FlyingVe Posted May 20, 2010 Posted May 20, 2010 Because hazama's 2A is so fast and his 5B is +2, frame traps are really easy with Hazama. Vary the speed of you 2A mash. don't always mash it out as fast as you can, leave gaps not quite big enough to mash or jump out of. 5B is an instant frame trap, kind of like alot of jin's stuff. After 5B you can do another 5B, 2A, dash2A, and occasionally bait the DP/super. Remember to mix in your normal gattlings and Jump Cancels too, that way your opponent stays scared. Fear is a big part of pressure, so stay intimidating.
PhantomX Posted May 20, 2010 Posted May 20, 2010 They can IB though, it's not like we have enough mixup to make that difficult for them, and some characters can punish big after that, especially if we keep using the same two moves to frame trap, lol. Kind of hard to react to an instant block.
PSOInvictus Posted May 20, 2010 Posted May 20, 2010 This thread is the sex, that is all I am going to say. Keep up all the good work.
Ragnarok Posted May 25, 2010 Posted May 25, 2010 Frame trap is to let a hole who seems big enough to the opponent to make him move, when in fact he cant. Like using 5B and not gattling anything after, you got frame advantage (+2 i think ?). If the opponent dares to move without using something invincible, it's free counter for you with 2A or Jayoku.
Eclipse Posted May 27, 2010 Posted May 27, 2010 Does anyone have advice on how to get in and start a combo with Hazama from mid-range? When I'm in the middle of my opponent's blockstring, it always seems like they're too far for 5B, but too close for any of my chains. I could just sit there and zone all day with his chains... waiting to hit confirm. But I really want to focus on countering my opponent mid-blockstring. At the same time, I'm working on a pressure/frame trap based style with Hazama. Any advice guys? (Does dashing into 2A work, or is there not enough time for it?)
FlyingVe Posted May 27, 2010 Posted May 27, 2010 Depending on the character when I'm at mid range I will either dash back and zone to get back to long range, or Dash2A.
Ragnarok Posted May 28, 2010 Posted May 28, 2010 But I really want to focus on countering my opponent mid-blockstring. Jayoku if enough tension :/ Nothing much to do if not, just what FlyingVe suggest. I like mix backdash with fast jump to 5D~D to get away to a better distance.
Eclipse Posted May 28, 2010 Posted May 28, 2010 Jayoku if enough tension :/ Nothing much to do if not, just what FlyingVe suggest. I like mix backdash with fast jump to 5D~D to get away to a better distance. Well, obviously Jayoku, but I'm talking about without heat here. Do you mean back dashing into j.5D~D?
Ragnarok Posted May 28, 2010 Posted May 28, 2010 More like 8 > 5D~D (or 9D~D); 7 > 9D~D, against chars with DP. Or just a backdash like FlyingVe, so i go from mid to long range and back to my beloved chains. That's what works the best against peoples i'm playing against tho, not perfect science So you should check all that and see what's the fastest/safest to do in your own competition. But i gotta say 8>5D~D mashing is faster than it looks like and got me out of stupid Pentarou's Lambda corner pressure/blade wave thingy. Chronoxir knows how annoying it can be ^^
PhantomX Posted May 28, 2010 Posted May 28, 2010 I like to start doing jBs... that move has hella range.
FlyingVe Posted May 28, 2010 Posted May 28, 2010 jB works really well against characters with tall hitboxes. See Tager, Ragna, Hakumen, and (maybe) Hazama.
Eclipse Posted May 28, 2010 Posted May 28, 2010 jB works really well against characters with tall hitboxes. See Tager, Ragna, Hakumen, and (maybe) Hazama. I believe Hazama's hitbox is taller than Ragna's. So it should work on him as well. I think I'll go with j.B, and pulling myself out with chains to get back to long-range. I still wonder how successful dashing into 2A is... But when I tried it earlier, I always tend not quite reach. And as a result, get hit with their followup attack.
PhantomX Posted May 28, 2010 Posted May 28, 2010 Dash 2A is more of a mid-short range move than pure mid range. You just gotta gtfo and get some space, generally, unless you can land jBs on them. Going into Hazama's stance and then reacting based on what they do can also work (either Zaneiga if they are hesitant of dashing in, Gashoukyaku if they try to IAD/attack in, and maybe a Ressenga for mixup)
Eclipse Posted May 28, 2010 Posted May 28, 2010 Dash 2A is more of a mid-short range move than pure mid range. You just gotta gtfo and get some space, generally, unless you can land jBs on them. Going into Hazama's stance and then reacting based on what they do can also work (either Zaneiga if they are hesitant of dashing in, Gashoukyaku if they try to IAD/attack in, and maybe a Ressenga for mixup) I think I'm just out of range to hit with Zaneiga or Ressenga though. I'll stick with the j.B's and pulling myself out with the chain for now. (I still haven't mastered instant air dashing since I've been so wrapped up in Hazama's combos... I'm assuming it's much easier than a few of the technical aspects of the game.)
Fireryda Posted May 28, 2010 Posted May 28, 2010 Going into Hazama's stance and then reacting based on what they do can also work (either Zaneiga if they are hesitant of dashing in, Gashoukyaku if they try to IAD/attack in, and maybe a Ressenga for mixup) I find that this works. Especially with flash kick having invul frames it's awesome. You can mix it up with 7j.6D as well and go in for pressure to get you close but if you're outside of 214d~a range theres not really much you can do that won't get punished. Dash 3c might work sometimes..
