DarkJester916 Posted August 17, 2010 Posted August 17, 2010 Does anyone know a long one or a few different shorts one? Anything would be helpful. I hope it was ok to make this.
ZhePrime Posted August 17, 2010 Posted August 17, 2010 2A, 5B (66, 5B), 3C, 236D 2A, 5B (66, 5B), 3C, 214D~A You can also throw in j.A/j.B/j.2C here and there sometimes. If you have 50% Heat you can go for a 6A somewhere and do a 236 236 B (Houtenjin). You can also throw in a 236C here and there. Also, against characters without DP's 236C can work very well if they neutral tech OTG (off the ground). Hazama's mix-up is okay, but his pressure is pretty meh. I think I've pretty much covered most of it, so a thread for this alone wasn't really neccesary, could've been asked in Hazama Gameplay Discusson, but hey, what's done is done.
fohstick Posted August 18, 2010 Posted August 18, 2010 you can browse the hazama video thread for some block string ideas
LordSpectreX Posted August 18, 2010 Posted August 18, 2010 Note that in able to continue 2A after 214D~A, they must be crouching, countered or the move must be charged.
lord of spear Posted August 18, 2010 Posted August 18, 2010 After a counter 214D~A, you can also just do 3C and it will combo.
PhoenonX Posted August 18, 2010 Posted August 18, 2010 There's also the IAD j.2C cross-up. I catch people online with that a lot.
ZhePrime Posted August 18, 2010 Posted August 18, 2010 There's also the IAD j.2C cross-up. I catch people online with that a lot. j.B can also serve as a cross-up. j.C has better hitstun but worse proration.
Spinzaku Posted August 18, 2010 Posted August 18, 2010 6A is so risky with how slow it comes out in comparison to other characters' overheads. I notice that a lot of people have trouble reacting to a 214D~A on block because it usually leaves you outside of A-poke range, and able to follow up again or IAD backwards/fowards and 6D/j.B.
Dusty Posted August 19, 2010 Posted August 19, 2010 2A, 5B (66, 5B), 3C, 236D 2A, 5B (66, 5B), 3C, 214D~A You can also throw in j.A/j.B/j.2C here and there sometimes. If you have 50% Heat you can go for a 6A somewhere and do a 236 236 B (Houtenjin). You can also throw in a 236C here and there. Also, against characters without DP's 236C can work very well if they neutral tech OTG (off the ground). Hazama's mix-up is okay, but his pressure is pretty meh. I think I've pretty much covered most of it, so a thread for this alone wasn't really neccesary, could've been asked in Hazama Gameplay Discusson, but hey, what's done is done. is this a true block string? 'ive tried it on some characters and their 2A beats my dash. any tips or enlightenment on how to do the block string properly because either it isn't a true string or my execution is off
ZhePrime Posted August 19, 2010 Posted August 19, 2010 is this a true block string? 'ive tried it on some characters and their 2A beats my dash. any tips or enlightenment on how to do the block string properly because either it isn't a true string or my execution is off Hazama has no true blockstrings, his pressure is weak. 2A, 5B, 3C, 236D is a string with no real gaps, but you need to mix it up or you'll never get a hit in. The dash is there to close the distance since Hazama has poor range on most of his normals. I use this Jin player as a reference for my pressure, I try not to simply stay grounded but mix it up a great deal.
Fireryda Posted August 20, 2010 Posted August 20, 2010 Block Strings Most of Hazama's block strings revolve around 2a > 5b and mixing it with other attacks as 5B is a versatile normal which can cancel into so many things. Since most of Hazama's attacks lack the range of other characters he'll be put out of range very quickly. The key to having a successful blockstring is to frametrap (leaving a gap big enough so that the opponent thinks he can get away with an attack but countering before he can throw it out). Examples. 2a xN > 5b > 5b > 3c > dash > 2a >... 2a xN > 5b > 214d~a > 2a >... 2a xN > 5b > IAD(96) j.2c > 5b/3c... 2a xN > 5b > 236D > dash > 2a >... IMO. Anything that involves going in after 236D is unsafe. +1 frame advantage isn't that great. And anything fast enough to beat out pokes has terrible range. Dash 5C doesn't seem too horrible though because that hitbox is MASSIVE. 214D~A should be used sparingly. After a certain amount of usage people will start to realize it can get beaten out by jabs. Don't forget that you don't have to stay in forever. You can just end your pressure by running away and doing the cat and mouse game again.
