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sabo10 1381th Post
Red Carpet Executive Member
| "Re(6):TRF 2 questions to Sabo10..." , posted Thu 1 Feb 12:15
quote: Already a bit of a discussion going on here, I see... Anyway, give me some Bazoo advice, ho ho. Is there any practical way to set up his CA, or is it largely as useless as I think it is?
Bazoo is a very strong character when used properly. His CA is not often used. I think it may be really hard to connect. He has an Impact Blow loop, which bounces the opponent off the wall, which will almost kill anyone. But even without using that, he is a very strong opponent.
Basically the key to Bazoo is using his normals. here are some specific things good players do all the time. Bazoo plays a lot like a CVS2 character like Blanka or something. Combos aren't really a big part of his game.
Only Bazoo combo I ever see is stuff like
c.lk > c.lp > AA > s.hk > 6.hp
Bazoo is basically slow to start learning, but once you know how to move him naturally, he is very powerful at keeping people away with his normals.
- use c.lp and c.lk. they are great for keeping people away
- jump forward and back with j.sp. Bazoo's jump is very low, and you can get a pretty fast overhead off with this. His back jump j.sp is especially frusterating since there is little retaliation.
- use his OA as a wake up reversal attack. Once Bazoo's gloves are destroyed, the OA can't be punished on block.
- always throw when you are close to the opponent. for some reason, bazoo players never miss an opportunity to throw ever.
- falling rocks can be used to do a (force opponent to block > unavoidable jolt attack) trick
- when the opponent is air recovering dash to him and do c.hk to try and get a juggle in
- use red gauge for wakeup OA and Advance Attack
- never use blue guage for anything but his combo breaker DA.
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Red Falcon 5750th Post
Platinum Carpet V.I.P- Board Master
| "Re(7):TRF 2 questions to Sabo10..." , posted Thu 1 Feb 16:07:
quote: Already a bit of a discussion going on here, I see... Anyway, give me some Bazoo advice, ho ho. Is there any practical way to set up his CA, or is it largely as useless as I think it is?
Bazoo is a very strong character when used properly. His CA is not often used. I think it may be really hard to connect. He has an Impact Blow loop, which bounces the opponent off the wall, which will almost kill anyone. But even without using that, he is a very strong opponent.
Basically the key to Bazoo is using his normals. here are some specific things good players do all the time. Bazoo plays a lot like a CVS2 character like Blanka or something. Combos aren't really a big part of his game.
Only Bazoo combo I ever see is stuff like
c.lk > c.lp > AA > s.hk > 6.hp
Bazoo is basically slow to start learning, but once you know how to move him naturally, he is very powerful at keeping people away with his normals.
- use c.lp and c.lk. they are great for keeping people away
- jump forward and back with j.sp. Bazoo's jump is very low, and you can get a pretty fast overhead off with this. His back jump j.sp is especially frusterating since there is little retaliation.
- use his OA as a wake up reversal attack. Once Bazoo's gloves are destroyed, the OA can't be punished on block.
- always throw when you are close to the opponent. for some reason, bazoo players never miss an opportunity to throw ever.
- falling rocks can be used to do a (force opponent to block > unavoidable jolt attack) trick
- when the opponent is air recovering dash to him and do c.hk to try and get a juggle in
- use red gauge for wakeup OA and Advance Attack
- never use blue guage for anything but his combo breaker DA.
Thanks a lot! I figured a fair amount of that out on my own (at least around here, I seem to catch people with his standing kick a lot too when spacing properly) but oddly it never occurred to me to set up jolt attacks using the rocks... Any good advice for juggling after his OA or the "scale out" version of dragonfish knock, or is just.. jumping hard punch close hard kick the way to go?
Oh, and have any advice for dealing with a hyper aggressive Aran?
Best site EVER:Link Here
[this message was edited by Red Falcon on Thu 1 Feb 16:09] |
Red falcon 5753th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Re(10):TRF 2 questions to Sabo10..." , posted Tue 6 Feb 12:40:
quote: By the way, where, and in what capicity are you playing this game. Alright, thanks. I own it, and I've been playing with some other pretty hard core players/game buddies (mostly GG players...) and I took it to C3 this month (Maryland tourney) Lot of random people tried it out, but of course there are always the 3S/GG players who seem to think that anything other than 3S or GG isn't worth playing. Did somewhat badly in ST this month, but I had terrible luck with the brackets. :/
New question... advice on dealing with Hazama? Ha ha ha... should I try and impact break the first hit of that... big red...slash thing, or would that be too dangerous? His offensive art is absurdly useful. Nobody really uses him here who is good yet, but I'd rather "be prepared", and I haven't had a chance to get a friend over here to mess with it yet.
Best site EVER:Link Here
[this message was edited by Red falcon on Tue 6 Feb 13:36] |
sabo10 1385th Post
Red Carpet Executive Member
| "Re(3):Re(10):TRF 2 questions to Sabo10..." , posted Tue 6 Feb 20:30
Never use Bazoo's blue bar for anything but Defensive Art.
If you block a "double red slash" special (qcf+sp) from Hazama, you need to counter attack!!! because that move leaves Haz wide open on block. The qcf+lp single slash version of that move leaves you equal though.
