Jump to content
Dustloop Forums

Recommended Posts

Posted

Saw a nice combo Ora did in the start of the third round in the first of the above videos. If I've got his moves right, it was: 3C (ch) xx 214D -> C, 2C (JC) j.C x5 (land) 2C 4D -> D, j.C x5 (DJC) j.C x5 xx j.214B Worked on Bang for 21 hits and 2790 damage. Can someone confirm this? I'm not sure I got the right normals or if the followup he used from Ouroboros was D. EDIT: Immediately after that, he performs a combo that looks like 236C, 5B 3C xx 214D -> C, 5C 2C 4D -> D, j.C x5 (DJC) j.C x4 18 hits and 1700 damage. Bang recovers at that point, though, so in practice it'd likely be better to just use a j.214B at the end rather than double jumping and going for more j.Cs.

  • Replies 621
  • Created
  • Last Reply

Top Posters In This Topic

Posted

You have the correct combo notation, yes. It's a bit tricky getting the 4D -> D to lead into the j.C mashfest, but it isn't too difficult otherwise. It seems this is his best damage at this point meterlessly.

Posted

So, after some basic experimentation (i.e; mashing a lot), I think I've come up with some basic ideas for how Ouroboros works. If you mash... say, 2D (up chain) -> j.2D (down chain), you'll waste your meter instantly. You can throw the chain out again, but you cannot latch onto the screen anymore. Also, if you hit the opponent with Ouroboros after that, it seems you instantly get back 2 chains? I haven't been able to find any 2 Ouroboros combos yet, but I'm sure it is limited to twice per combo. I'll try to put together a color chart later, but it's difficult to spend 12+ plays just to get each color. :c

Posted

Does Hazama have any hints of having ground combos?

Well, you can combo 5C into D, which means you could potentially continue. However, getting a hit after the follow up is tough. I haven't experimented that much with it, to be honest. I'll give it a try later, though.

Posted

236C, 5B 3C xx 214D -> C, 5C 2C 4D -> D, j.C x5 (DJC) j.C x4

this combo without command grab does same amount of damage as the first combo you listed. on the double jump j.C he can do j.Cx5 > 214B. the only reason i figure ora is doing the other combo is to move the opponent closer to the corner.

Posted

Well, you can combo 5C into D, which means you could potentially continue. However, getting a hit after the follow up is tough. I haven't experimented that much with it, to be honest. I'll give it a try later, though.

Well, I can't see any moves that can go for a ground combo for now anyway.

Also, is his Rentotsu (214B in air) TK'able?

Posted

just want to say that I really like the way kid viper plays hazama. step cancel normals seemed to have pretty awesome range question about oki 5D though...do you think a delayed roll will nullify it's usefulness or does 5D pick up otg? or if they choose not to get up will a j.4/6D reset the combo counter (along with preparing mix-up should they neutral tech) have you experimented with 6C or meaty 214DC after j.214B? will either option punish quick roll or set-up so that you'll be close enough should they quick roll behind you? do delayed 214D moves have any more properties?

Posted

I didn't spot this step cancel you were talking about. Was this in one of the recent vids with no sound?

Posted

yeah hazama's dash goes pretty quick, and he seems to slide a bit after he cancels it with an attack, so there's a few times (especially in the video vs. hakumen) where viper does a dashing 5A/2A...the dash animation doesn't really happen at all, but hazama gets almost twice the range that a normal attack would have...considering his 5A and 2A have good range to begin with it's really nice maybe I'm just imagining things and it's no better than any other characters dashing normals, it just *seems* like his goes farther

Posted

ooooohhh, you mean he's just canceling his dash. ok whatever thought you were talking about some sort of dash cancel or some weird Ja-cancel

Posted

looks to be so

at least, I believe I've seen 5D hit after CH 214D~B

Sounds sexy. Is dash 3C possible? Or maybe early portal super?

