Klaige Posted November 17, 2010 Posted November 17, 2010 I'm guessing were going to be doing a lot of chain poking now. Were gonna want to keep people out with those faster chains. Especially if the rumor about jayoku losing invulnerability is true. In general I think he may struggle to do damage. The new proration on jayoku could mean were down in the 3.5k damage are for a fatal counter super hit. Especially since following up 623D is more difficult and 4DA, 4DA, 4DA(4DD) combos got toned down. I think we just need to see hazama in action with all the changes to see where he really lies.
Vanilla Posted November 19, 2010 Posted November 19, 2010 What is Arcsys thinking by having Hazama's regular throw do 1.8K? This change seems random as hell to a scrubby Hazama like me.
eirei Posted November 19, 2010 Posted November 19, 2010 Well considering you can't chain cancel it anymore, it makes sense. Besides, throws prorate like mad now, so throw > Jayoku won't really hurt that much.
Grimstar Posted November 19, 2010 Posted November 19, 2010 I gotta be honest guys, a lot of this kinda worries me... I mean sure we haven't really seen what all he can do yet, and how all of this works in actual play... But some of these changes kind of worry me.
Tetra - K Posted November 20, 2010 Posted November 20, 2010 Hakumen throws' damage nerfed, and Hazama throws' damage upped. Wtf !? Next step, renaming the character Hazumen O_o Arksys oughta make an awesome skin with snakes and green flash for that brand new throw and rename it "Emerald Hazama's Buster". Wtf is happening with that last loketest XD
Critical Edge Posted November 20, 2010 Posted November 20, 2010 I like that air unblockable 5B and 5C. Keeping people in the corner and out of the air. So gdlk.
SolidPlay Posted November 20, 2010 Posted November 20, 2010 (edited) This pretty much sums up how i feel about the changes to HazMat It seems like Hazama close range effectiveness in terms of damage has been toned down I agree with that. As a trade off ASW decided to make zoning with chains a little less predictable and safer (A cancel on chains recovers faster). This is a reasonable change imho. Hazama cannot get ouroboros back on block. I'd have to agree again with this change. Using an ouroboros stock should be a reward for effective zoning and being able to hold a position on the screen for 180 frames or however long it takes to get them back imo. At the same time i think this might force random-hazama-player-#57 to stay still once and a while and actually contend with the other characters attacks with intelligent blocking and positioning. I feel weird that i like these changes seeing as I only play Hazama, and these changes could easily turn me and other people away from CS2 Hazama. Wait.....everything just as planned. tl;dr Hazama will be challenging, I hope people don't give up playing him seriously Edited November 20, 2010 by SolidPlay
Critical Edge Posted November 20, 2010 Posted November 20, 2010 I definitely won't give up on playing Hazama, but I really want to play Platinum. Depending on how both of those characters when CSII drops will determine who becomes my definite main and definite sub. It was a bitch learning how to play with Hazama and I'm still having trouble with simple dash cancels after Zaneiga to get better positioning into stronger combos. I can't let all of that hard work go to waste. As for Ragna and Mu... eh, they seem okay. I'll still play them in CSII as well, but probably sparingly.
Sharakonta Posted November 21, 2010 Posted November 21, 2010 I definitely won't give up on playing Hazama, but I really want to play Platinum. Depending on how both of those characters when CSII drops will determine who becomes my definite main and definite sub. It was a bitch learning how to play with Hazama and I'm still having trouble with simple dash cancels after Zaneiga to get better positioning into stronger combos. I can't let all of that hard work go to waste. As for Ragna and Mu... eh, they seem okay. I'll still play them in CSII as well, but probably sparingly. I have to agree with the having trouble dash canceling after Zaneiga, I can't do it either.
Vanilla Posted November 21, 2010 Posted November 21, 2010 (edited) Well considering you can't chain cancel it anymore, it makes sense. Besides, throws prorate like mad now, so throw > Jayoku won't really hurt that much. I guess, but isn't this change happening for most characters? Hazama's throws also look kinda wimpy for dealing 1800 damage; but that doesn't really matter. I have to agree with the having trouble dash canceling after Zaneiga, I can't do it either. FYI, I am pretty sure it is not a cancel. Just input the dash after you recover from the Zaneiga and immediately cancel it into C. Edited November 21, 2010 by Vanilla
J-KT21 Posted November 21, 2010 Posted November 21, 2010 I guess, but isn't this change happening for most characters? Hazama's throws also look kinda wimpy for dealing 1800 damage; but that doesn't really matter. FYI, I am pretty sure it is not a cancel. Just input the dash after you recover from the Zaneiga and immediately cancel it into C. It wouldn't be as hard (subjective) if it was dash canceling. It's definitely a link.
