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Posted
As far as I know, you can follow up 623D with a j6D->D on any character, but the timing is very strict, and you need to hit with the very tip of Jayoku or you won't have enough time. I'm just repeating what I was told. I've never done this successfully on anyone.

Do you mean the tip of Jakou, so you'd be able to jump "cancel" and follow up. Jayoku is his high kick special.

Side note: I'm finally starting to get the timing down for Jayoku Houtenjin > 6D->A x n. I've got up to four on Ragna, and 3 on Noel/Jin. It feels good to finally master something I could have never done when I started playing this. Next challenge... dash into 5C, 2C follow up.

Thanks again for the great advice and help guys.

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Posted

I like:

Vs. Anyone but Tager or Tao,

~3c, 214D~~C, 5C, 2C, 4D~A, 623D, RC, jump back, j.6D~D, land, 5C, j.Cx10, j.214B.

Posted
Hello. I have questions.

5C launch which characters after one 623D in the wall ? I in account five. Taokaka, Tager, Hakumen, Rachel and Arakune.

I think it picks up everyone. I personally have used this against Noel, Lambda, Jin, Hakumen, Rachel and Ragna.

Interesting thing happened today when I was fighting Hakumen. I activated his yukikaze with a 214D~B but I didn't get damaged. I don't know if it was because of the invincibility frames, the fact that I was in the corner when it happened or a combination of both. Pretty funny though.

Posted

Thank you for your answers.

http://www.youtube.com/watch?v=o91iTyTmXQM

There is something that I does not understand with Hazama. In this video he makes twice the same thing. However the damages are different.

On Noel : 1min34

On Bang : 2min24

The combo is :

5B 3C 214D->C dash 5C 2C 4D->A 4D->D jCx5 jump cancel jCx5 j214B

Posted

Ah, you see that in Noel's combo he hits her with the charged 214D~~C. You can see it flash blue.This adds about 100 or so extra I think.

Posted
Thank you for your answers.

http://www.youtube.com/watch?v=o91iTyTmXQM

There is something that I does not understand with Hazama. In this video he makes twice the same thing. However the damages are different.

On Noel : 1min34

On Bang : 2min24

The combo is :

5B 3C 214D->C dash 5C 2C 4D->A 4D->D jCx5 jump cancel jCx5 j214B

Yeah, as Arifureta mentioned. It'd due to the charged Zaneiga. Hazama has a few little gimmicks that can add extra damage to a combo. Another one is the number of hits on 5C, allowing it to hit twice after Jayoku can add some damage as well. It also depends on the starting move in a combo since the entire proration changes, but that's probably obvious to everyone by now.

Posted

Just to get conversation started again. Anyone want to discuss the overall strategy to use when fighting with Hazama. I know it changes a bit depending on the character, but there are some general tips to play him by. I haven't seen any other strategies regarding his playstyle, so I'll start. Bear in mind, I don't have much experience versus human players, so other people can certainly contribute more than I'm able to.

General Strategies:

Obviously you can use zoning with his chain from a distance to hit confirm and move in for a BnB. When you're up to 50 Heat, it's best to Instant Block to Jayoku Houtenjin, and follow up accordingly for a high amount of damage. Also, if caught in a tight spot, it can be ideal to pull yourself out with Ouroboros. In fact, his chain would probably be the primary form of mobility, since his dash and air movement aren't the greatest. Manipulating your opponent to fight you in the corner can be ideal as well, since his damage potential skyrockets with the use of the wall and Jakou. You just have to make sure you're on the offensive, and your opponent doesn't get you stuck, since Hazama's escape options aren't that great if his heat's low.

Anyone else care to develop more on his playstyle, I'm still new to figuring out how to use him. I'm mainly focusing on remember his combos for now. My main point of curiousity lies in his mixup. I want to know what options he has when the opponent's blocking low. There's 214D->A, and 6A. But does he really have any other options? Any and all advice is welcome, more experienced players who know a little more is greatly appreciated.

