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Redefinition

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Everything posted by Redefinition

  1. Redefinition

    [AC+R] Venom Discussion Thread

    Probably two things you should be looking at. One is this article, and the other is this thread, or at least the first few posts. A lot of the information in the second link will be outdated come +R, but since it's not out on consoles yet, it's still relevant.
  2. Redefinition

    [AC+R] Venom Discussion Thread

    Combo at 2:30 is valid though, and it's more or less the same. Maybe it's Faust specific, but I imagine if he hit the ball vs. Pot it would be valid just because of their similarly enormous hitbox. I dunno. We'll have to see when we can practice ourselves.
  3. Redefinition

    [AC+R] Venom Discussion Thread

    Hah, yeah, I remember being super impressed at 6:08. Scary, scary shit. re: 15:53 I think that if he delayed the j.K just a moment, that would have comboed. Pot has a really fucking tall/fat sliding hitbox, so doing it too early made him hit Pot before the ball. Also, I'm wondering just how high Venom can be for that all to combo. I highly doubt that there's no maximum height to the air throw FRC combo, but it DOES seem like you can be REALLY high up there for it.
  4. Redefinition

    [AC+R] Venom Discussion Thread

    20-ish minutes of Fino's Venom. Two mirror matches here, both vs. HEVEN at 4:56 and 16:52 Combo at 2:30 vs. Faust looks stylish as fuck. 2K > c.S(3) > 6K xx Pball > dash j.K > j.S > j.H > j.D (Hits ball) > 6K xx Hball > dash f.S xx Sdub xx warp > j.K xx H MS
  5. Redefinition

    [AC+R] Venom Discussion Thread

  6. Redefinition

    [AC+R] Venom Discussion Thread

    a wild HEVEN emerges at 4:24 Seems like standard fare Venom play, tbh, not that that's a bad thing.
  7. Redefinition

    [AC+R] Venom Discussion Thread

    I'm pretty sure there were quite a few things that changed from loketest 2 to release, and I'm pretty sure that loketest 2 was the last to release notes on what changed. Once we get our hands on the game we can figure out all the changes not mentioned there. But, yeah, it seems to knockdown from much higher up than it does in AC now.
  8. Redefinition

    [AC+R] Venom Discussion Thread

    Man that Venom really likes hitting buttons on wakeup, damn.
  9. Redefinition

    [AC+R] Venom Discussion Thread

    1:38 (corner) Throw, c.S(1), 6K, carcass, c.S(1), 6K, S ball, c.S(2), 6K, dbc. 14:02 Throw c.S(1), H ball, c.S(1), 6K, dbc into ball summon for a nice three-ball set. Not sure how much of that first combo works without the burst, but if that combos that looks like it'll be our BnB in the corner. Nothing else super interesting to note in the recent vids, in terms of combos. Also that fucking clip with FB carcass, lol. EDIT: 1:08 (corner) FB MS, c.S(1), 6K, carcass, dash, j.K, j.S, j.H, j.D, land c.S(1), j.S, j.H does about 40-50% on Dizzy with a very moderate amount of guard bar. 3:08 proof that throw, dash c.S(1), 6K, carcass works midscreen. 7:26 DBC loop still works On a different note, the Venom player in this video looks really, really good. Anyone have any idea who that might be? 3:55 6K can combo off of c.S(3) [into carcass, etc.] (What's with Sol in this video having George's voice?) (By the way, if the length of this post is a little unwieldy, I can always just make it so that the vids are links instead of embedded.)
  10. Redefinition

    [CS1-CSE] Hazama QnA and Tidbits Thread

    Honestly, the only thing that's remotely difficult for Hazama is the timing for the 5C 2C 6D>A 4D>A j.8D>A 623D, j.6D part of his big dayumage combo. Nothing else is much of an execution problem for him, and the only reason that particular part of his combo is difficult is because what time you delay which attack/what direction you jump/how close you need to be for the 5C/whether you have one or two hits of 5C is very character specific (and fucking picky sometimes, like in Bang's case).
  11. Redefinition

