Jump to content
Dustloop Forums

Recommended Posts

Posted
6D~A x3, you must adjust it so that ur 1st 6D hit locks on head hit ( hit the head ), 2nd on the body, 3rd on the leg

change *100 Heat* to *150 Heat*?

and i think i understand why the 1st 4 j.C is whiff on purpose

5th hit of j.C prorates by 110% = basically more damage on the long run

reduce combo count = more combo before tech

Ah, that clears a lot up Arc-IX. I figured it had to do with the proration. And I don't know... I'm not going to change it to 150 Heat, since that's technically impossible to get, and by following th combo, you automatically end up with another 50 heat, so I don't think it should be an issue. Just thought putting 150 heat would confuse the hell out of people, haha.

Fhostick, if they tech after the first 6D~A, in means they're not far enough away from you, or you aren't retracting it and shooting the second 6D out fast enough. I recommend practicing this technique on Ragna or Tager, because they're relative easy to pull off the combo on, then move on the character specifics, etc. It took a long time for me to master that combo too, just keep practicing, and I'm sure you'll get it.

Basically, 236236B > Move back slightly, then adjust and 6D~A, after you hit them with the first and they don't tech, it's a matter of pressing A fast enough, and shooting out the next one. Eventually, you'll be able to recognize on instinct how many 6D~A's you can use before going for Jakou 623D. Hope that helps.

  • Replies 658
  • Created
  • Last Reply

Top Posters In This Topic

Posted
that's not a kara jayoku, that was a dashing jayoku. 6B has no horizontal movement to move hazama foward.

Thanks, I could have swore it was a dash.

Edit: Just added an amazing Hazama picture to the list of combos to spruce things up a bit. Hope everyone likes it.

Posted

Hey guys, im new to using hazama, and i need some advice. i cant get the 4d~a > 4d~d part of the bnb combos. everytime i do 4d~a, and 4d again, the opponent techs. Is there any advice or special way of getting this part of the combo down? or is it because im too slow or something? thanks in advance for the help

Posted

if they're teching right when the chain hits them they're too close.

you hit A when the chain hits (or before the chain hits for advanced :p) then when the chain comes back to you you hit D.

Posted

5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B#

Damage: ~3078 (With 5C Starter) ~3216

what does # mean beside j.214B?

and, every time i perform this combo, i only seem to do ~2200 damage, not 3000. what am i doing wrong?

Posted

not excally 800 damage IMO, that actually depends on how long your combo is going

OFFTOPIC: Im back from a long hazama break XD

Posted

^ So you stopped playing him for a while? If you're back again, it's good to have you, haha.

Anyways, did anyone realize neutral throw into 623D > (Dash) 3C > Jayoku is always better than 214D~B > 623D > (Dash) 3C > Jayoku. And on the contrary, 214D~B (CH) > 623D (RC) > 214D~C is always better than Neutral Throw > 623D (RC) > 214D~C.

Point and lesson, if you're throwing, use a Jayoku combo, and if you're Counter Hitting with 214D~B, always use the RC combo. This will always maximize Hazama's damage. Haven't checked FC 214D~B yet, but I'd assume it's the same as CH Gashoukyaku.

Posted

Hey guys, i need some help with 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# every time to get to the part of 4D~D and i shoot up, i seem to be too low or not in a position to continue with j.214B# is there something im doing wrong? any help/tips would be appreciated.

Posted

you have to wait a little bit after you follow up the chain. most people think they can just rush that part of the combo but if you rush it you'll always be too low to continue of whiff.

Posted

im sorry, but i do not understand what you mean by waiting a little after following up the chain. Do you mean that i should wait a while AFTER i press D to start doing j.214b# or do you mean waiting to press D when doing 4D~D ?

Posted

You have to wait just a smidge before you start mashing C after pulling yourself up with 4D~D. If you to it to early or too late you will wiff, and likely get hurt for it.

Also, just to be sure we're clear 214B# means jCx5>(JC)>jCx5>214B.

Posted
im sorry, but i do not understand what you mean by waiting a little after following up the chain. Do you mean that i should wait a while AFTER i press D to start doing j.214b# or do you mean waiting to press D when doing 4D~D ?

OKay, this is how you want to do it, just to be clear:

5B > 3C > 214D~C > 5C > 2C > 4D~A > (Time 4D~D when the previous chain is coming back from A, that way it doesn't blue beat.) > and lastly... after you use 4D~D, start pressing C right around the time Hazama reaches the end of the chain. If you're below them and you can't complete it, then you started pressing C too soon. If you're above them and they fall beneath you, you started too late.

