Yup, using her qcf + B/D to dodge under projectiles or to fake out your opponent is always a good idea, maybe I should boot up my KOF XI to play Vanessa again :lol:…
nice to see different characters… i don’t know much about jazu or venessa but my friend has a pretty good silber… so i’ll give u some tips on him…
cross-up or just jump C, qcfx2.D… has to be done fairly close to ground
anti-air jump C, qcfx2.D…
charge d~u.B_D xx qcfx2.D…
qcfx2.D blocked xx LDM unblockable …
counter hit s.E, qcf~hcb.A xx LDM…
(cr.B x2 …to charge) cr.A xx LDM…
work on jump C cross-up pressure game… remember ur counter move even the DM version doesn’t counter lows… so watch out for that… and use f.A to catch a counter hit with it… as it has A LOT of priority and can be used as an anti-air to an extent or at near max range on ground…
counter hit f.A lets u either combo…
a) jump C, qcfx2.D for 50% works anywhere
b) charge d~u.B xx qcfx2.D for 60%
c) qcf~hcb.A xx LDM for 80%… have to be atleast mid stage far from corner
as for general strategy u should incorporate more hop not jump pressure into ur game… and please NEVER put ur LEADER as ur FIRST… because u will hardly ever have any meter that way to do his LDM… ur leader’s first appearance shouldn’t come unless u need to save a character or u have atleast 2 bars or u r doing a tag combo or ur character dies… hopefully i was of some help… keep practicing…
I never did understand why TR and his friend kept putting their leaders first. Especially since TR tends to use more meter and skill stocks with Jyazu.
Dunno whether EZ intends to put his leader first or not; but you guys just reminded me of the problem I had with the game recently.
As you as all know, after the character select screen you are then asked to select the team leader and then the order. About two weeks before we recorded matches the game started forgoing that screen entirely and just showed a “now loading” screen and booted us straight to the match with the first character set as leader.
I don’t know if I messed with something when I was toggling the options and trying out Arrange mode/music, etc. But I when I saw this happen I went back and couldn’t get it back the way it was. I thought maybe it was Original/Arrange mode based but I set it back to Arcade after the first match and it still happened.
I can post a vid showing what I’m talking about if anyone’s confused…
So yeah, its not that we set our leaders first, its that for whatever reason the game is set on, it set the first selected character as leader. Although I do usually set Jazu as leader.
Try setting the demo cut to “off” and the load type to “normal”, that might fix it…
options>character settings> they should be the last 2…
Tech Romancer: i also tried out jazu and he is quite a good character… his only problem is his hop goes too far and and if u try to do it too close or repeat one after the other u will jump over smaller characters… but as long as u understand what distance u should be doing hop & hyper hop in order to combo from them u should be fine… if u r too close just hop straight up and do D > s.C… i found that to be the most reliable one cause it works even if u r not that close to them… and his hop C+D has a lot of range… and hyper hop C+D can hit someone from like across the screen… now since u like using him as leader i was looking for solid ways to get into it… so here r my findings for his combos…
basic strings… dp.A or qcf.C enders r good for safe blocked strings i believe
- hop C_D, s.C xx hcb.B_qcb.C_dp.A_qcf.C_rdp.D
- hop C_D, cr.B_s.B, s.C xx hcb.B_qcb.C_dp.A_qcf.C_rdp.D
- cr.A, s.B, s.C_d/f.C xx hcb.B_qcb.C_dp.A_qcf.C_rdp.D
- cr.B_s.B, s.C xx hcb.B_qcb.C_dp.A_qcf.C_rdp.D
- s.C, d/f.C xx hcb.B_qcb.C_dp.A_qcf.C_rdp.D
now when u DO connect with ANY of his combo strings u should ALWAYS do “hcb.B” ender… as it sets up his DMs & LDMS with NO skill stocks… but u have to change it a bit depending on where u r on the screen…
mid screen combos after hcb.B…
without meter…
- jump C+D…
- rdp.D…
- d~u.C good wake up
- doing a hyper jump D right away will land u on the OTHER side…
- doing a slightly delayed hyper jump D will land u on the SAME side…
with meter…
walk forward hcb~f.D will do 35-40%
run till u r under them hcb~f.E will get 2 hits for around 60%
if u have Kula or Oswald in ur team as Leader
- doing a s.D xx QS, LDM will do 70-80%…
corner combos…