Maker Posted August 21, 2010 Posted August 21, 2010 A decent block string to baiting with 214D~B has worked for me on occasion. 2A > 5B > 3C > 214D~B Old news im sure but I've managed to fish a few counterhits out of it for a great deal of damage. Seeing as 3C cancels to 214D without much hesitation you can hit the B part and have a decent ammount of relative safety if they rush.
fohstick Posted August 21, 2010 Posted August 21, 2010 236C can be experimented with within block strings. the range is pretty good compared to hazama's regular grabs
DF2K Posted August 22, 2010 Posted August 22, 2010 Be careful with 214-a, most characters can interrupt it easily. Try to gatling it from moves not anticipated. Examples: -2a, 2b, 214d-a -2a, 2a, 214d-a -j.2c, land, 214d-a -2a, 5b, 665b, 214d-a The list goes on.. Another thing to consider is using 214d-d, backdash, 3c, after a predictable blockstring (ie:2a, 5b, 3c~), if they're predicting 214-a, you can get a CH 3c and net a juicy combo.
Black Onslaught Posted August 22, 2010 Posted August 22, 2010 No, never end a blockstring on the ground with 214D~B, it's like -20 or some shit, and if they IB it you're getting raped. If possible end a blockstring with 236D after 3C, because it leaves you at +1 or -4 ( if they IB ) which is safe in BB.
kazukifafner Posted August 23, 2010 Posted August 23, 2010 Best thing is simply to have a bunch of various options. The more unpredictable you are, the better your success will be. Examples: 2A > (delay) 236C 2A > (dash) 236C 2A > (dash) B+C 2A > 5B > (dash) 236C 2A > 5B > (dash) B+C 2A > 5B > 3C > 214D~A 2A > 5B > 3C > 214D~C 2A > 5B > 3C > 214D~D 2A > 5B > 3C > 236D 2A > 5B > (cross up) jB 2A > 5B > (cross up) j2C 2A > 5B > high jump backwards > j6D Hazama has a lot of single options that, when used at random (or trained), can make things difficult on an opponent.
Eclipse Posted August 23, 2010 Posted August 23, 2010 Very well put Kazukifafner. Blockstrings are all about mixing things up and having many options, which Hazama has good access to. Unpredictability is more important than pressure with Hazama, since... well.... his pressure is awful. Keep the blockstrings relatively short, but out-predict your opponent, and the results will be great. Unfortunately all I practically do is 5B > 3C > 214D~A/C... since my muscle memory is dictating my blockstrings more than my actual mind at the time. Old habits die hard I guess.
Maker Posted August 23, 2010 Posted August 23, 2010 Sorry BO, thats more of a product of fighting people who attack as soon as possible after your 3C.
DarkJester916 Posted August 25, 2010 Author Posted August 25, 2010 Try this out: 2A>5B>3C>214D~A>2A>2B>3C>214D After the last 214D, You have the option to bait with 214D~B for a nice Fatal into BnB or Distortion.
LukewarmHoliday Posted August 25, 2010 Posted August 25, 2010 Try this out: 2A>5B>3C>214D~A>2A>2B>3C>214D After the last 214D, You have the option to bait with 214D~B for a nice Fatal into BnB or Distortion. At this point when I do a blockstring my opponents just sit and stare at me afterwards because they're sick of running into 214d~b. The ragna player inferno divides, and rapids if I bait it. Why does ragna always have meter for RC's aaarrarahararhargahrghrara. I'm trying to get out of the 214d~b habit and doing 236D for safety though against characters with DPs or good enough reversals. Unless I have good meter and a lifelead I really don't like taking huge risks.
Eclipse Posted August 25, 2010 Posted August 25, 2010 Yeah, 214D~B has its uses in a blockstring, but it's really gimmicky, and professional players will usually find a way around it. But that's what it is I guess, a useful gimmick to bait or catch someone off guard. I prefer my command throw, 214D~A, and honestly... Good prediction and hitconfirms from his drive, j.B, j.2C, and even Dash B. Since Hazama's pressure is so poor. I focus more on Counter Hits, and out predicting my opponent with anti-airs, etc.
Black Onslaught Posted August 25, 2010 Posted August 25, 2010 Hazama scores a lot of unexpected counter hits, usually people mashing out after 214D~A or 5B. 2A, 5B, 2A > command grab works pretty good if you tick it right, it catches them mashing since it has invincibility as well. 214D~B is so gimmicky I don't recommend it at all, if by some miracle you hit someone with it then shoutouts to you if you hit them with it again.
Seifuuku Posted August 29, 2010 Posted August 29, 2010 if they keep mashing out of your strings.. 2a->5b is a legit frame trap that will get you a 5b ch nevermind
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