ZhePrime Posted August 15, 2010 Posted August 15, 2010 The most annoying matchup by far. A lot of your attacks will whiff easily against her low attacks and 3C (like 5D, 214D~B, 214D~A, 236D, etc.) Only your 3C is a reliable counter and since your 3C isn't incredibly fast you need to be able to do it on reaction early. Without Yayoku you're a sitting duck in the corner and on wakeup, and whatever you do don't rush to try and get out of there since her 2A will catch you into another combo. What's also annoying is that Hazama needs to basically be at point blank range and that's risky since Makoto is very dangerous up close if she lands a hit (her A's are very prone to counter your attacks) and his Drive isn't overly useful apart from full screen. When she has 50% Heat, avoid throwing out ANY D's, she will just Big Bang Smash you. Etc. Basically a lot of your toys are taken away from you most of the time in this match, which leads to annoyances. Play it safe, no risks. Go with the Zakiyama game-plan on this one.
Arifureta Posted August 15, 2010 Posted August 15, 2010 Play like Ragna matchup and profit. And 2A is a good substitute for 3C. Although yeah, might want to only use chains when the distance between you is pretty far. Though I've seen it clash occasionally. Best thing evar: Bait Big Bang Smash, throw out Mizuchi. AHAHAHAHAHAHAHAHA
xlolxlolx Posted August 15, 2010 Posted August 15, 2010 super jump>jump>j.6/4/2D is pure win in this matchup
ZhePrime Posted August 16, 2010 Posted August 16, 2010 Although yeah, might want to only use chains when the distance between you is pretty far. Though I've seen it clash occasionally. A lot of attacks clash with Makoto's, chains clash almost constantly with her j.2C. super jump>jump>j.6/4/2D is pure win in this matchup You gotta be careful, she can easily cover the distance and hit you as you land with a combo. At mid-screen and shorter you should not throw out chains.
Arifureta Posted August 16, 2010 Posted August 16, 2010 I dunno if you want to be throwing out chains at her j.2C.
jellotek Posted August 17, 2010 Posted August 17, 2010 They love using 3C to approach, so either 2A or 3C back. I'm not quite sure what to do when she's got pressure on you and lets loose a 236A though. It kind of pins you in place.
kazukifafner Posted August 18, 2010 Posted August 18, 2010 Something I thought I'd mention since I'm seeing this mistake a lot: When you barrier Big Bang Smash during charge up to make sure you guard, don't hold barrier. Just tap it to be sure you'll guard and let go. Unless of course you want to waste nearly your entire barrier gauge on one attack.
ghaleon109 Posted August 19, 2010 Posted August 19, 2010 5CC > 6B is a combo. So... wait for end of blockstring? No idea what the frame properties are tho. There might be enough time to IB > something, though it doesn't look like it. They should gatling I think. It isn't a perfect blockstring if they throw out the overhead. It only combos if your already getting hit, not if she's trying to do it in a blockstring. You don't even need to IB to houtenjin it..
Big Red Tie Posted August 30, 2010 Posted August 30, 2010 They love using 3C to approach no no no no 3C loses to way too much (hazama's j.6D, 3C, 6C, jayoku, etc.) anyone decent shouldn't approach with it and the best use of approaching with 3C is actually 3CC since it's extremely telegraphed as an attack otherwise. and 3CC literally loses to everything, not just most things
Seifuuku Posted August 30, 2010 Posted August 30, 2010 hazama's 3c might make her DP whiff at very close range.. i don't have makoto so i can't test, but it happened in one of my hazama vs makoto matches.
