Jump to content

SolidPlay

Members
  • Content count

    76
  • Joined

  • Last visited

Everything posted by SolidPlay

  1. Soooooooo............whatup wit dat Makshimum Speedu, Makshimum Arma. http://www.youtube.com/watch?v=mmlbcvhewrk Back on topic though. Why is West Coast so free Lets see. Prop 19 fail? Fray Budget Crisis? Fray Arnold Schwarzaneger? too fray Zidane shitting on you whenever he gets a spare moment. Free Kicks? well...... http://www.youtube.com/watch?v=O7EZEn-Z3Bs#t=1m0s
  2. SolidPlay

    [CS1-CSE] Hazama QnA and Tidbits Thread

    Very good question btw. Hazamas counter assault like any other CA is a last resort option. Unlike gold bursting, its easier for the opponent to punish and costs precious meter (think, you've thrown away one jayoku just to potentially knock your opponent away. No damage would be done and to top it off, its techable. Did I already mention its relatively easy to bait. Did I also mention IB jayoku is a better defensive use of that 50 percent meter. Oh i didn't? Well it is sir. The only upside to using CA is that unlike ib jayoku, you don't have to Ib to force holes in their strings. You can, obviously, interrupt their block string at anytime. Like I said though, you can easily be baited so....in conclusion, you've made a critical mistake somewhere in the match or in training mode (ib jayoku execution failure) if you find yourself in a position where CA is your only viable option for escape. I know sometimes you have no choice against certain rush down characters (ie bang, noel, ragz). You may even run into a high-level player who is fully aware of the strength of IB jayoku and never risks leaving themselves open to it by using ib jayoku safe strings. if you have low life or like Silius said before me, if you have low primers. You must do it. Losing 50 percent meter and potentially being baited is sometimes a better risk than holding onto that meter, bursting or even eating the damage. Even though guard break damage is prorated, damage is damage and you don't want that at tournament level play. What i just said all depends on the "Match-Flow" (who has the life lead, does opponent have alot of meter, whats the potential risks of either eating damage, bursting, or CAing, intangibles like that) If you have the ability ib jyaoku, ideally your ass needs to hit it everytime (in fighting games the ideal does not always happen, keep that in mind though). You can also just ib their strings to create holes where you can maneuver out. In most cases that is actually a better and safer option. Tl:dr CA is ass, only use it as a last of the fucking last resort.
  3. shit is hot. oh yeh late but delivered while drunk as promised http://www.youtube.com/watch?v=ib_kE9SD7Qs WHAT THE FUCK YOU KNOW ABOUT THIS SHIT!!!! Absolute hotness. better than watching actual match videos, especially when ragna grabs his sharp ass sword by the blade *also you just noticed noel has CANKLES. cant unsee
  4. Words word words xlolxlolx Don't ban me bro. Plz. I swear to god I was drunk that night It won't happen again tonight when I get off work at 10:30 central time
  5. http://www.youtube.com/watch?v=LuX1lilnX-Y&feature=related#t=4m50s This is called the Rape 'N' Run.
  6. This is what I did Skip opening SKip tsubaki disney song LOL at Hazama instant moose and bitch-choke LOL at LightBrite swords Drink two more sips, post
  7. Are you serious? The only thing the noel cosplayer got right was being BREASTLESS! All i gotta say Cardboard guns and Man-back confirmed for troll tier
  8. my only reaction to this was..... HOOOLLLYYY SHIIIIIIIIIIIIIIII there are so many things going wrong here, nothing more alcohol won't fix though http://www.youtube.com/watch?v=IvyDXQWnQkY&feature=related
  9. internets to the man with the quickest reply i've ever seen. geezus.
  10. I gives no fuck and this better not be a repost of a repost http://www.youtube.com/watch?v=Nn2QiRm3OzU oh yeh and I call bullshit......hazama never drops his fucking top hat! also so much fail and I am drunk good night
  11. SolidPlay