- jump C+D…
- rdp.D…
- d~u.C… good wake up
walk backwards hcb~f.D will do 35-40%
walk backwards hcb~f.E will get ALL 3 hits for around 80%
if u have Kula or Oswald in ur team as Leader - doing a s.D xx QS, LDM will do 70-80%…
LDM will get ALL 3 hits up until u r “1 jump + 1 hop distance” away from the corner when starting a combo that is ending with hcb.B
hope to see some improved jazu and silber play from ur next videos… i think ur team order should be venessa, silber, jazu… as venessa can be a good battery for silber and jazu cause they need meter to be scary… well hope all my god damn typing and 3 hours of testing helped :bgrin:
I’ve been playing Jyazu for a while, and while :hcb::snkb: can be good for corner combos, I find often trying to use it in combos outside is risky because at some ranges the tornado can be too slow to combo and so it can be blocked and it will leave you wide open.
The range of his normals is a problem with Jyazu, and this combined with 1 of his 2 biggest problems (horrible defense and stun resistance) means it’s absolutely VITAL to learn what safe options you have at all ranges.
well if it’s absolutely vital to make sure that u r safe then i guess it’s absolutely vital to make sure that u r close enough when doing ur strings… or just end every string with either qcf.C or dp.A to automatically be safe… cause as i can see without hcb.B his damage potential sucks…
The problem is that Jyazu isn’t meant to be a close-range, combo-crazy character. I think his lack of defense/stun and floaty jumps should be proof of that
Sticking out an A or C at close range against Gato and Kula is dangerous, because their pokes are faster and have better range than Jyazu’s, and Jyazu simply cannot afford to eat a full combo.
qcf+C is just as unsafe. Even on hit, Jyazu’s qcf+C leaves you at close range and without any frame advantage, and that’s not where Jyazu wants to be.
I also don’t see how Jyazu’s damage potential sucks, either. Landing his DMs shouldn’t be your main priority with Jyazu in most cases. He gets most of his damage off of E pokes and keepaway.
Shiki is right; jazu is mainly a zoning character. His chaining ability is meant to help you when you maneuver around your opponent and finally get the hit (not to mention an aspect he got from Kizuna Encounter).
dp.A is safer than qcf.C for blockstrings, but this game has GC (although its kind of costly) so I would refrain from making that a habit.
What’s this about hcb+B being his best damage? That’s not true; its another part of his zoning and gives him a way to get around people with midlevel projectiles and rollers, as dp.A actually doesn’t negate enemy projectiles.
I hope I didn’t mislead anyone if I was playing Jazu aggressively in those vids…because he is not a rushdown character. Like Shiki said, his normals are short ranged (cr.C and 6C are his best), and he’s not fast enough to compete with people like Gado, Shen Woo, Kula, etc.
Is there a way to cancel Athena’s Shining Crystal Bit super?
Try A+B+C+D, it’s been a while since I played XI, but it should work.
well i play mainly grapplers man… so i tend to always end up in my opponents face somehow no matter who i use… u should see my kula… lol…
secondly unless u r doing DM or LDM combos… jazu’s -> hcb.B as “combo ender” <- not by itself doesn’t necessarily do noticeably more damage BUT it sets up for good wake up anywhere on screen with d~u.C AND specially anywhere MID screen u get a totally ambiguous cross-up set-up with hyper jump D which is a free second or even third combo possibility leading to massive damage or even a stun… his other combo enders r not even CLOSE to giving u the options hcb.B gives u… think of doing 60% - 80% from a cr.B as Leader or 40% without being Leader with no skill stocks… all his other string enders pales in comparisons…
btw 2 more cool thing about jazu is saw this in a video whenever u r cornered u can jump back and do his b.C and if u connect on a cross-up u can land a full combo… or with ur opponent cornered u can jump then do b.C… but for this one u can only combo upto a cr.A xx qcb.C xx hcb~f.A… nothing really that crazy but i guess it adds more mind game from a stupid looking floaty jump…
Yes I see what you are saying, but bottom line is this is no different from any other fighting game. People are not simply going to LET you run up and combo/grab them.
