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Razgriz

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  • Content count

    15
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About Razgriz

  • Rank
    Legit Member
  • Birthday 09/14/1988

Other Info

  • Location
    Etobicoke
  • PSN
    RobFig
  1. Razgriz

    AC+R: Chipp Combos

    What is it about Eddie that makes him always fall out of the 2nd hit of j.K for me? Pretty much any time when trying to bring him closer to the ground to end in j.K > j.K > j.D > alpha he falls out between the j.Ks. I usually just do a simpler combo up to the ceiling instead. I notice the same thing with Ky sometimes too. Any alternative to bring them closer to the ground to end an air combo in j.D > alpha?
  2. Razgriz

    AC+R: Chipp Combos

    This one progresses nicely. I'm not sure if it's in the combo thread already. http://www.youtube.com/watch?v=GSRjdAC15R0
  3. Razgriz

    [AC+] PSN ID Thread

    PSN: RobFig Main: Chipp, Ky Location: Toronto, Ontario Haven't had too much time with +R yet but looking to grind. I'll join the chat later!
  4. Razgriz

    [CSE] Hakumen Q & A: New players check here first

    Is there any point to canceling a successful air-throw with hotaru? I doubt it's possible to have the hotaru hit after the throw has done its damage. I remember you could to the same thing off j.D in CT but it was kind of pointless.
  5. Razgriz

    [CSE] Hakumen Q & A: New players check here first

    Do you have to hop 5C, or will walk forward work? I know I've hit walk forward 5C before, but I'm not sure if it'll work on all characters. Thanks for the info, haven't had time to try them yet.
  6. Razgriz

    [CSE] Hakumen Q & A: New players check here first

    Thanks for the info, but I realized I made a mistake. I meant 2D instead of 2C. Sorry about that
  7. Razgriz

    [CSE] Hakumen Q & A: New players check here first

    Hey Hakumen players, the thread has been very helpful so far. I picked up Hakumen as a sub around the time CT was ending, and now I main him in CS. Anyway, I'm just gonna dump all my questions at once, here we go! What's the best option after landing a 5D? In CT I believe it bounced them off the ground and you could do the same followups as a 2D. In CS since they land on the ground beside you, they can tech right away. Is it worth trying to catch their tech with a 6C or 2C if it's not guaranteed? What are the best less-than-4-mag options after 2C? I usually do 2C>6C>632146C, but if I don't have the meter I'll just hit 6C. I know the timing is a bit tricky to hop>5B or 5C etc... Is 214B(2hits)>214A>6C a good amount of damage for 3 mags? I do it a lot but never see any other Hakumen players do it. Will gurren after one hit of renka do more damage? Is there a point to IB Yukikaze in the middle of an opponent's distortion other than looking really cool? Or is it better to just wait till it's done and 6C>632146C?
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