Eclipse Posted May 28, 2010 Posted May 28, 2010 I find that this works. Especially with flash kick having invul frames it's awesome. You can mix it up with 7j.6D as well and go in for pressure to get you close but if you're outside of 214d~a range theres not really much you can do that won't get punished. Dash 3c might work sometimes.. Well, you can still charge for Gashoukyaku (Flash Kick) if you're out of 214D~A range. I think this is more of a beginner mentality, but why don't people use 3C a lot more often? I think it works great on inexperienced players, but I was wondering what makes it bad to pressure with or spam at high level play. I believe it is, but I wanted to know the exact reasoning behind it.
Fireryda Posted May 28, 2010 Posted May 28, 2010 Pretty much because It's slow and has a pretty long recovery afaik. Not too bad on a mix-up as it's pretty meaty and its range is massive compared to his other stuff. I use it quite often and get alot of success with it. Pretty good for frame trapping as well, just don't make it too obvious you're going to go for it. The thing is though when you're outside your 214d~a range and still inside the range where your chains do crap-all hitstun, there really isn't much you can do. Dashes into normals are ok but from that far you really don't have much i think. It's better to clear some distance and start chaining imo. 214d~b is good for lots of situations if you know what you're doing with it.
Eclipse Posted May 28, 2010 Posted May 28, 2010 Pretty much because It's slow and has a pretty long recovery afaik. Not too bad on a mix-up as it's pretty meaty and its range is massive compared to his other stuff. I use it quite often and get alot of success with it. Pretty good for frame trapping as well, just don't make it too obvious you're going to go for it. The thing is though when you're outside your 214d~a range and still inside the range where your chains do crap-all hitstun, there really isn't much you can do. Dashes into normals are ok but from that far you really don't have much i think. It's better to clear some distance and start chaining imo. 214d~b is good for lots of situations if you know what you're doing with it. Yeah, I haven't mastered 214D~B yet either. I've even heard it's semi-spammable, if you know how to use it effectively. As of now, I usually use dashes into my BnB's, or dashes into 3C, etc. I don't think it's too slow, I know it's quicker than some other moves. I think it's really the recovery that kills it if it's blocked. In a strange way, it reminds me of Arakune 2C. (For those of you who don't know, his strange fish creature that charges forwards on the ground.) Very spammable on beginners, and a decent move, but on block, it's extremely unsafe. Arakune was my main in CT, almost miss the old blob, but Hazama's a hundred times cooler anyways.
Fireryda Posted May 28, 2010 Posted May 28, 2010 Dude what the hell.. Arakune's 2C is so unsafe you can't even put the word safe in the same sentence as the only way to make it safe is to do it from full screen at which point getting hit by it and or not punishing it before it reaches you is like.. what? It works once or twice but when they start blocking it.. oh my.. Also 214d~b is semi-spammable but you gotta know when to do it 6 frames startup is actually quite quick. It definately shit's with tager so much though as he has nothing against it, anything he does will at best clash and leave you at an advantage. The problem with spamming it is that if you whiff or its blocked you're most likely at a disadvantage (god bless you if you whiff'd or blocked against a litchi when she's next to you.) Definately not something to throw out alot because that 6 frames of CH state makes alot of difference. Honestly I don't find 3c too bad because you can stance cancel and then its a guessing game. B beats out lots of stuff if they move in on you and C is a good frame trap. I'm probably going to drop Haz as my main and try to pick up Lambda then drop Lambda realizing her D spam is inferior to Haz's D spam and then come back to Haz to troll-chain.
FlyingVe Posted May 28, 2010 Posted May 28, 2010 I only 214D~B as a garbage anti-air. It works on characters with slower jump-ins, because they have to commit sooner. Most characters can punish the hell out of it on block, and you have to announce it by going into that stance. Really, it's just a bad habit when 2C, 4D, and jA, are all probably better. Not to mention just blocking. Also, Lambda D-swords are miles better than the chains (IMO).
PhantomX Posted May 28, 2010 Posted May 28, 2010 You don't HAVE to charge the move, if you're fast you can do the 214D~B all as a buffered input and then it will all happen at once, haha. Also, the stance will sometimes make people hesitate to approach (especially if you've been using it right), at which point you get a little time to jump or dash away.
Eclipse Posted May 29, 2010 Posted May 29, 2010 Dude what the hell.. Arakune's 2C is so unsafe you can't even put the word safe in the same sentence as the only way to make it safe is to do it from full screen at which point getting hit by it and or not punishing it before it reaches you is like.. what? It works once or twice but when they start blocking it.. oh my.. Also 214d~b is semi-spammable but you gotta know when to do it 6 frames startup is actually quite quick. It definately shit's with tager so much though as he has nothing against it, anything he does will at best clash and leave you at an advantage. The problem with spamming it is that if you whiff or its blocked you're most likely at a disadvantage (god bless you if you whiff'd or blocked against a litchi when she's next to you.) Definately not something to throw out alot because that 6 frames of CH state makes alot of difference. Honestly I don't find 3c too bad because you can stance cancel and then its a guessing game. B beats out lots of stuff if they move in on you and C is a good frame trap. I'm probably going to drop Haz as my main and try to pick up Lambda then drop Lambda realizing her D spam is inferior to Haz's D spam and then come back to Haz to troll-chain. I never said Arakune's 2C is safe, lol. I know it's extremely unsafe. And yeah, the CH stance is a risk with Hazama. Personally, I find myself spamming 3C a bit too often. What should I do in addition to 3C if I plan on mixing my opponent up? (Ressenga?) It's a shame Hazama only has two reliable overhead moves on the ground, in fact, aren't those his only two overhead moves? (Ressenga and 6A.) You can always IAD into j.B and j.C as an overhead. I think that's it, everything else can be blocked low. But frame traps are his main strength anyways.
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