And of course you have to factor in Jazu takes shitty damage as well.
About 4C @ at a wall: yeah I totally forgot about that move. That would have come in handy when I backed myself into a corner during the shen woo and Gado matches; I need to remember to utilize it.
why is shen giving u hard time? u should be able to easily control spacing against shen with silber jump around and E spam …gato i can understand… well i don’t play him but my clark counters a shen very well… his air to air is weak and on the ground outside of a corner he isn’t that scary…
oh and the reason i was focusing hard on the close up game of jazu is because u said u put him up as ur Leader… imo ur LDM should be like ur trump card… ur scariest tool… anytime u got 2 bars and maybe 1 skill stock ur opponent should fear eating an LDM… so ya if jazu isn’t ur Leader then go ahead and play keep away with E pokes or w/e… but as Leader ur main focus should be finding ways to get in as SOON as u have meter, and landing ur LDM… then when u r good enough at that u should pressure on ur opponent close enough to the corner so u can hit that LDM for 80%… and also looking out at ur skill stocks so u can hit a tag combo into LDM…
i can’t really tell u how u should play because it’s ur style not mine… but to me what i said makes sense… my strongest character is clark but kula is my leader… just because connecting her LDM is soo much easier and she has a million ways… where with clark i have to trick my opponent into freezing up and me getting close enough or need to combo into it… where now for jazu u NEED to combo into it ‘properly’ …or u only get 1 hit for very shitty damage…
EDIT: forgot to mention that u can connect all 3 hits of his LDM even when u r cornered… after hcb.B combo just run under a little past them and u will turn around…
and this was happening in practice mode… if they block a cross-up jump D u end up on the same side u jumped from and they will have to instantly block the opposite way…
Jyazu’s LDM is much better for defense than offense. It covers his holes in his AA game very nicely, and is a great “get the fuck off me” move which Jyazu always needs.
Also, in a real match, getting into place for those 80% combo set-ups is much, MUCH harder than you think it is.
I have no idea why Sam thinks it’s so easy to pull off these high damage combos on a good opponent.
I REALLY don’t think he gets what we’re trying to say here.
Jazu is not all that fast (certainly not fast enough to compete with Kula, Gato, etc). So you can’t pressure them most of time. He takes horrible damage so you can’t afford to trade hits with them. He has an abundance of zoning tools - he’s a zoning character.
It has nothing to do with my style so much as knowing what your character is good at and not good at. Characters have their strengths and weaknesses. I’m pretty sure we would all love to rush that shit down but you have to respect character attributes. There’s just no way to argue that.
BTW, I rarely normal hop or Super hop in those vids on purpose. When I played Silber I tired to hyper hop most of the time, its just my execution is inconsistent.
ok i did my part… hopefully w/e i posted helped atleast a little… i’m not gonna keep arguing… i’m just naturally a very impatient player and i will rush down most of the time no matter who i use… and if the game or the character doesn’t allow me to do so then i can’t play it… proof being that in soul calibur i play astaroth and i’ll gladly take it upon myself to rush down a amy or the sisters against anyone… and i hate sf4 because it barely favors rush down at all from most of the cast… and imo in kof anyone can rush down thanks to the sub systems… but that’s just my opinion…
well props cause at least you’re trying to make progress, but unfortunately like hatred and shiki said, the high damage stuff is way too impractical for use in an actual match. i mean, if you’re able to consistently do half of that damage off of one common hitconfirm or counter hit then it’d be something different.