    [CS1-CSE] Hazama QnA and Tidbits Thread

    The answer is that its situational. the simple answer is that its sometimes easier and more comfortable for hazama players to use 5b instead of 5c. For one, 5b is faster and for two it only hits one time making the TECH PRORATION A LITTLE LESS. This leads into the other reason why good hazamas do it. If a combo was started off of a light move (like 5a or 2a), using 5c after 214D~C may make it do more damage, but it also makes the combo tech prorate more (because of the multiple hits you pointed it out as having), which in turn makes the combo either totally impossible or a little difficult to follow up with 6D~A>6DD> j.cx10>214b fully. Why? Because blazblue combos can prorate in such a way as to make it progressively easier for opponents to tech out. This is based on the amount of hits in the combo (It usually works like this, but more hits does not always guarantee the possibility to tech). Tl:dr 5b makes it easier to get a full bnb sometimes. Not because the person is bad, but because of blazblue's proration system. The general rule of thumb imo is to use 5C in the combo only if your first hit of the combo has good proration on it (a.k.a 5b or 3c), but if the situation calls for more damage and meter try 5C in the combo regardless of the starting hit just remember to either drop one of the 6A from the combo or drop one of the J.C X 5 reps. (protip: drop the second 6A in most cases because J.C reps are indispensable for building meter and pushing your opponent toward the corner.) if you manage to read all this. Your welcome
  12. Took me about 8 months to place 5th at Final Round 2009 in blazblue with Carl. So there you go. (this is CS1) I've been playing hazama for 4 months....we'll have to see what happens at final round.
  13. SolidPlay

    [CS2] Hazama Changes Thread

    This pretty much sums up how i feel about the changes to HazMat It seems like Hazama close range effectiveness in terms of damage has been toned down I agree with that. As a trade off ASW decided to make zoning with chains a little less predictable and safer (A cancel on chains recovers faster). This is a reasonable change imho. Hazama cannot get ouroboros back on block. I'd have to agree again with this change. Using an ouroboros stock should be a reward for effective zoning and being able to hold a position on the screen for 180 frames or however long it takes to get them back imo. At the same time i think this might force random-hazama-player-#57 to stay still once and a while and actually contend with the other characters attacks with intelligent blocking and positioning. I feel weird that i like these changes seeing as I only play Hazama, and these changes could easily turn me and other people away from CS2 Hazama. Wait.....everything just as planned. tl;dr Hazama will be challenging, I hope people don't give up playing him seriously
  14. SolidPlay

