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Posted

Hey, I'm kind of a beginner at Hazama. I've realized how retarded a spacing tool 5c and 3c are, and how good of an anti-air 5c and 214d+b, and I'm working on his bread and butter combos (aka those moves where you press the C button like you have Parkinsons and just can't help inputting it 20 times in a row).

But a few quick questions I have are:

1. Options out of wake-up for Hazama, does he have them? More or less this is on the ground where I can't think of any sort of fast options that stop pressure games. The air is no problem just because his j.C is fast and worst case scenario I can chain and gtfo.

2. Apparently Hazama's astral heat beats EVERYTHING a friend and I tested it and the only moves that'll beat it are Tagers electric spinning breakdance (nothing happens, it's just a party and Tager's invited), and Jin/Haku's DDrive counters. Hakumen's AH counter fails against it... which is kinda funny.

3. Hazama has two goddamn belts! Is this not the raddest thing you've seen all day?

Posted

His Astral is fully invincible throughout and has a pretty lengthy active duration, it'll catch Inferno Divider in it's recovery frames every single time.

As for wakeup options, wakeup 2A is a pretty decent option. Wakeup Jayoku for those who don't respect your meter and meter-based dp, but don't depend on it too much.

Posted

If they're IN YOUR FACE, I would recommend quicktech > 2A. Other than that, it's just tech and gtfo.

Hakumen astral can't counter projectiles. :V

Posted

Yeah, I've Super-kicked through Tager's Magna-Tech Wheel in the first hit. The timing is weird though, regardless of that move being the most awesome thing ever. I just love kicking people square in the teeth.

Edit: Also does Hazama have any other moves that count as overheads other than 6a and 214d -> a?

Because it just seems that he gets lowblocked all day and is very dependent on going 3c->rape*.

*To be honest in this game with characters like Litchi and Bang, 3c to 2.5k unfortunately doesn't actually qualify as rape... more like the gentle brushing of a feather across the soft cheek of a newborn baby.

Posted

i have hit 6A a total of 0 times due to the fact that its incredible slow only Gatling's in hotenjin and 99% of my opponents MASH so i usually get a CH into rape combo for even attempting it.

Posted

well I can now officially say I maining hazama all the way. This man is just full if tricks that I love, the only thing I am fearing do is that they are only working because I'm dealing with little incompetent pool of players.

right now I think my haza is developing quite well. But one trick I really want to get proficient in is Hazama barrier dash cancel. Reason i like barrier is because I can jump cancel. Ive manage several times to implement this which is nice for his TK 214C or simply air footsie.

Posted

how exactly do you time a 214D~C after a jayoku? do you 66 and then immediately go into it? ive been having problems with it, so in ranked i just jakou for a large compromise in damage rather than whiffing the C and eating a combo.

Posted

You only need to use 66 if 1) it's FC, or 2) it's at the edge of houtenjin's hitbox.

As for actual timing, I tend to go by feel than anything else; but I'd estimate about 2 or 3 seconds before pressing C.

Posted
how exactly do you time a 214D~C after a jayoku? do you 66 and then immediately go into it? ive been having problems with it, so in ranked i just jakou for a large compromise in damage rather than whiffing the C and eating a combo.

kazukifafner kinda nailed it. It all depends on where you are positioned to begin with. Dashing towards them always helps, you can 214D as early as you want so you get a level 2 devouring fang out. Just press C shortly after they come back into your screen. Practice the timing and you'll be golden.

That aside, what are SAFE follow-ups to 214D~A in a blockstring? 2A generally works but is that my only option? 5B is too slow unless I'm not linking it fast enough. 236D seems alright too but I prefer to continue pressure against certain characters (the less mobile ones without reliable wake-up/IB reversals).

Posted

5b should be safe unless they IB / mash 5A out.

But I find dash 2a the best to get back in as it'll beat most things out if they try to mash 5a.

Posted

Hmm, well I know that Tager can apparently CH 2A among other things no matter what you do, which is why I was wondering. I'm mostly just going for a reliable blockstring altogether.

Posted
how exactly do you time a 214D~C after a jayoku? do you 66 and then immediately go into it? ive been having problems with it, so in ranked i just jakou for a large compromise in damage rather than whiffing the C and eating a combo.

After jayoku it's usually good to walk forward a couple steps to make sure that they're close enough to you so you can get 5C>follow up because it can whiff sometimes if they aren't close enough, especially if you do 214D~C>5C(2)>2C, i find that taking about 3 steps forward then doing 214D~C right after works for me, you just have to practice and get a hang of it, also timing depends on the height also for example if you jayoku in from j.Cx5>j.Cx5>land>jayoku you will need adjust your timing for that extra height but it's not very difficult once you get a hang of jayoku follow ups.

Posted

thanks for the advice guys, ive gotten the hang of it for the most part, i just cant get the lvl2 blue one every time.

also, I just got this message on PSN, right before a ranked:

"please dont trip me and then press o o o o o o o o o o lol thanks"

I ended up doing it anyways.

if you guys got that message and decided to say "ok", what would you have done instead?

Posted

Improving my Hazama a lot lately one step at a time. Right now, I'm mastering improvisation and excessive zoning. Later comes the rushdown and mixup style I've always wanted to play Hazama with. One step at a time I guess. A couple, quick, relatively easy to answer questions though.

1. After Tager's Gadget Finger, if he decides to throw me with his DD, or any of his 360throws, what can I use to get out of it? Does mashing 2A work, or will that count as a throw counter. Air dashing back will have him suck you right back into his hands I think. Just trying to get an idea of what works against Tager's throws.

2. When other Hazama's spam the same combo... 5D~D > j.B > 5B > etc.... What are the best options on hitting him out of his chain when it's blocked. I've tried 214D~B'ing him with some solid success. But sometimes my timing is off due to the lag. Is 2C his most reliable anti-air, or should I use 5A > 5C? The problem I worry about with 5A is that it's range is too short to counter most long range air attacks.

Posted

1. Jump. If you see him try to through, do a j.6d to hit him out of it or j.b if you're close enough.

2. 5C and 5A are good if they're coming in from a 5D~d or a far j.6D~D so they land infront of you. 5A and 2c are good for ~c follow ups.

Posted

I havent gotten use to zoning with chains, but then again I'm not comfortable with long range zoning (very slow reaction), I prefer mid to close range battles and like to be passive aggressive. (apply mediocre pressure to fish for counter opportunity)

Posted

I can't appply pressure since I still can't really hit confirm. Instead I have to guess when my opponent will fail to block something and go straight into combo... Unless that's what hit-confirming is, but I think I need to change my reaction time.

And Fireryda, I think jumping works for his 360 Command Throws. But if I remember correctly, the magnetism sucked me to him for his DD throw and I still took the 5620 damage, haha. But I hesitated a bit, if I j.6D or j.B, will it always have priority over his throw?

Posted

It works for both. The problem is he can just hold it and suck you back in and grab you when you land. Thats why you hit him out of it if he's airborne. He could also get you with an atomic collider but it's just one big guessing game.

Posted

you can always jayoku 360s, i've actually never had 720 vs jayoku yet though so it might or might not work someone confirm this plz

Posted

If you flash buffer Houtenjin using Tager's 720, you'll win. If Tager flash buffers 720 during Houtenjin, he'll win.

Also, a good option is to jump forward and mash A. I think the only thing that'll beat it is Tager's 5A/2A, but it'll knock him out of everything else (including AC).

Posted

alot of tagers i've seen actually do use 5A after gadget finger and it's possible for them to get you into AC combo again

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