jbair327 Posted July 31, 2010 Posted July 31, 2010 Friend keeps kicking my ass with D to move in too quickly for me to zone him any ideas on how to get him before he gets me
Drill Posted July 31, 2010 Posted July 31, 2010 I'm the friend he's talking about. I'll admit my Hazama isn't very developed yet, but perhaps I can explain his issues a bit better... I keep using 5D with the D followup to get in fast. He's having a hard time blocking my attacks once I'm in there. Is there any advice for how he can get me out of close range so he can use the swords?
Fireryda Posted July 31, 2010 Posted July 31, 2010 Gravity well, 6A anti-air. Or 214D. It forces Hazama to go high or block. His air-dashes aren't very good but he can stop the spikes by shooting them with a chain. If he does that Lambda can dash 5d(ch) 236c or whatever the situation requires. It's pretty much a reactionary game for Lambda as HZ can get in a lot easier than other characters. When he has meter try to bait things and only do stuff when it's safe. Anything full screen is almost guaranteeing a free distortion. Also learn to find openings for Lambda's normals. Hazama's pressure has a fair bit of holes. You can 6A HZ's 214D~A or j.throw > rc > 5k or if you're mid-screen backdash gets you out easily. Just watch out for baited backdashes, as you'll eat a 5D~D > 2.5k On oki try to be a bit far as Jayoku has a suprisingly decent reach.. about 1/4 of the screen?
jbair327 Posted July 31, 2010 Author Posted July 31, 2010 ok thanks hopefully that will work cept now he is just going to find a way around that cuz hes right next to me but o well...
jbair327 Posted July 31, 2010 Author Posted July 31, 2010 just so i'm sure that was what im supposed to do when uses ouroboros to get in there right?
St1ckBuG Posted July 31, 2010 Posted July 31, 2010 Both gravity well and 6A are pretty bad because he can dodge whatever you stick out with a button press. You're better off with IB'ing his chain then following up with 5A (just to get him off you). If you get a 5A CH you can follow up into 6A > 6C > ZweiC. His zoning and rush down is better than yours, not to mention his chains just guard-point your D normals. This match-up isn't in your favor, so just learn it to the best of your ability. At mid/far screen you have to space yourself well to the point where you can react to his movement (or button presses) with your D normals. Up close he can pretty much walk all over you. Once your friend is good enough, you won't be doing any oki or mixup... ever. tl;dr: space yourself well and use 5A as a safe anti-air. Use 6A and pit against his chains sparingly. IB his chains. Edit: Just thought I'd elaborate a bit more on pit and 6A against Hazama 'going in'. Hazama's chains have different hit-stun and block-stun depending on how far away he is when it hits you. The farther away he is, the more stun it will put on you. Only try to AA him with 6A and pit if you know he's going to land in front of you and if you know you'll be out of block-stun by the time he pulls himself in. tl;dr: the closer Hazama is to you when he puts you in block-stun with a chain, the faster you'll recover from being in block-stun, increasing your options to anti-air properly (or allowing you to jump out of his mix-up).
cookiehours Posted August 3, 2010 Posted August 3, 2010 Both gravity well and 6A are pretty bad because he can dodge whatever you stick out with a button press. You're better off with IB'ing his chain then following up with 5A (just to get him off you). If you get a 5A CH you can follow up into 6A > 6C > ZweiC. His zoning and rush down is better than yours, not to mention his chains just guard-point your D normals. This match-up isn't in your favor, so just learn it to the best of your ability. At mid/far screen you have to space yourself well to the point where you can react to his movement (or button presses) with your D normals. Up close he can pretty much walk all over you. Once your friend is good enough, you won't be doing any oki or mixup... ever. tl;dr: space yourself well and use 5A as a safe anti-air. Use 6A and pit against his chains sparingly. IB his chains. Edit: Just thought I'd elaborate a bit more on pit and 6A against Hazama 'going in'. Hazama's chains have different hit-stun and block-stun depending on how far away he is when it hits you. The farther away he is, the more stun it will put on you. Only try to AA him with 6A and pit if you know he's going to land in front of you and if you know you'll be out of block-stun by the time he pulls himself in. tl;dr: the closer Hazama is to you when he puts you in block-stun with a chain, the faster you'll recover from being in block-stun, increasing your options to anti-air properly (or allowing you to jump out of his mix-up). I seem to be having problems with this matchup myself. It could be my inexperience with fighting him (barely seem Hazamas lately) but I just feel uncomfortable and need some advice.
Lomyn Posted August 4, 2010 Posted August 4, 2010 214D. It forces Hazama to go high or block. His air-dashes aren't very good but he can stop the spikes by shooting them with a chain. If he does that Lambda can dash 5d(ch) 236c or whatever the situation requires. When Hazama doesn't have meter I found this to work quite well. If Hazama shoots his chain at it to stop it/try to hurdle over it, you can get him for free with 6DD 2DD ~ the rest, etc. and set him up to deal with it again. When he is up close I do agree that it's a horrible place for Lamdba to be, and it sucks.
germanturkey Posted August 7, 2010 Posted August 7, 2010 annoying matchup is annoying. since he has a jump horizontal chain, it becomes that much harder to zone him using j2dd. and since his chains have the same range but are faster than /\'s swords, it also becomes harder to use 5d. 214d is okay, but his chains cancel that out, and using 214d~c gives him enough time to move forward and chain you. 6a is unreliable because he can pull himself behind you. his j.c has crazy priority and beats every melee aerial /\ has too. i can only see this matchup as a good one for /\ if you wait for the hazama to make an error, so you can capitalize on 236c or 214d.
