I've come across people who didn't know that song or the group (/facepalm)...
Oh about the jf inputs, I know it seems really weird, but it actually works. I think Kazuya's ewgf is listed as that on TZ as well. It takes about maybe 1-3 tries before actually getting the timing down. It doesn't feel like you're doing those inputs in that order, but that's what it ends up being when you write it down.
So I put a gangload of time into both Haohmaru and Kim Hae-Ryeong. Here's my inputs thus far. Also, note that the arcade version annotates the buttons as this:
(A)(B)(C)
(R)
That (R) is the "special" button used for parrying, throwing, and for some special stances/cancels. I'll use
to represent that, since on the actual console version its labeled as that. For hit confirm jf links that don't require
I'll use : a la Tekken Zaibatsu to signify that its a jf move. Ok, here we go:
Here's some pointers that I came across while playing:
- jf moves that require hit confirm into a 2-button input (i.e.- Kim's
+
:
+
), you can hold a button, and tap the other one and the jf move will connect. This technique can also be done using the "piano" method, and I'll explain that one later on.
- if you attempt to do a "launcher" move (i.e. -
) while the opponent is still in the air, you'll make the opponent launch higher into a flip, but the distance the opponent travels prevents you from comboing. This effect can be beneficial if the opponent is near a wall. Doing a string that ends in some sort of launcher will allow you to get closer while sending the opponent to the wall. The only real downside is that there are times in which the opponent will wall splat and there's no guaranteed wall finisher. Moves will just whiff depending on the height at which the opponent hit the wall before sliding down, so keep that in mind.
- there are no real followups to sweeps or sweep-like moves that KD, or throws towards the wall. There are some setups, but chances are the opponent can block. I think they can get caught in a tech roll setup, but I'm not sure-- I'll test that one today.
HaohmaruYeah his style says "Power" on the select screen, and it shows in his combos. It doesn't matter how you launch your opponent, just do his BnB combo, and you're halfway there to winning, no tigerblood required.
His wavedash is pretty dope!!! It's a bit harder to execute at times, but once you get the timing, you can pretty much close in on anyone Mishima style. You can also go straight in from wavedashing and instantly cancel that into a grab, or a special (for grabs its almost like a 0f grab, it comes out that friggin fast!!!).
The only real jf moves to worry about are
+
and
+
. Neither jf moves can be delayed like the ones in Tekken, but they do provide great bonuses. The regular version of
just launches, whereas the jf version is shown with a tornado effect, and it does slightly more damage and launches higher. The
does one swooping uppercut, but doing the jf version makes Haohmaru do 2 classic uppercuts, albeit with a slight delay. I personally don't use the jf
primarily because of the delay, and it can't be used in combos, and if it could, I think he'd be broken.
Remember these strings:
+
,
+
,
,
+
,
After the first hit on the first 2 strings, you can press
to cancel into a wavedash. This means more combo potential, and this is the strength of Haohmaru. The last string is merely a wall finisher, and at times can serve as a followup after a sweep or knockdown.
These are his launchers:
+
jf
+
ws
any string that can cancel into
~
(this is the same as
+
)
Combos:
(note that jf
+
can be subbed with ws :b in many situations)
jf
+
,
,
+
~
+
(This damn near does close to half life on NH)
jf
+
,
,
+
, (wall),
+
,
+
,
,
+
(Yeah you can
twice!!!)
I had some more combos, but I can't remember them, and I'm not in front of the tv now... I'll post up some Kim Hae-Yeong stuff later today.
UPDATE: Ok, didn't get a chance to play yesterday, but I remeber some Kim Hae-Yeong stuff. Here we go:
Let's start with his wavedash. Well, it sucks imo, and I simply say that because it doesn't cover much ground, nor does it truly allow for a rapid succession of dashes-- sorta... Quick sidestepping and then wavedashing helps, but its still slow, and for some characters like him, advanced movements other than box stepping aren't really in his repertoire.
He's got alot of mixups, and a bunch of launchers. One move that needs to be lived by if you wanna be good with this character is
. This move parries both high and mid attacks of any type, including kicks (I remembering parrying a standing
)!!! Not only does it parry, but it follows up with an attack that leaves you up close for more mixup options.
His ws
is a somewhat lunging knee attack that can be followed by
+
. The ws
has a slight delay, so I have a feeling it could be used as oki after a combo. I'm not sure what the frames are for this move, but I can test that out soon.
This guy has quite a few jf moves, but I'm only gonna mention the ones that really matter. This part will be updated as I take a closer look at his moves.
Kim's
+
:
+
is his staff stab to follow up. You can either hit
+
on hit, or you can use the piano buffer technique I mentioned earlier by holding
then pressing
on hit. They both work.
+
:
+
can definitely be used in combos, and does some good damage. This one's kinda tricky, so it can take a few tries to get it down. You definitely have to make sure that Michael Jackson kick (
+
) hits before continuing. When you practice this move, put the opponent on "always block". You can get the jf to execute on whiff and on block.
+
:
:
+
is a good combo ender, but takes some time to get used to. This pattern is totally different than the typical input. I'll try to come up with something to figure out the timing because its not hit confirm,
its a straight up jf. Correction: while it is jf, you have to still do some form of hit confirm.
Launchers:
ws
+
+
+
launchers on CH
+
Combos:
ws +
,
,
+
(wall)
+
,
+
,
+
:
+
+
,
+
+
,
+
,
+
:
+
I'll update this portion later today.