SOVIET AFRO Posted February 22, 2010 Posted February 22, 2010 Hmmm, alot of the same problems in the L11 matchup, No free clouds no free jumps. Baiting the chains is one way to do things and making Hazama guess during your pressure. This matchup has far less cheese from what i've seen compared to the L11 matchup so in difficulty i'd say that this is about a middle of the run 6-4 in hazamas favor but is manageable none the less EDIT: now that I've seen some more of what Hazama can do, I don't really know if this is a managable 6-4.Hazama's normals are damn near godlike in this match, fast and most hits combo into a good 3k chunk of hazama-combo, Arakune. Hazamas 2C is just when trying to apply pressure. Maybe i'm just missing something but I dunno, what would be the best bet for this matchup, crossup wise and un-cursed
kousaka Posted February 22, 2010 Author Posted February 22, 2010 imo this is a much worse matchup then lamda.. hazama has very strong normals.. chains CH poke you out of jD's and clouds and confirm into meter building combos.. even if you get a curse your still open to hotenjin into huge damage.. hazama's normals like 5c and 2c beat out alot of kune's air moves some notes though: hazama's hitbox makes it easy to whiff the 236C+D loop, don't bother with jC part except in corner.. hazama's 214D~A overhead can be punished with CH air throw
Atreides Posted July 15, 2010 Posted July 15, 2010 How can you build curse against him? jD pokes all day, and if you try to go close j4B loses to his srk. If have to curse him up close or he flies from 1 corner to another, avoiding most of the curse time.
Fireryda Posted July 15, 2010 Posted July 15, 2010 From a Hazama player. It's annoying to catch Arakune but you can play run-away and we have to catch you. Our dashes are decent but they lack distance and chains, while fast and travel far, has an obvious start-up which you can block. Just set up an obstacle course of clouds and discos and block all day. Bait his chains and use the whiff/retract to start a setup. Clouds have no hitbox so we can't destroy it and have to go around (or go through if we hit you with a chain :V) Standard Hazama blockstring 2a > 5b > 3c > 214d(stance)~a/c > (dash) repeat. Normally you won't see this get spammed alot but Arakune is one of the characters where this is safe to just keep doing over and over as he can do nothing to stop it. Jump IB the stance and get away as he recovers too fast to punish. If you IB the sweep (snakey things on ground) then you might be able to j.b him but i'm not sure. best to get away and set up the party. Try to curse him when he's close otherwise he can get away. personally I sometimes like to just fly into a cloud if i'm almost fully cursed just to play cat & mouse. Wall bugs are a bitch. Not sure what you can do off them though. Learn to differentiate the angle of a chain instantly and get out of the way. When Haz whiff's a ground chain he has to wait till the chain gets back before he can do anything. In the air it's the same but he starts falling about half the distance back. Make the most of the opportunity, throw a cloud/ bell bug whatever. Also bait Jayoku. If you're gutsy you can try to grab him out of it (1 frame timing www). Hazama's 2C beats every air attack except j.d clean and even on trade it's still in his favour to chain into air C spam combo so don't try to get in on him. Retarded bug pressure to get curse up is the way to go. And don't try to get into a Normal war. The only thing that doesn't link into a Jayoku is 5a and 2a (non-ch). This is pretty much one of the only matches (apart from Haz vs Haz) where he has to play the cat. It's an annoying matchup but I have an easier time using Lambda against Arakune. The only thing she has to worry about is the clouds which aren't much of a threat by itself. p.s roundabout post is roundabout xD
Atreides Posted July 15, 2010 Posted July 15, 2010 Hazama's 5d, 6d, and j5d cover most of the screen. I can't sit back and spam clouds, since a chain will hit before I'm able to block, so I'll have to jump into chains blind spot to try to cloud. Homing cloud gets kited by hazama jumping 1 side to the other, the ring cloud does nothing, and he can still use 6d and 5d with anti air cloud. Also, is hazama's 214d~b punishable? It pushes you back and himself back enough that nothing will reach.
Fireryda Posted July 15, 2010 Posted July 15, 2010 i don't think 214d~b is punishable. you could throw that ground bug thing if you block it on the ground though but i can't think of anything arakune can do. maybe 2c(fc) into 100% curse.. dodging 5d's and stuff isn't that hard it's just like dodging Lambda's stuff. you just gotta work out when to throw one out.
kousaka Posted July 22, 2010 Author Posted July 22, 2010 214d~b is pretty much unpunishable unless you blocked it point blank then yeah 2c FC, but what happens usually is you end up blocking this in the air which is definitely unpunishable 2a>5b>3c>stance a/c isn't completely unpunishable 1. If they stance A, you can 5a on reaction for CH and if they're low enough get 5D into small combo or just 5a>6b>j6d. if they're really close you can air throw them right out of it for 100% curse. You can also beam super this but dont' get baited if they delay they can cancel stance. 2. Stance C is harder to deal with and you will generally want to backdash this or jump as it breaks guard primers. 3. Stance cancel can be 2c FC but you rarely is used.