    [CS1-CSE] Hazama QnA and Tidbits Thread

    Something that helps quite a bit: During a blockstring that you're using normal guard for, you can let go of guard once you guard the last attack, then tap and hold back before the next attack. This way, if you instant block, great! Punish with whatever you can/want. If you don't get the instant block, you'll get a normal block instead.
  12. Redefinition

    [CS2] Hazama Changes Thread

    ^Sig'd for truth.
  13. Redefinition

    [CS2] Hazama Changes Thread

    Far more useful than 6B in CS1, at least. 6C gave some foot invuln, and had SOME use. Just not a whole lot. Don't know what to think about new combos. :/
  14. Just wanted to double check if you got my PM, since I'm not 100% sure it sent. If not, I'll just send my information again.

  15. Redefinition

    [CS2] Hazama Changes Thread

    Doesn't (5C 2C j.214B)x2 also work on Rachel and Haku on FC?
  16. Redefinition

    [CS2] Hazama Changes Thread

    I'd love to see j.214B become an overhead. I mean, for christ's sake, even if it wouldn't be as good as 6A or 214D~A. :|
  17. Redefinition

    [CS1] Hazama Gameplay Discusson

    All combos (including combos into Astral) are posted here. But if you want a short answer, back throw into a corner combo into Astral Heat, any close-ish range 3C combos into astral, and there are certain situations where 623D can combo into astral (namely, when you do it at a proper distance, and you're in the corner, so they're close to you). EDIT: Derp, I'm too slow. Also, can anyone confirm if forward throw into corner combos into astral? My 360 broke down a few weeks ago, so I haven't been able to test.
  18. Redefinition

    Defensive Character's

    ^ Truth. Not as reliable as something like Jayoku, but a really horrifically damaging (especially the 720) option. Tager's playstyle is really even more defensive than Hazama's, tbh.
  19. Redefinition

    Defensive Character's

    Yeah, and IB > Jayoku is one of the better reversals in the game. You get them with an FC Jayoku and you can easily do 5k, 7-8k with 100% meter. Honestly, Hakumen, Hazama and to an extent Tager and Ragna have at least one quite good option in terms of reversals and being defensive. EDIT: Sorry, I misread what you added to the thread after your OP. In terms of the MOST options, Bang and Hakumen probably come out on top for amount and usefulness of defensive options. Hakumen, Bang and Hazama are probably the best for dealing damage OFF of those options.
  20. Redefinition

    [CS2] Hazama Online Play

    Gamertag: RedefinitionVE Oregon
  21. Redefinition

    How many buttons do you prefer on a stick?

    What qwerty said. Generally, the only reason people get an 8-button stick is to use some features outside of actually playing a match. I haven't met someone who uses the extra two buttons in an actual match, but I sometimes like having them, just so I can use record/playback, or whatever.
  22. Redefinition

    [CS1] Hazama Gameplay Discusson

    I might be wrong on this but I believe I see many hazama players do 2C(ch) 4D->A 4D->D (j.C)xn etc. etc. Although I wonder if there are better options than that.
  23. Redefinition

    [CS1] Hazama Gameplay Discusson

    I read what he said, it just seemed odd that all the 2 numbers were gone and they might have just been left out on accident, bro. I probably made that comment a little hastily, sorry. Also out of curiosity (and this relates to why I was asking), does anyone know which of these is the more damaging? 5B 3C 214D>C 5C (j.C)xn (land) 2C 4D>D (j.C)xn (dj.C)xn j.214B or 5B 3C 214D>C 2C (j.C)xn (land) 2C 4D>D (j.C)xn (dj.C)xn j.214B Edited to not be lazy and post the whole combos.
  24. Redefinition

    [CS1] Hazama Gameplay Discusson

    So... Any reason in particular why 2A, 2B or 2C aren't in there?
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