It's somewhat character specific, so practice it on a character like Ragna or Tager before moving on to harder members of the cast. Personally, try to mash C near the middle of your opponent's hitbox, almost no matter who it is, I find this works most of the time.

Posted

Did this today while trying to kill somebody in 1 combo.. didn't work since he lived with like 5 hp

Jayoku(non-FC) > 4D~A x 3 > 4D~D > J.214b# > RC > Slight delay 4D~D > 5C > 2C > 4D~A > 4D~D > j.214b# -

Does i think 5978 damage. Not positive on it though, might've had some adjustments but it was something like that.

Also is it possible to do anything off a solo 2b?

I've been trying 2b > 5b but that doesn't seem to work or i'm just doing it too slow.. 2b>5b/3c works on CH though.

Maybe 2b > 2a > 5b.. didn't get a chance to test it.

Posted

that works on CH, don't think i've ever landed it off 2b though. pretty sure they recover beforehand so it doesn't link. needs testing as it seems to be a pretty fast low.

Posted
that works on CH, don't think i've ever landed it off 2b though. pretty sure they recover beforehand so it doesn't link. needs testing as it seems to be a pretty fast low.

Tested, works witout CH

Did this today while trying to kill somebody in 1 combo.. didn't work since he lived with like 5 hp

Jayoku(non-FC) > 4D~A x 3 > 4D~D > J.214b# > RC > Slight delay 4D~D > 5C > 2C > 4D~A > 4D~D > j.214b# -

Does i think 5978 damage. Not positive on it though, might've had some adjustments but it was something like that.

Also is it possible to do anything off a solo 2b?

I've been trying 2b > 5b but that doesn't seem to work or i'm just doing it too slow.. 2b>5b/3c works on CH though.

Maybe 2b > 2a > 5b.. didn't get a chance to test it.

J.214B# > RC > delay j.4D~D is basically worthless, trust me. i did it once and I pit it against the normal combo, damange increment is less then 100 + waste 50% HEAT (FA)_(IL)

Posted
Tested, works witout CH

J.214B# > RC > delay j.4D~D is basically worthless, trust me. i did it once and I pit it against the normal combo, damange increment is less then 100 + waste 50% HEAT (FA)_(IL)

gotta not hesitate on hit confirm then.

and spending rc heat was only because my combo was so close to killing them.. but it didn't :(

impractical but it's still something..

Posted

Yeah, I've always seen videos of 2B > 3C and wondered why I couldn't pull it off. So it has to be CH or opponent crouching. Hmm.

Also, I'm really surprised that combo didn't blue beat Fireryda. 4D~A x 3, 4D~D, another 4D~D, 4D~A, and 4D~D. I really don't understand how this new blue beat system works, haha. Since it seems like extremely long combos don't blue beat, but shorter ones can sometimes. Maybe it's to minimize the damage of shorter combos... who knows.

Posted

It seems like it has to do with proration. All of the stuff in that combo has >88% proration rate so for some reason it doesn't blue beat.

I'm guessing the proration scaling is applied to the teching time which is why

5D~D > 3c > 214d~c > 5c > 2c >4d~a > 4d~d > j.214b# blue beats at the end of the 2nd set of j.c's

5D prorates at 70% on long stun hit while 5b/5c are 90/100

I'm guessing why my combo doesn't red beat is because the 110% proration from j.c(5) is keeping it alive.

Probably wrong about it but whatever :s

Posted
Yeah, I've always seen videos of 2B > 3C and wondered why I couldn't pull it off. So it has to be CH or opponent crouching. Hmm.

Also, I'm really surprised that combo didn't blue beat Fireryda. 4D~A x 3, 4D~D, another 4D~D, 4D~A, and 4D~D. I really don't understand how this new blue beat system works, haha. Since it seems like extremely long combos don't blue beat, but shorter ones can sometimes. Maybe it's to minimize the damage of shorter combos... who knows.

Extra untechable time used to decrease with combo duration, now it's done per-hit with more heavily prorated moves reducing untechable time more than less prorated ones, meaning combos can last longer so long as the hits are more spaced out.

That means that even if all of her moves had retained CT properties (instead of getting buffed), Litchi would still be stronger than she was in CT, and also that Nu would have been weaker under CS combo mechanics. It works out pretty well for Hazama.

Guest
This topic is now closed to further replies.

  • Upcoming Events

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