Arcade Fire87 Posted August 7, 2010 Posted August 7, 2010 Yep, I learned that when you're against a good Hazama, you can't try to keep pressure from afar while he has meter. You can get supered charging up 214D~C from far away. Parcers are punished by him too. I am finding that fishing for j.c counters work nice when he chains wrong in the air Question about his distortion that hits from afar. Do you block it low, jump block it, what?
FlyingVe Posted August 7, 2010 Posted August 7, 2010 Just block it however, It's a mid hit. It hit's a little above the ground to, so Hazama can punish wiffs right above the ground too.
WintySoSolo Posted September 24, 2010 Posted September 24, 2010 matches with a friend today taught me that 2B crossunder after air throw nets me a command grab to the face. I've started using more and more of her tools(feints and stuff I wasn't using before) but I still seem to have trouble getting stuff done. Seems like if Hazama is predictable or afraid to use his tools right, lambchops can do fine, but if Hazama isn't, then there is nothing lambda can do to stop him for doing whatever the hell he wants. I just get scared to stuff against him. Pressing buttons on the ground when he has meter means snake distortion to the face, blockstrings seem to be asking for IB into boot unless she can RC, and having him standing the edge of the screen waiting for her to do stuff. Maybe i'm just doing something wrong, but I feel like a clown in this matchup.
germanturkey Posted September 24, 2010 Posted September 24, 2010 yeah, /\'s horrible recovery makes me sad
L1F3 Posted September 24, 2010 Posted September 24, 2010 found out that IBing the chains in this match up is very useful, as its a good way to get meter if hes trying to poke you out of stuff, and most of the time your swords will either whiff or get guard pointed. I try to stay airborne as much as possible, dash super jumping to get close to him [barrier his red DP chain, as its air unblockable] i prefer to use my normals in this matchup, like j.C and dash 5B as opposed to try and outzone him, but mixing it u can help too if he gets predictable with his jumps. the 2B crossup leaves you positive and haz's command grab has 12 frames of start up, with 6-12 being invincible, so meaties will beat it. if hes in the corner its basically "free" if you guess right until he gets guard crushed and decides to burst. just stay out of range of his reversal super and your golden. also, whiffing swords hurts A LOT...!
Fireryda Posted September 24, 2010 Posted September 24, 2010 Try not to predictably pressure him in the corner when he has meter. He can do his portal distortion through any D attack (spike chaser, D swords etc etc). It's not invul on start-up though.
WintySoSolo Posted September 29, 2010 Posted September 29, 2010 How positive is the 2B crossunder? I've been grabbed normally as well. Maybe I'm doing the whole thing too slow.
kenja0 Posted September 29, 2010 Posted September 29, 2010 Not very useful- you do not want to be point blank from Hazama because of his 236C invincible grab. If Hazama is close up trying to do a blockstring, remember that the best way for him to start his air combo is 3C and/or 214DC. Try to 4B when you sense him going for the low- Lambda has low invulnerability for this move and can score a good combo on the CH crouch (for 3C). And on not CH, for some reason, no one really knows wtf is happening when they get hit by it- they usually miss the blockable second hit.
WintySoSolo Posted October 1, 2010 Posted October 1, 2010 Holy crap the 4B thing actually works. I used to do that in CT, I can't believe I forgot it.
DrDoc89 Posted October 20, 2010 Posted October 20, 2010 Can anyone please tell me some useful tips to counter or defend against Hazamas jumping 4D I can't find no way to counter it. If you block all he's gonna do is press D again and get close. If you avoid that then he will just do it again can somebody help me please
cookiehours Posted October 20, 2010 Posted October 20, 2010 Can anyone please tell me some useful tips to counter or defend against Hazamas jumping 4D I can't find no way to counter it. If you block all he's gonna do is press D again and get close. If you avoid that then he will just do it again can somebody help me please That's what I usually have problems with as well, especially with good Hazamas so you're not alone.
toanenadiz Posted October 20, 2010 Posted October 20, 2010 Can anyone please tell me some useful tips to counter or defend against Hazamas jumping 4D I can't find no way to counter it. If you block all he's gonna do is press D again and get close. If you avoid that then he will just do it again can somebody help me please I am pretty sure you if the Hazama is competent, you can only IB it and potentially 5A if he draws himself. You could also try moving yourself into a position where his j4D won't hit you. But that would just let him hit you with something else if he reacts right As said before, Hazama is better than Lambda at pretty much every range, so you just have to have solid defense and try to AA him. Stickbug's advice is probably the best you can get.
Irrelevant Posted February 24, 2011 Posted February 24, 2011 Thanks for this thread, I just got this game and its really helped me.
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