236D > d.5C > 6C > d.5C > 2C xx 214D~66B > sjC5 > 5C > jC1 > jC5 > j214B dmg: 4010 do that for every single corner hitconfirm, omit d.5C > 6C and go straight for 6C if you hitconfirm with more 5C AND 2C or 2B if you want a safejump, drop the combo at 214D~66B > jC5 and then IAD j2C. try to drop the jC5 at the lowest possible height or they'll tech mid air depending on prororation if you hitconfirm starting from 2A then do 2A > 5B > 5C > 3C xx 236D > d.6C > d.2C > jC5 > 5C > jC1 > jC5 > j214B ~2800 always jC1 > neutral jump jC5 > j214B if you want decent oki positioning
  19. http://www.nicovideo.jp/watch/sm23170296 http://www.youtube.com/watch?v=Xzbi6dVWsvc jC loops are still in, biggest loss is land d5C 6C midscreen route + overall slightly lower damage 5C leads to 3.7k, so 5B will still be 3+ or so, which is pretty good my only hope is that these routes are universal and we don't end up with jC shooting plat/tao/bang/mak/carl too high or something 236C nerf is still dumb negative penalty buff is dumb in a good way though i'm pretty happy we got this video so early into the patch lol, those urban square videos were sooo bad
  20. they buffed his midscreen and meterless damage but nerfed his damage off hountejin in CP, that was pretty cool and made him a bit more fun to play. now they are nerfing both but giving him a longer backdash and rising his negative penality resistance. asw just want him to be some trollish boring character both to play against as well as to play as. even then I'd still like to see how bad the jC nerf is, just by looking at the frames I think we should still be able to do a bunch of loops still just by swapping 5C for 5B or 5A>5C. 214D~A nerf is w/e, we'll still get 214D~A 2A 5B 3C~ and be able to run oki somehow so it's fine, being able to combo off that on the whole cast was just dumb anyway 623D buff is cool but a bit useless in the current engine, good luck getting/having enough meter to waste off double super. I really do not look forward playing vs Taokaka with shitty damage off anything though whens cp2 relius/azrael
  21. http://www.youtube.com/watch?v=WFtMpIzkLn8&feature=youtu.be&t=18m33s just doing 623D instead of d.5C 623D is much harder and possibly less reliable though, I think I got it to work only on Bang/Valk/Tao while I got d.5C 623D to work vs Relius too iirc (I didn't bother testing it vs the whole cast). Hardest part is understanding the timing for the ~D pull, the jC5 delay part should be pretty standard stuff by now
  22. jC nerfs could be workable to deal breaking imho, if we can still get jC5 6C off any starter then the damage loss midscreen won't be too huge, maybe 1-1.5k max? we'll probably have to go for ... jC5 d.5C 6C d.5C 2C 4DA jDA jC5 j214B or something corner combos will be ok maybe slightly weaker if the jC nerf is huge there may be still be ways to work around it (although they could be character specific) we still have combo routes like: 5B 5C 3C 214D~66B 5A 2C 6D~D jC5 d.5C 623D d.5C 2C 4DD jC1 jC5 j214B DMG: 3890 OD drive is both a nerf and a buff actually, sometimes OD combos were inconsistent damage wise because you could end up hitting w/ a short range chain instead of a max range and end up losing 200-300dmg or so. This nerf only impacts midscreen OD combos in those situation where you couldn't corner carry them with 5C j4D~D, back to corner OD combo may end up dealing A LOT more damage now (we can already hit ~8k w/ 5C starter + 75% and 50% OD) because it was mostly short range chains anyway. Nerf to 236C is like... w/e? what's the point? we could barely get 2.4k in corner by forcing a sideswap with 236C d.5C 3C 236D dash under 5C 6C ... I guess this nerf will prevent that? I honestly don't get it. Having guaranteed mizuchi off 623D is pretty good, although it'll never be as good as the old games because of how meter gain works now, I wouldn't be surprised if it'll end up being a useless buff compared to just doing hountejin + dash CT combos. 623D > mizuchi may end up being unburstable though. The overall nerf to backdashes could end up favoring us especially against characters that we already struggled against and did not get nerfed (taokaka pls), also that global buff to jump attacks could end up being interesting especially for random j.A confirms. Overall they nerfed things we should have expected and it won't impact his playstyle/gameplay too much at all but it's still pretty annoying that Taokaka didn't get any meaningful nerf while Hazama was given nerfs and no cool buffs (even just 5B being jump cancellable on block again would have been sweet). whens BBCP2 relius