Lastly, what's more difficult about his playstyle? Getting his combos down, or actually finding practical appplication for them in a real battle, and mastering the times when to use a certain move/combo starter, etc.

Posted

I feel like his combos are all very practical (minus a few silly but cool looking ones). I think his most difficult combos are the Jayoku and 214D->B combos that involve multiple 6D->A into Jakou, as well as the really flashy Jakou into j6D->D.

I haven't found many good mixups, but you can try doing a crossup jB by jumping out of a blockstring. Also, I'm not sure how effective this is, but you can try throwing out a chain and doing a very quick followup, like B->C->6D->C->jB. Don't that my word on that one until you try for yourself.. might be totally bogus/too slow.

Actually.... if someone could make an instructional video showing the more difficult combos and some text that appears as input each of the inputs is required, it would be extremely helpful, or even a regular compilation video so there would be one place to reference them all.

Posted
I feel like his combos are all very practical (minus a few silly but cool looking ones). I think his most difficult combos are the Jayoku and 214D->B combos that involve multiple 6D->A into Jakou, as well as the really flashy Jakou into j6D->D.

I haven't found many good mixups, but you can try doing a crossup jB by jumping out of a blockstring. Also, I'm not sure how effective this is, but you can try throwing out a chain and doing a very quick followup, like B->C->6D->C->jB. Don't that my word on that one until you try for yourself.. might be totally bogus/too slow.

Actually.... if someone could make an instructional video showing the more difficult combos and some text that appears as input each of the inputs is required, it would be extremely helpful, or even a regular compilation video so there would be one place to reference them all.

There's a pretty good combo video by HammamBakr on youtube. Here's the link if you're interested: http://www.youtube.com/watch?v=CgT2Vz4dx14

It's hardly instructional though. It has some of the higher damage Distortion Combos in it as well. If you have a basic understanding of all of Hazama's moves, it's easy to know the inputs. As for other instructional videos... Unfortunately, they're all extremely outdated and only include his regular BnB's.

Anyone else have advice on playing as Hazama for a "General Strategy."

Posted

Hazama's mixup isn't stellar but he does have a few solid options.

1) 5B is a stellar frame trap as its SD is +2. This mean that if you're up close you can throw out an A attack or another 5B to catch people. Also, as long as they aren't mashing, 5B>dash2A is a really good frame trap. As with all traps, don't overuse them or people will adapt.

2) j2C and jB are both decent cross ups. Stuff like 5B>(IAD)>2C will catch people.

3)2A is a ridiculously good Oki move, it catches everything that isn't a DP. If you knock somebody down throw 2A right when you hear the tech noise and you will force them to block it and then you can do you other stuff.

4)This is a gimmick, but sometimes I can get people just by doing weird chain stuff. For example, 2B>5D~C>jB. It's easy to stop so save it for a overly conditioned opponent.

5) Fake people out with the chain cancel (D~A) make them second guess every attempt they make to get in on you. Fear plays a large role in Hazama's offense and staying unpredictable like this is a great way to build up that fear.

Posted
Excellent video and a handy reference, for sure! By showing the inputs though, I meant more something that shows the timing of the inputs.

Thanks, and yeah... I've yet to find any video that shows the timing. In fact, the timing is so strict for 6D after Jayoku, and after a few other moves, that it'd be pretty hard to show. It's also character specific, which makes things even more difficult. Ah well, it's a key part of Hazama's game, and I'm sure I'll eventually master it, haha.

Posted

His mixups are TERRIBLE. D: 6A is really slow and doesn't combo into anything but jayoku (proration is terribad too), 214D~A only combos on charge or counter, but you can easily get hit out of it.

General playstyle (or at least how I play him): hit and run. It's very easy to hit confirm from a screen away so there's no reason not to. I also tend to abuse 214D~B to stop anyone from rushing me down but you probably don't want to be too predictable with any move. Also, yeah, unpredictability is a big part of how you should play this character since, as mentioned, his mixups are terrible so you can't really rely on those at all.