Beware Hazama's lp shoryuken has about a single hot frame of recovery time after he lands. You usually will need to punish him while he is still in the air. With Mito though, I've managed to get so good at "hooking" him the _frame_ his feet touch the ground with c.sp that I usually go for a grounded combo to punish him though. It actually creates a visual bug where Hazama's body is below the floor line a bit when I do this.
Hazama has very nice lp and lk moves, so it is difficult to against him up close on the ground. You should try and not let him get in this position, and attack him at a range or from the air.
Hazama doesn't have very good air to air moves I think.
To be honest, expert Hazamas in Tokyo are a nightmare. The only way I can best them is if I blow a fuse in my skull trying to play mind games against them.
Stuff like:
With Mito, 1. attack with a (blocked)c.sp > (blocked)s.sk 2. continue to a qcf+sp
note that mito's qcf+sp leaves her wide open on block, so continuing to this move on a chain that started out blocked is completely nutso, and that is why it will connect. Because after the blocked s.sk, there is nothing you can safely continue with, and the opponent will start doing some shit because he doesn't have to worry about anything else coming out of you.
This is why I like this game so much, is because it is FULL opportunities of these Sirlin-ey mind games.
quote: By the way, where, and in what capicity are you playing this game. Alright, thanks. I own it, and I've been playing with some other pretty hard core players/game buddies (mostly GG players...) and I took it to C3 this month (Maryland tourney) Lot of random people tried it out, but of course there are always the 3S/GG players who seem to think that anything other than 3S or GG isn't worth playing. Did somewhat badly in ST this month, but I had terrible luck with the brackets. :/
New question... advice on dealing with Hazama? Ha ha ha... should I try and impact break the first hit of that... big red...slash thing, or would that be too dangerous? His offensive art is absurdly useful. Nobody really uses him here who is good yet, but I'd rather "be prepared", and I haven't had a chance to get a friend over here to mess with it yet.
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Spoon 1389th Post
Red Carpet Executive Member
| "Re(5):Re(10):TRF 2 questions to Sabo10..." , posted Mon 19 Feb 06:24
quote: Never use Bazoo's blue bar for anything but Defensive Art.
If you block a "double red slash" special (qcf+sp) from Hazama, you need to counter attack!!! because that move leaves Haz wide open on block. The qcf+lp single slash version of that move leaves you equal though. Yeah, it does leave him wide open, but from my experience it seems that he can get off an SRK to punish whatever you try to punish him with... maybe just didn't try or experiment with it enough yet though, I'll mess with it some more after work tomorrow.
If it ever seems like your light normals are not quite long enough to reach but your heavy normals are just a touch too slow, try counter attacking with Advance Attack.
One thing about the game which I never got the numbers on was the comparison of super cancel with AA in basic combo dmg. While there are cases where the AA is not going to do much of anything while the super will be great, for standard ground combos... normal chain, AA normal chain, special move vs normal chain, special move, super cancel
Seems to do about the same damage. And since supers have the same cost as AA in TRF2 (as opposed to two stock in TRF1), I wonder if there's any particular benefit to one over the other. Stun, perhaps?
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Spoon 1390th Post
Red Carpet Executive Member
| "Re(7):Re(10):TRF 2 questions to Sabo10..." , posted Mon 19 Feb 11:04
quote: stuff
Yeah, that's what I thought... like for Aran, if you do: normal chain, AA, normal chain, QCB+P chain, OA
The damage scaling of super cancel, hit count, and any prorating normals you may have hit in the normal chains makes the OA do a hilariously puny amount of damage... but, it's not nothing.
Yeah, air chains in the game are deadly... even if they manage to air recover, you can keep them blocking by continuing the chain, land first, and then guard break them. Or you might just guard crush them flatout, and get a free combo anyway.
Just how good is Mito's fireball/uppercut mode? While the super is nice, the other mode just seems better... the other mode has some great pokes which can be hit confirmed into super, great rushdown, and dirty tricks with boost dive. Is there any reason to play in the other mode at all?
I never heard of RF2 having a huge following in Japan, but I do hear and see vids of solid tourneys there... Ko-Hatsu in particular seems to have the largest ones, with >32 participants. But is it at all hard to find people to play with, is it just a small group of regulars, or can you always find someone random there playing it?
I'm sad about how no arcades here have it anymore.
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sabo10 1389th Post
Red Carpet Executive Member
| "Re(8):Re(10):TRF 2 questions to Sabo10..." , posted Mon 19 Feb 11:41
Poke mode is used about 80% of the time with Mito.
However, I think for upper level mito play, its necessary to switch all the time.
Mainly, because d+pp will cancel any normal at any TIME. This is great for speeding up your rush down, mantaining pressure, and mixing up.
stuff like
when you have opponent blocking) from sweep mode) s.sp > s.sp > qcf+pp > c.sp > d+pp > qcf+p > s.sk > d+pp > ad.sk
can really keep a guy blocking, and make him flub up into getting hit
If you can effectively attack with both modes, the opponent will have a hard time guessing whats going to come out of you, and when he is safe to attack or move.
Its also good to get into Sweep mode just to throw the fireball, which, being a fireball, is excellent for mantaining pressure.
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