You don’t have to use qcb+hk, I tested that out to make sure. Its mostly jsut a timing thing with doing it I think, its just the timing is really weird. Luckily usually you don’t ahve to bother with it, cause you can just use EX hcf+p instead and get a different combo. And yeah Aja is pretty awesome.
I swear, is there some online etiquette that I don’t know about? I try to join online public lobbies because I can’t open my ports on the router, and I get kicked every goddamned time. If I join and I have > 100 ms connection to someone, they’ll kick me. It’s like, you’d rather sit there by yourself than play someone with a slightly less than optimal connection? IDK maybe I’m invading people’s private matches, but you’d think they’d go to a private match instead of using public lobbies. Ranked is a pain waiting on matches for so long.
Its better to sit there than play someone with a high ping. This is especially true when ggpo is not involved. What’s the point in playing a match where you can’t do anything? How’s that fun?
Honestly, the game is just meh. Why are the shoto’s so similar? I know they have different juggles and a different super (they both have Shin Shoryu supers) but otherwise they’re the same character. Why is the Rekka character just a Rekka character? He’s Fei but with a feint shoulder move and Shoryu super. Hanzo just feels like a nerfed 3S Chun but with a teleport, a pretty worthless Charge Grab and Charge Grab Super, and a kick move. Azure’s just got Reppuken traps. It just feels really dull. The U.I. is bad. The commentators are obnoxious. And it’s just meh.
That’s a lot of “just”'s. Sounds like you didn’t really dig into the characters all that much, especially if you think Hanzo’s command grab is useless.
Well it is. How do these characters feel unique? I really don’t understand the appeal here. And Hanzo’s charge grab is terrible; has no reach and bad priority and bad damage. I believe her EX charge grab beats throws but the damage is still bad and not worth it. Her grab super is completely worthless.
The EX and super grabs don’t require a charge. I haven’t tested it since the retail release but I’m pretty sure you used to be able to teleport into it as well. I don’t think they intended for it to be like a 360 command grab where you just throw it out raw- it needs to be mixed in with her other tools. That kick move you mentioned is actually a pretty important part of that mixup since she can superjump cancel it and start all sorts of games with that.
But they’re still not worth it. Why waste meter on a move that does barely any more damage then a regular throw? And that grab super is incredibly risky, has bad reach, and still does bad damage even if it’s the selected super. They’re about as viable as Cammy’s Hooligan Throw in ST. Terrible design choice.
As for Juzu, he can free cancel his rekka into his qcb+P and the player choose to follow up with a transition (A low, a forward flying kick, or a variant of his shoulder DP+P. Otherwise, the player can do nothing and he’ll just return to his fighting stance. He also has DP+K which very good to use in some juggle combos.
I notice a lot of newer players making a lot of foolish judgment’s for a game that they’ve only played for… 5 to 10 minutes on training mode. @NewYorkRipper you need to do a lot more research. A lot more. Because, I think it is difficult for a… new player to tell an actual Yatagarasu player about the characters that they utilize or come to conclusions minutes (hours or even days) after playing the game. This isn’t the kind of game where you can instantly become good at it after spending a few minutes on training mode.
Hanzo is designed as a mix up character who relies on mind games and misguiding the opponent (messing with the player’s head). You also need to remember that Hanzo has a number of methods of getting close to the opponent such as command dash, two versions of a Dive Kick (j.3LK or j.3HK, the latter travels a bit further with a larger amount of start up). You can also use the dive kicks for getting reset and then buffering a command grab (or better yet the command grab super) against opponent. You can also still cross up with them. She also has a fast fall move which can only be done while she is super jumping and this will work, even in the middle of her own super jump combos. You might want to start using this because you create really uncomfortable situations on the opponent after a combo. For the command grab, half of the time, you are probably going to be buffering it during your dive kick or that fast fall for example. It’s supposed to be 36 frames worth of charge. There is also her command dash which has many uses such as baiting something out, canceling from a normal into a high/low/throw mix ups, using the EX version to go through the opponent and buffering a super to further cause problems on people who are falling a sleep or confused, simply drawing herself forward, etc.
Several good combos include 2HP 6LK (Target Combo), qcb+HK~Super Jump, j.HK (ground bounce)… then you can follow up on the grounded opponent, probably get a reset or you can just finish the combo. You can ever super jump cancel out of her qcfx2+K super move.
The recurring weakness with Hanzo is the fact that she cannot chain lights easily and has to rely on a lot heavy normals when on offense. You can still go for one-hit confirms into special moves and/or super moves with the light normals. According to Juicebox (who knows WAAAAAAAAAAAAAY more about the game than you ever could at the moment BTW), Hanzo essentially has some of the best mix up options off of both okizeme and resets.
And, it is not just Hanzo you got wrong either obviously.