Posted
His mixups are TERRIBLE. D: 6A is really slow and doesn't combo into anything but jayoku (proration is terribad too), 214D~A only combos on charge or counter, but you can easily get hit out of it.

I agree his mixups are definitely not strong, but 214D-A is a pretty useful quick overhead. It also combos on any crouching hit, even if it's not a charge (214D-A, 2A (5B or 2B depending on distance) 3C, into the rest.

5B into 214D-A is a sound level 1 mixup. If you've conditioned a player at all, they will know that swinging after a blocked 5B is a big risk. This allows you to go into a series of basic level one mixups I.E.

5B, 214D-A

5B, dash 2A, 5B, into another level 1 mixup

5B, 6A

5B, 2B, 6A

5B, 2B, 214D-A

5B, 3C

Etc.

They aren't incredibly hard to block or stop, but they exist, and sometimes that's enough. Especially when you start adding in a 2nd layer by using command grab amongst these strings.

No one's going to confuse Hazama with a Millia or Testament for mixup, but to not utilize the one's he has is basically giving your opponent no reason to ever fear pressure, and Hazama can do damage with proper pressure.

Just my 2 cents. Which usually ends up being worth 0.75 cents.

Posted

his mixups are great if you know how to pressure someone, 214D creates 50/50's all the time, and his gatling block strings into 6A are awesome if you can cause hesitation in your opponent. he's also got some mean crossups if you end close blockstrings w/ 5D~C or 5D~B, if you use c a lot and switch to b it makes people throwout moves to try and counter a crossup, giving a free combo

Posted
his mixups are great if you know how to pressure someone, 214D creates 50/50's all the time, and his gatling block strings into 6A are awesome if you can cause hesitation in your opponent. he's also got some mean crossups if you end close blockstrings w/ 5D~C or 5D~B, if you use c a lot and switch to b it makes people throwout moves to try and counter a crossup, giving a free combo

214D creates a reactionable (not 50/50) mixup about half the time, and a 3/4's of the time the opponent will block correctly (thankfully the moves have frame advantage and are safe on block. The other half the time the opponent will poke or DP you (not hard) and you will eat a big CH/FC combo. So by that math, it'll work about 1/8 of the time, while running the risk of getting hit and ending pressure. Stick with frame traps, throw mixups, 6A, and cross-ups.

D~C crossup is a gimmick. ANY approach with a chain can be beaten with A-mash. This is why you see hazama players attach the chain a few character lengths in front of the opponent. That way they have recovered by the time their momentum pulls them into attacking distance. D~C/B up close is a gimmick, and not a good one, so use it very sparingly.

Posted

Yea using 214D as "mixup" is a lot like using Fuujin follow ups with Anji in guilty gear as "mixup". It is a guessing game, but it's not a guessing game in your favor as only 214D-A is safe on block, and all 3 are beatable on reaction. That's not to say you should never attempt a blatant guessing game mixup now and again, because it keeps your opponent honest, but it's a very very weak mixup compared to the 5B strings I posted earlier.

Hazama has just enough mixup to keep pressure going and try to keep momentum, but he lacks the level 2 mixups to make it the strong-point of his gameplay. Throw and command throw offer just enough damage to keep people honest, and with a character who can play hit and run and who can punish with meter as well as Hazama can, that should be enough.

Basically, don't rack your brain too much on perfecting hazama's mixup, work on using every tool his has to be a threat, because he needs almost all of them to be used effectively.

Posted

Yeah, I feel like since he's not a very complicated character to understand, the key to winning with him is to completely know what each of your moves can and can't do.

I mean, he has like 2 BnBs. Not overly complicated at all.

Posted
Yeah, I feel like since he's not a very complicated character to understand, the key to winning with him is to completely know what each of your moves can and can't do.