Posted

Sounds sexy. Is dash 3C possible? Or maybe early portal super?

almost positive you can 214D~B->4D->623D->mizuchi rekkazan(portal super) unless 214D~B->super would just do more damage it's a moot point

edit: it says 236D has some invincibility...is it like DP invincibility? or does it have upper body invuln or some sort of "attribute"...also, does it ground slide on air hit or just CH

can't imagine this move being the garbage everyone says it is

Posted

if they roll back when 5D is out they can still get hit by it and you can move in from. if they neutral tech you can a cancel and pull the chain back to recover, use d to move in and cancel the dash to make it ambiguous on whether or not you crossup, use c to go for crossups, or use b to try and bait something. -i really like 6c as a pressure tool since it puts hazama at the right position where the opponent can't really attack you. i don't use it much though because i constantly forget about it. it's not really great to use after 214B cause of the startup, i'd rather just wait and see how they tech, and if they do tech behind me 236C. 214d~c doesn't really feel like a great tech punish because if they roll back or tech up then hazama is just stuck there recovering. -delayed 214D moves deal more damage and 214d~b will fatal counter. -236D doesn't have invincibility. will only ground slide on CH, on air it knocks them back but they can tech once they hit the ground. it's actually not a bad tool. use when mid range. -236C has invincibility in the latter half. -with the CH 214D~B combo, you have to do 4D~A so that the hit repositions them higher. in order to hit mizuchi after 623D, the chain has to extend all the way out otherwise hazama won't recover in time. if you have no meter for mizuchi you can do dashing 3C and do 214D~A to get right in there face or if in corner you can do 2B>2C>623D iirc. oh and yes 214D~B ch is completely untechable until they hit the ground.

Posted

-i really like 6c as a pressure tool since it puts hazama at the right position where the opponent can't really attack you. i don't use it much though because i constantly forget about it. it's not really great to use after 214B cause of the startup, i'd rather just wait and see how they tech, and if they do tech behind me 236C. 214d~c doesn't really feel like a great tech punish because if they roll back or tech up then hazama is just stuck there recovering.

sorry, I meant more as corner pressure...seems like 214D~C is safe on block so I thought that if you use it as meaty (assuming it has a lot of active frames...looks like it might) then you could break primer or combo every time they're in the corner (same with 6C assuming +frames) and follow-up with mix-up of choice (50/50 B/236C would be delicious as long as 214D~C doesn't push you back)

does 6C have too much start-up even for corner shenanigans?

I DID see also in the "VAMOS" videos that the hazama used j.2D once in the corner as an oki tool

-delayed 214D moves deal more damage and 214d~b will fatal counter.

ah, thank you...that's why everyones delaying it in the 3C 214D~C combo

hmmm....does 214D~A have decent air untechability? can it hit after 3c?

-236D doesn't have invincibility. will only ground slide on CH, on air it knocks them back but they can tech once they hit the ground. it's actually not a bad tool. use when mid range.

-236C has invincibility in the latter half.

guess that should be fixed in the first post then...(doesn't mention anything about 236C invuln and says 236D has invuln)

I assume you probably don't recover in time to do anything for 236D then? even in the corner?

-with the CH 214D~B combo, you have to do 4D~A so that the hit repositions them higher. in order to hit mizuchi after 623D, the chain has to extend all the way out otherwise hazama won't recover in time. if you have no meter for mizuchi you can do dashing 3C and do 214D~A to get right in there face or if in corner you can do 2B>2C>623D iirc. oh and yes 214D~B ch is completely untechable until they hit the ground.

thanks for clearing that up

Posted

Thank you so much, guys! This guide is working out very well! I've made a few changes to the first post to conform to the info posted above, so hopefully everything is accurate. Also, on a tangent, does anyone else feel like Hazama is a mixture of Gin Ichimaru (of Bleach fame) and Johnny (from Guilty Gear, of course)?

Posted

his white clothes make me think of Kimblee from FMA really. the face i think is more of a standard fox like face, very sly and such, which is why Gin had that face. i can't see any Johnny in him except the color and the fact that he holds his hat when walking. on another note, could you check on the properties of Hazama's astral? what's its hitbox like and can it be comboed into? that sort of thing

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...