  23. _Sey

    [CP] Hazama Combo Theory Discussion Thread

    (corner) 5B > 5C > 3C > d.5C > 6D > d.5C > 2C > 4D xx 214D~66B > sjC5 > 5C > 2C > jC1 > jC5 > j214B dmg: 4010 5C > 2C > 4D xx 214D~66B > sjC5 consistently leads to more damage (+~200) off any hit than doing d.5C > 2C > 4D xx 214D~66B > d.5C > sjC5 you can also setup a safe jump off sjC5: slightly delay all of sjC5 hits so that the opponent won't be able to tech mid-air and then go straight for iad j2C (it will also catch rolls). should also be able to do sjC5 > 3C xx 214D~D > iad j2C to setup the same safe jump while tacking on a bit more damage but I actually haven't tried it out yet (3C xx 214D~D > iad j2C also works midscreen). (corner) ch 2C xx CT > d.5C > 6C > d.5C > 2C > 4D xx 214D~66B > sjC5 > 5C > 2C > jC2 > jC5 > j214B dmg: 5135 hg: -25 +23 = -2 if you don't have enough meter you can do ch 2C 6A > same route, ~4.5k hg: ~30 (forgot to take notes).
  24. oops, my bad, you can't really catch back rolls unless you have the other guy in the corner (which kind of makes the option moot) @Putin hmm, the setup isn't really mashable if you do whiff 2B dash 2A/5B fast enough, some 2A may be able to mash or trade with it though, but then you could just do whiff 2B > 2B/5B/5C/3C/632146DD to catch people mashing. I think the setup is pretty much the best Hazama can setup in the corner (just watch any Mitsurugi or Noze vid and you'll notice them always ending combos with 8jC5 just to be able to set it up), it's obviously not super strong but it works well once you have people respect your game. It lets you punish rolls/dps/mashing for a lot of damage while also giving you the ability to dash in and mixup with w/e (2B whiff 632146DD will beat anything on neutral tech as long as they don't wake up > jump or they have an airborne reversal). You can still do 2A oki if you end up too close to the corner though, but in those situation another cool option Hazama has is hountejin OS barrier, 214214~A, this will catch rolls while keeping you safe from reversals, you can also go for Hountejin OS 5B if you feel like it. Just watch that A-cho tournament where Mitsurugi reverse OCVs the taokaka team, he was often buffering this OS whenever he cornered someone.
  25. Some safejumps I've been testing/found watching jp vids. Midscreen: end your combo with tk.Hiren > 5D~D > j.A. it will hit (lv1 chain, can special cancel into stance for h/l mixup) forward roll (and if they aren't ready to air tech asap you'll blue beat ~D j.A and can get a bit more damage/set it up again?) it will hit (lv5 chain) backdash, backward roll, neutral roll safejumps any dp/invincible dd except for mu's dp/super armor reversals example: 2A 5C 3C 214D~66B d.5A 5C jCx5 d.5C 2C tk.j214B it's about ~300 damage less than doing x2 chain or 5C jC5 j214B, going by memory so it may be a bit more/less Corner: drop your combo early at jC5 and iad j2C will hit any roll, can buffer anything to cover/meaty late neutral tech safejumps anything this setup is very proration specific to setup, easiest way to test it is: 5B 5C 3C 236D d.6C d.5C 2C 4D xx 214D~66B sj.C5 ~500 damage loss compared to the "best" route I honestly don't feel like the corner one is usually worth it, mostly because if you end your combos right ( whiff 2B > dash w/e ) is already a strong setup that, because of the distance you end up at, makes anyone wary of trying to reversal on wakeup, unless they wanna risk not even being able to RC their DP, should be pretty good against Hakumen though. On the other hand I really like the midscreen one because you generally won't be able to corner carry off a 2A hitconfirm anyway, so may as well go for a stronger setup (and once people start to respect it you get to setup a really fast high/low mixup with jA/land 2B).
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