    [CS1-CSE] Hazama QnA and Tidbits Thread

    I've been playing hazama for a little while now and would like to share some things that I've learned about advanced ouroboros play (a.k.a lol chain gimmicks). I have a lot of dumb shit that i've created (X copied from japanese hazamas). Don't worry I'm only gonna list one. I'll list the maneuver, how to execute, when to execute it and why. Who knows ,if you like it and think its not too convoluted, maybe I can has my own tutorial guide on hazama chain gimmicks Anywho, its important to note that these little tidbits i have are in no way meant to be the entire sum of hazama's game but are meant to be little add-ons to your game. These add-ons when properly set up should effectively confuse the opponent and give you some much needed damage for doing so. Ready? lets go. Throwing chains and either cancelling or pulling in can get boring and worst of all predictable at high level play. Ever find yourself getting your shit IB'd to death. Does your opponent simply block chains and wait on that one time you decide to get froggish and pull in to your doom? Well, here's a tidbit. HAZAMA DOES NOT HAVE TO LET CHAINS HIT THE OPPONENT OR FULLY EXTEND TO BE THREATENING......sounds like pretty basic stuff right? Lets take this notion and pair it with the fact that hazama can pull in on the opponent from a whiffed chain. 1. 5DD->6D (for direct attacks on grounded opponent)/5D (indirect attacks on grounded opponents via D or C pull to either 2d or 4d )-> (A,B,C,D pull) on the first possible frame that the 5D chain appears pull with D (I use this timing as a basic example you can do this as late into the 5D as you want. i will say that the earlier the cancel the better chance at confusing your opponent imo). Note that 1. you need to be far away from the opponent for this to be effective 2. you keep your double jump and airdash options when executing this (thats a very important thing to keep track of) 3. at any point during the upward pull you can cancel into j6d.. You hit the opponent with j.6d at best. At worst you miss or it gets blocked (in MOST cases this is no big deal, just pull or A cancel and land) but hey, you most likely have effectively rattled them if they didn't see it coming or have never seen it before. If they decide they don't want to win that day and get the hit, pull in and give em the hurt. If they block or IB, (it gets a little tricky here, oh yeh and in most cases if they are good they will either block or IB this lol). Most of the time you will be A canceling this failed attempt to open them up. it doesn't end there though, here's the gimmick. Every now and then, randomly (and by "randomly" I mean after you feel your opponent has been properly conditioned to think you won't pull your scrubby ass in) B pull in and from a safe height above them cancel the pull into either a 4d or 6d (this depends on two things: your horizontal distance from the opponent and if/how you decide you want to pull in on them). Most people will try to attack after the B pull in, thinking you are pulling in like a scrub (which you are if you totally rely on this dumb shit to win). Ideally,the result is that they get hit or counterhit by either 4d or 6d. You on the other hand choose to either pull in for more bullshit or A cancel and land. Think about it, you have just reset ouroboros (only in CS1), gained a hit, and potential mixup (correction gimmicky mixups). If you manage to incorporate this and some other little chain gimmicks into your hopefully already solid gameplay (lol SolidPlay) you'll unnerve turtling tagers and trick even some of the better players into mashing and getting hit by this. This stuff may sound a bit complicated, but I think Hazama is complicated. He will be especially challenging to use, let alone play with as a main character in CS2 imho. Disclaimer: this one won't be as effective in CS2 seeing as you don't get chains back on block. So, play keep away a little more or pressure to stall for ouroboros to comeback. (Again this is post is only meant to open up the door way for more creative use of ouroboros. I would like to see a section dedicated to ouroboros tactics so that there can be a detailed list of different ways to pull in. this can only help U.S players as a whole improve on their Hazama). Oh and remember Ouroboros is only a secondary attack measure. The main goal is to get Hazama in to do damage. DO NOT SHAPE YOUR GAME AROUND OUROBOROS, YOU WILL BE SORELY DISSAPPOINTED, MY TEARS ARE PROOF. Hope I helped at least a little and Good luck
  15. Almost every point of contention this post has with blazblue has to do with the games goal of catering and or courting new players to the genre imo. For example, the game doesn't punish a player as harshly as many other established "good fighters" for mistakes in overall spacing or "screen position awareness." Which I HATE that it doesn't. with that being said I agree with the post 120%. I just believe blaz was meant to give the new person more freedom to make bad decisions (I know thats probably been said 1 million times, 1 million other ways in 1 million other threads). We'll just have to see whether or not that hurts the game in these next few installments. Such a good post had to be responded too. On topic though. It seems like Hazama close range effectiveness in terms of damage has been toned down I agree with that. As a trade off ASW decided to make zoning with chains a little less predictable and safer (A cancel on chains recovers faster). This is a reasonable change imho. Hazama cannot get ouroboros back on block. I'd have to agree again with this change. Using an ouroboros stock should be a reward for effective zoning and being able to hold a position on the screen for 180 frames or however long it takes to get them back imo. At the same time i think this might force random-hazama-player-#57 to stay still once and a while and actually contend with the other characters attacks with intelligent blocking and positioning. I feel weird that i like these changes seeing as I only play Hazama, and these changes could easily turn people away from CS2 Hazama. Wait.....everything just as planned. tl:dr i like long posts and hazama's changes
  16. I know you messaged me a minute ago. you still trying to play blazblue?

  17. SolidPlay

    [CS1] Hazama Videos

    http://www.youtube.com/user/BamaMonsters187?feature=mhum#p/a/u/5/BgGwb_uv51g if some of the better hazamas don't mind (by better, I mean better than me, so that should be alot of you lol). Not trying to be mean, I just want people to steer me in the right direction if at all possible. please critique, ANY criticism is much appreciated. Also mute youtube if you don't wanna hear mad shit talk. Thanks so much. I will make sure to continue to post in here and return the favor.
  18. SolidPlay

    Kentucky Stomping Grounds Mk. IV

    Oh hai. Just letting you know we still alive an kicking subscribe because there will be MOAR. see you guys soon. http://www.youtube.com/user/BamaMonsters187?feature=mhum#p/a/u/2/nEC6pegeQSY
  19. We ain't dead. We right next door. Just wanna connect with you guys and get shit popping with all our Southeast brothers http://www.youtube.com/user/BamaMonsters187?feature=mhum#p/a/u/2/nEC6pegeQSY
  20. SolidPlay