thedanielrecord Posted August 9, 2010 Posted August 9, 2010 This match up is a huge headache for me. I've lost 3 or 4 rounds ( of the 5 or so hazama matches I've played ) simply by running out of time. Anyone have any suggestions on closing down the space to help build up the curse or simply put on some pressure? I consistently throw in bell bugs and try to poke with some variation of jD but all the Hazama's I've played simply wait and chain poke then counter with some of those really quick normals. As stated earlier, clouds are a lot riskier
LordSpectreX Posted August 11, 2010 Posted August 11, 2010 Is it me or does j.D do nothing against a Hazama that uses his chain? I've seen j.D come out from right below him but just goes right through. Since all forms of cursing sucks in this matchups, what with bell bug being chain killed, 2D and D leaving you open for a 3C or a chain and j.D being useless in general, clouds are my main source of cursing. But even that is hard to pull off against Hazama. If I'm at the other end of the screen, doing a small jump and then summoning a cloud generally keeps you in Hazama's blind spots and allows you to block fairly quickly after summoning the cloud. At the end of the day, Hazama loves predictabilty. Be as random as Arakune can be. 3C, Fake-Outs and careful moderation of clouds and curse bugs should net a win.
LordSpectreX Posted September 18, 2010 Posted September 18, 2010 Is there a better move to react to Hazama's blocked chain approaches than 5C? The problem with 5C is that it the hitbox doesn't last long, and if they do D->C chain, it' will miss, and they punish me bad.
Guardian Posted September 19, 2010 Posted September 19, 2010 Is there a better move to react to Hazama's blocked chain approaches than 5C? The problem with 5C is that it the hitbox doesn't last long, and if they do D->C chain, it' will miss, and they punish me bad. I've had varying degrees of success with 5A, j.A, and air grab as he's coming in (assuming he's doing the D/C followup and not the B one). Arakune is the only character in the game that can't 5A him out of it consistently. It's really annoying
LordSpectreX Posted September 20, 2010 Posted September 20, 2010 God, Arakune's normals are terrible, but this is another thing indeed. So, I've done a test. Which is a **** to do in Training btw. Hazama I tested flies in with a j.2C Hazama flies in on a long chain with D Good Moves to use: 5C, 6C (it's amazing if hazama chain in and follows with j.2C), Airthrow, 2B Additional Notes: 3C can be used to escape. Hazama flies in on a short chain with D Good Moves to use: 5C, 5A (have to press it early) Additional Notes: No Airthow. 6C to slow. 2B, hitbox doesn't come out enough. Hazama flies in on a short chain with C (follows with j.b) Good Moves to use: 5A, 5C (only works on a REALLY short chain), 2B, Airthrow (doesn't work on REALLY short chains) Additional Notes: 2C and 3C can escape. Hazama flies in on a long chain with C Good Moves to use: Anything really. Apart from 5C or 6C. If he flies in on B, DCurse, Airgrab and 5C all work wonderfully. So which move is the best, I'm gonna for for an airgrab all the time, apart from when the chain is close, based on this. It has high reward, works the most, and even on short range D, it gets you in the air, forcing them to whiff. Other than that, 5C, 5A and 2B are the best options. Also, it hasn't been said, but so that everyone knows, 2C goes under his ground chains. I thought it was common knowledge, but I knew a couple of Arakune's who didn't know that.
FormerlyUnknown Posted October 4, 2010 Posted October 4, 2010 so i dunno if anyone found this out but me or posted this after i found it, but kune's spider beats out jayoko with counter-hit if used directly before or after jayoko, knocking them into the beam for free damage. i like.
LordSpectreX Posted October 4, 2010 Posted October 4, 2010 Good stuff. Shame I never get randomly Jayaku'd by Hazamas. Well, could be good for wake up Jayaku's. Some people still do those.
ZONG_one Posted October 4, 2010 Posted October 4, 2010 Is there a better move to react to Hazama's blocked chain approaches than 5C? The problem with 5C is that it the hitbox doesn't last long, and if they do D->C chain, it' will miss, and they punish me bad. Just an idea, have you tried 2B?
kousaka Posted October 5, 2010 Author Posted October 5, 2010 you could also just beam super if they do D->C chain a normal that isn't jA (recovers too fast).. there's also like jump back on the way up JA/JB.. but safest thing to do is to backdash imo also the beam super through hotenjin thing has many uses.. stuff like 5a>5a and 2a>2a they will try and reversal hotenjin between them in block strings. You can actually go into beam super with super buffer freeze here and crush a hotenjin. Not just on wakeup, and happens more commonly during curse pressure 3a>3a>6a bug strings.
LordSpectreX Posted October 5, 2010 Posted October 5, 2010 Dude. I play online. No-one blocks or pokes during 2A, 2A, 6A, 5D.
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