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Posted

^ Keo-bas. I'm not sure if Hazama's playstyle would fit well with you. Hazama's has an extremely high damage output when you're in the corner and a very strong reversal distortion drive. But you really need the heat to make it worth it, since it's relatively hard for Hazama to escape pressure. There's a lot of ways you can play Hazama, you can zone, be hyper-agressive, possibly even defensive. Try watching some Zakiyama videos, since he might play along the lines you're talking about.

Personally, I want to play with a bit more rushdown, but honestly, whatever leads me to win I'll go with. Everyone has their own natural habits and unique ways of playing a charactar. And I don't know if I'd say his damage output is low. He can reach high damage pretty quickly, but it solely depends on the attack you used to start a combo, via proration and the like. Also, as for his combos being strict timing, not exactly.

Some of his combos from the distortion drive are hard to pull off at first. But all of his other combos are pretty easy to do. The main thing you absolutely need to understand with Hazama is spacing and your distance from the opponent. All of your combos will have to be adjusted slightly with timing/distance depending on the character you're facing as well. So you'll need to start in practice and get a feel for most of the cast. To me, playing him is pretty intuitive, but some people think he feels weird to get used to it. Try him out and let me know what you think.

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Posted

Combos aren't really strict. They're more, uh, very situational since it's really easy to shut him down so you'll have to improvise a lot.

Waiting for your opponent to make a mistake as Hazama isn't really that bad of an idea since, aside from all his corner shenanigans, you don't really need any setups for any of his BnBs. Although you are sacrificing a huge part of the game's momentum (i.e. your opponent's the one dictating the match), if your really good at defense then it probably shouldn't be a problem.

Posted

everyone plays a character differently.

you can be defensive with hazama and play the aggrivating style that just zones with chains and does a follow up once the opponent is in your face ala catch me if you can and then come in on confirmed chain hits if you want to play defensive. hazama can be played like a bitch char and it can work out for him because not a lot of characters can stop his movement with chains.

to be honest the way you play sounds more like lambda would fit you more than hazama. she's a pure zoning character that deals damage when she needs to and just punishes errors all day. she really has no pressure when in your face but she can keep you out of her face really well.

next time though please post in the gameplay discussion and not the complete guide

:\

Posted

Sorry about that I thought I was in Game play discussion. ( curse not organizing my browser's tags)

Posted

I do have a question though for this. Why does the normal overview lacks the Jump cancel notations? I see in his combo reference that he apparently can jump cancel 2c but why is it only reference in combo?

Posted

Because 2C is mainly used in combo ( increases opponent's elevation more then any other )

here are some JCable Normals

5C > JC

2C > JC

5B > JC ( no idea if its JC or not, seems so though )

Posted

2c is better if it trades since you can dash backwards and 623d. If 2c is a clean counter hit you can really only 4d-d, #j.214b.

Posted

I prefer 5A > 5C and 214D~B as my anti-airs. Why does everyone consider 214D~B a poor man's anti-air. Due to the stance startup frames?

Posted

Yep, -18 Frame Advantage. Real bad if they are close.

Usually i go 5A > j.5C and wait for them to tech and block and i'm on the pressure advantage now :D

Posted

pretty sure he meant 5c. it's not a bad anti air, its hitbox is pretty big and can connect to j.cx5>2c on a low hit or 5c>2c>... or hell 5c>4d~ax2>4d~d>j.214b#

lacks head invul though

Posted

tk j.214b as an anti-air?

no.

its usefulness? good for breaking the last primer. Isn't an overhead so it's not good for mix-up.

623D is good but a bit hard to time and doesnt hit them if they're really close to you.

Posted
tk j.214b as an anti-air?

no.

Feels safer than 5C, especially when you look at the hitbox.

The good thing about 5C though is that you can follow it up with a bunch of stuff on a hit.

623D is good but a bit hard to time and doesnt hit them if they're really close to you.

I'm used to doing psychic colliders, so maybe I'm just a bit too gung ho about doing risky stuff.

Posted

that's why 2c is better

most characters on a jump-in would be poking with a long range air-ground poke.

i wouldn't use 5c much but it comes out fast. j.214b is slower than both 5c and 2c. the good thing about j.214b is that if you get stuffed, you're airborne and they have to react to that.. depending on the character.

jakou is high risk high reward thing. good from far away though.

Posted
that's why 2c is better

most characters on a jump-in would be poking with a long range air-ground poke.

Oh I know. It's also easier to get a CH with 2C.

i wouldn't use 5c much but it comes out fast. j.214b is slower than both 5c and 2c. the good thing about j.214b is that if you get stuffed, you're airborne and they have to react to that.. depending on the character.

jakou is high risk high reward thing. good from far away though.

Only 5A is fast amongst the AA options, 5C is has 10 startup and 2C has 13 startup. Altough TK j.214B (~15F minimum) and 214D~B (13F minimum) are "better" than 5A and 5C they're (slightly, in the case of 5C and 2C) slower. The slower the moves, the faster you have to be. But what really sets them apart are the options after a successful hit.

But you use that which works best for you.

Posted

Yeah, is Hazama's ducking motion before 2C useful against anti-airs? I mean, does he duck down, the attack whiffs, then he comes up and hits them with a CH. Or does he just have head invulnerability the entire time, so it doesn't really make a difference?

Also, I wouldn't call Jakou and AA. I think Jakou and 6D are more like options to use when you predict your opponent's going to attack you from the air. As soon as they jump from far away, you might be able to pull it off. More a battle of prediction than reactions for those two in my opinion.

Posted

he has head invul halfway of startup. pretty much when he's ducking down so attacks will go right through.

Posted

I prefer 6D as an AA over Jakou. Jakou whiffing is suicide if they bait it, imo.

And yeah, TK J.214B is very very very painful, please don't do it as an anti-air.

I learned the hard way.

Posted

It's very fast and has to be barrier blocked in the air. If you can get the spacing right it's good but it's just really risky. Good for getting them when they can't barrier but most likely they won't be in range though the hitbox is pretty large so i guess that's a plus there. It's not bad every once in a blue moon but not an abusable anti-air like 2c.

Rather just 6D if you're going to AA from long range as it gives you all sorts of options after.

Posted

Jakou is mainly so you don't need to use the anti-air. Good for zoning and keeping your opponent's air options in check. Once they're in melee range though, it's usually suicidal to throw it out.

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