    [CS1] Hazama vs. Hakumen

    annoy hakumen with chain cancels and chain fakes be EXTREMELY careful of giving him an orb or getting IAD C'd in the face. to elaborate make him stab at thin air sometimes and catch a counter hit j.6d to the face. Pull in for combo. Stay just outside of his st. 4c range try to make good hakumen feel like chain is threatening him. Most hakumen will get tempted IAD in. if you space it right you can anti air him with 2c for some decent counter hit damage. Most of the time hakumen will beat everything you have mid range so be prepare for to jump up and IB his air normals and punish if you're that close. the cool thing is that you don't have to be afraid of 6a anymore because its slow as shit. so don't hesitate to jump in unless you sense a counter in which case you of course bait it. Correct me if I'm wrong someone but doesn't hazama 3c go under hakumen's 4c. if so that may be useful too. hazama flashkick gets him out of hakumen's pressure too TL;DR annoy hakumen with J.6d chains and J. late 5d chain in the air. also after a falling 5d most hakumen will 90 percent of the time try to air dash in stuff that shit with a well space 6d chain BE WARY OF HIM STABBING THEM DON'T BE PREDICTABLE 2c is a good anti air if spaced jumping in on hakumen is not as life threatening anymore because of 6a nerf. 5a is still viable though so its not free flashkick (214d>b) his ass for getting too friendly when jumping in be prepare to IB his j.c or 4c then air dash in for profit. make him feel chain is threatening him so he whiffs moves to get an orb. thats when you have your opening. IB super his slow moves when you have the meter.
  21. Yupz,Get Moneyz Monthlies!! - Birmingham,AL- SAT(2/13/10) Yupz,Get Moneyz Monthlies!! - Birmingham,AL- SAT(2/13/10) B'ham Monthlies are back Homie When Feb 13 2010 Where 1824 Avenue E, Birmingham ,Al 35218 (205)276-4301 Ask for Isaac 10Bux venue 10Bux per game. 11am registration Tourny starts at 1pm All tournaments will be double-elimination; 2/3 matches; 3/5 winner's/loser's finals; 4/7 GF. This is a BYOC (Bring Your Own Controller/Converter/Joystick) event. The following rules apply: If the start button is hit or a malfunction with your equipment occurs, causing the game to pause or reset during a match within the first 5 secs, the match WILL be restarted. However if after that point then your opponent will have the opportunity to take the 1st win or reset the match, advantage or not. Button mapping is allowed. Blaz Blue -- PS3 Standard tourney rules T6 PS3 Winner keeps loser can change. Guilty Gear AC PS2 - American GGXX:AC copy (All bugs removed) No ex, gold, shadow, or any other alternate characters allowed. Button mapping for RC, Burst etc allowed. Winner keeps the same character and the losers can change characters. SF4 Standard Rules - Format PS3 Converters Available Marvel Vs Capcom 2 DreamCast Dead body infinites are only allowed if they are not solely used to delay the game. No glitches of any kind which will not allow the game to be played. Like the Gambit Screen glitch, player freezing, or doing a soft reset. Switching buttons during the loading screen IS allowed. Winner keeps same team.
  22. SolidPlay

    [CT] Carl Clover Combos: Clap Trap Inside

    I've tried to input it earlier. (Sadly, it still doesn't combo) *buzzer sound*. Happily it does combo. Its tough but one must input the 8D almost immediately before inputting 2D. I apologize for doubting your wisdom senseis . The good news is that if you screw up this combo u get a good reset opportunity. You only get it if they tech forward or backward tech.
  23. SolidPlay

    [CT] Carl Clover Combos: Clap Trap Inside

    i get the last 2C to hit fine. I try to make it hit as late as possible. they still seem to be too high so they tech before 8D hits. I can't figure out how to get them lower. this is on Ragna btw.
  24. SolidPlay

    [CT] Carl Clover Combos: Clap Trap Inside

    Great Guide. Kudos to both kyle and zeero for consolidating this information. I have a quick question though. I'm having trouble with Carl-Nirvana-Opponent #4. I can't seem to get the third rep. I'm only able to get two. Could ya help me out.
  25. yo tell isaac u wanna come down son

×