Zane Hitsurugi Posted November 22, 2010 Posted November 22, 2010 I just had a crazy idea How about When the patch comes out We only make rooms on 1.02
eirei Posted November 22, 2010 Posted November 22, 2010 Hazama forums Where we write bad ideas In haiku form
J-KT21 Posted November 24, 2010 Posted November 24, 2010 I just had a crazy idea How about When the patch comes out We only make rooms on 1.02 Why would we? Because he's possibly low tier or something? Because he possibly sucks? That's basically tier whoring in a sense, you know. Hazama forums Where we write bad ideas In haiku form You are a fuck- ing genius.
xlolxlolx Posted November 24, 2010 Posted November 24, 2010 i like how hazama's bnb will be around 1.5k dmg and 20 meter gain
J-KT21 Posted November 24, 2010 Posted November 24, 2010 i like how hazama's bnb will be around 1.5k dmg and 20 meter gain This seems quite ridiculous, yes LOL. I wonder how well will he be able to pressure his cornered opponents. And how far does the sliding brings the opponent to.
xlolxlolx Posted November 24, 2010 Posted November 24, 2010 depending on what level chains are at max hitstun now, ch 5Dxn combos will be our new source of damage and push to corner for jabaki combo
Hexagram_RX Posted November 25, 2010 Posted November 25, 2010 Just because the last loketest is done does not mean it is the final product. Though it will be funny to see how many people drop Hazama if he becomes low tier. A+ or bust.
Silius Posted November 25, 2010 Posted November 25, 2010 Though it will be funny to see how many people drop Hazama if he becomes low tier. A+ or bust. If he becomes difficult to play and isn't even mid-tier then I'd say the chances are pretty high that a bunch of the current Hazama mainers will drop him (which is a shame, since there aren't exactly tons of people playing him right now). But maybe this time it's Tsubaki's time to shine and we'll finally see some people play her.
Varamathras Posted November 25, 2010 Posted November 25, 2010 there aren't exactly tons of people playing him right now. ...
Silius Posted November 26, 2010 Posted November 26, 2010 ... To clarify, compared to say Bang, Litchi, Ragna, Lambda and so forth. He's no Rachel, but saying that he's popular would be the overstatement of the month. I've run into more Tager than Hazama players. But if you've come across a bunch of Hazama players, then good for you.
J-KT21 Posted November 26, 2010 Posted November 26, 2010 To clarify, compared to say Bang, Litchi, Ragna, Lambda and so forth. He's no Rachel, but saying that he's popular would be the overstatement of the month. I've run into more Tager than Hazama players. But if you've come across a bunch of Hazama players, then good for you. Well, he was supposed to be the next CT Jin until people actually got a hand on him and realized that he wasn't 'lulzbluebeat+5Dicecar'. He's not played by a lot I believe. I've got to find that list again, it showed characters usage in order. Ragna, Bang and Jin were up there. It's a shame that they've made up their mind on Hazama already. Because he's clearly going to suck compared to quite a few, which is counter productive for a 'balance patch' if you ask me. You aren't supposed to make your characters suck. It's stupid tricks like 'lol he's going to dominate midscreen' and 'lol he's going to dominate in the corner' that makes such bullshit. Sure, they have to be different, but Ragna's midscreen meterless 3.4k combo VS Jin's midscreen 25% heat 2.8k combo sure did a big difference.
Sol.Badguy Posted November 26, 2010 Posted November 26, 2010 lol wtf 2 most common ppl i fight are tager and hazama..
Nini Heart Posted November 27, 2010 Posted November 27, 2010 Same here. Tager, Hazama, Ragna, Haku are the top 4 list of what I face online most of the time. Only encountered one Litchi. Guess her damaging combos are harder to do huh? Good thing most of these mofos be getting nerfed.
J-KT21 Posted November 27, 2010 Posted November 27, 2010 Really? I usually meet an awful lot of Noels, Lambdas, Tagers and Ragnas. (Not in order of frequency.)
Recommended Posts