I mean, he has like 2 BnBs. Not overly complicated at all.

Well, to be fair, he has a little more than two, haha. Well, they're all similar variations of the same string of attacks. Anyways, yeah, his mixup isn't great... But as far as I'm concerned his command grab may very well be his key to success. I've seen it used sparingly, and I think it can really catch your opponent off guard.

In my own opinion, his command grab is primarily used to build meter. After building meter so quickly, he can easily punish any mistake with a FC Jayoku to insane amounts of damage. That might be one of the greatest aspects regarding Hazama's mixup, since he can set his opponent up to play cautiously when he has 50 heat or more. This kind of adds to the whole fear aspect of Hazama's gameplay, and unpredictability, etc. I don't think his command grab can be canceled out of or countered if the opponent is blocking, but correct me if I'm wrong.

Also, Any advice on his playstyle besides his mixups then. I appreciate all of the advice, but now I'm curious what other aspects you think are necessary to doing well with him. Obviously hit confirming with ouroboros is important, but what else do you guys do?

Posted

I really like the command grab in mixup. After you have conditioned them not to jump out of pressure with 5B > Dash2A and other frame traps, its pretty easy to dash in for the command throw. It's also good on wake up, but when 2A is an option I don't use it much. It's important to remember that hazamas mixup isn't based around overheads and lows, it's about baiting, frame traps, and throws.

Posted
Well, they're all similar variations of the same string of attacks.

Case in point. His BnBs are basically the same things, with just slight variations on how you get into them/end them. So it's either you're doing the C mash BnB or the Jakou one. :V

As has already been said, his 2A is godly. Don't be afraid to throw it out to interrupt someone's pressure (preferably after an IB), then continue on to your BnB of choice.

I guess people can learn how to escape pressure with the chains, though I feel like that shouldn't even need to be emphasized since it's pretty basic.

Posted
Case in point. His BnBs are basically the same things, with just slight variations on how you get into them/end them. So it's either you're doing the C mash BnB or the Jakou one. :V

As has already been said, his 2A is godly. Don't be afraid to throw it out to interrupt someone's pressure (preferably after an IB), then continue on to your BnB of choice.

I guess people can learn how to escape pressure with the chains, though I feel like that shouldn't even need to be emphasized since it's pretty basic.

Very true. And it is basic. Also, Two questions:

One is the same Wolf Pup TK has: What are level 1, level 2, etc mixups?

Second, I am actually relieved his mixup isn't about highs and lows, since something new is refreshing...

But what exactly are Baits and Frame Traps? (I understand the basics behind baiting someone out, but what does a Frame Trap do, etc...)

Posted
Second, I am actually relieved his mixup isn't about highs and lows, since something new is refreshing...

But what exactly are Baits and Frame Traps? (I understand the basics behind baiting someone out, but what does a Frame Trap do, etc...)

A frame trap is a gap in a pressure string that an opponent cant mash or jump out of, but is wide enough that an opponent might thing he has a chance to escape. This usually means a 4 frame gap (as the fastest poke in BB is 5) but it can be a bit wider when you take human reaction time into account. This is why you see hazama players do 5B,5B,5B or 5B,2A or 5B,dash2A as a pressure string. But really a frame trap can be done with any move so long as you leave enough of a gap o get the opponent to try and escape pressure. Frame traps lose to DP's and good guesses so don't get predictable.

Baiting is usually just doing nothing, but it refers to guessing how the opponent will escape pressure and react accordingly. If you've been spamming 5B,dash2A type pressure or doing alot of jump cancels, the opponent might try and DP, so instead of attacking you just block. If there is no DP go right back into 2A. This type of pressure is really about out smarting the opponent more than it is about testing his reactions. Also, you can bait anything from DP's to jumps (air grab/poke/air unblockable) to blocking (command grab).

Also, this thread give's excellent mixup information http://www.dustloop.com/forums/showthread.php?t=8423

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