Tazelot Posted October 6, 2010 Posted October 6, 2010 Bump in the Makoto-matchup-forum! Just wanted to notch in that 5c pretty much counters her 3c approach and leads into nice BnB dmg, and as somone said above, they won't be using 3c to approach if they're good since so many of your options beats her out of it (got a mate playing Makoto). I've got trouble using Oruborous (can't spell it, I know) against her since she is so goddamn fast and her "lightningball" eats up drives and gets you on a j.6d-d when she puts em infront of her, breaks my combo and I weep. What does it for me (when it does, we play pretty equal) is Hazamas pokes (mainly j.b) and his srk. Playing like a coward till I got 50 heat and then just wait for her to do a blockstring on me, IB the overhead/low, since they're so slow it's quite easy once you get the hang of it, and DDkick for massive damage. I'd really like some tips on how to handle her quick rushins (and somone PLEASE EXPLAIN why they made 214D-A as not to hit her when she does 3c, that really bothers me xD) and some effective way to use that drive on her. As it stands now I'd say the matchup's pretty much in Hazamas favour, once you get 50% heat she can't do any rushdown blockstrings for pressure since IB-DD is so easily done, if she tries an aerial approach the srk is safemode. I often loose when I get over-agressive and go for jumpins with j.b and she 2c counterhits and dashes out a 4k+ combo, but with a chillpill and good IB'ing it's, as Chipp would've said, Piececake. I hope this made some sense to someone! Cheers.
ZhePrime Posted October 11, 2010 Posted October 11, 2010 I've got trouble using Oruborous (can't spell it, I know) against her since she is so goddamn fast and her "lightningball" eats up drives and gets you on a j.6d-d when she puts em infront of her, breaks my combo and I weep. In this match you don't really Drive spam that much, especielly when she has 50+ Heat. It's more about learning to punish her stuff up close. I'd really like some tips on how to handle her quick rushins Which ones? And when she gets close to you, mostly just wait for her horrible mix-up and punish or go on the offensive yourself. (and somone PLEASE EXPLAIN why they made 214D-A as not to hit her when she does 3c, that really bothers me xD) Slightly annoying that both that and 214D~B doesn't work, but just do 214D~D, 5C, bnb or 214D~C, bnb. and some effective way to use that drive on her. Spam it and do some fake-outs until she gets 50+ Heat. But this is not really a fight you can win by Drive spamming. Also be mindful of what BS her j.2C can result in (clashes with a lot, like your 214D~B, for example).
Guardian Posted October 25, 2010 Posted October 25, 2010 hazama's 3c might make her DP whiff at very close range.. i don't have makoto so i can't test, but it happened in one of my hazama vs makoto matches. this does work at point blank range, but I believe you have to do them simultaneously for it to work
Nini Heart Posted November 17, 2010 Posted November 17, 2010 The most annoying matchup by far. Bolded part is true for both characters IMO. I hate vs Hazama. Mak's 3C goes under Hazama's 5D chain but if the Hazama does the follow up and goes airborne, he gets a free combo because 3C hits low and Hazama's in the air. 5D follow up also goes over makoto's fireball so if she decides to shoot it, Hazama gets another free combo. If she doesn't shoot it, Hazama takes like 300 damage or something at worst or still goes over it if his spacing was good. Don't do random chains when she has 50 meter, cause that's just asking to be BBS'd. Mizuchi Rekkazan DD punishes her fireball from full screen, so don't hesitate to use that if you see it coming. It has slow startup and recovery, so it's fairly easy to punish. Try not to be in the corner because if she gets a combo going there, it's gonna end in 236A reset and you'll have to guess between overhead, low, or throw, which ends again in 236A and well, you know the drill. Also, 214D-B against her asteroid vision is not a good idea, as she can barrier block during asteroid vision and has a small window to punish that DP. When pressuring her, 214D-A(overhead) can be jabbed out of just so you know so don't abuse it as it can cause you to lose momentum. Try keeping away as much as you can when you have no meter as she has some good mixups with 214A Asteroid Vision. Abuse your J.Ds but be careful of her parry though. If you fly at her, you will eat some damage and set yourself up for some makoto pressure. I'd say it's 5.5-4.5 for Hazama though. It's hard to get in, he zones her hard but she can parry and 214C barrier guard fortunately, he gets out easily with Jayoku and hops over our fireball and 3C with 5D followup. However, he gets raped in the corner and up close when he has no meter and can't zone her when she has 50 meter, so she has an easier time getting in to do those huge ass damage combos.
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