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[CS1] Hazama Super FAQ: Information, Combos, Strategy


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Posted (edited)

DO NOT POST IN THIS THREAD, I WILL DELETE IT AND TELL SPIRIT JUICE TO FIND YOU AND VIOLATE YOUR MOST SECRET OF PLACES

hazama.jpg

Hazama

Height: 183 cm

Weight: 61 kg

Blood Type: AB

Birthplace: Unknown

Birthday: April 29

Hobby: Collecting Silver Accessories

Likes: Boiled Eggs

Dislikes: Cats

An officer attached to the NOL's intelligence department. His rank is captain, and the name "Hazama" is an alias. When Jin Kisaragi set out for "Kagatsuchi" alone, he was put in charge of the case and worked with Noel, but on the eve of Ragna the Bloodedge's terrorist bombing, began acting towards a different goal. Because of his constantly smiling expression and carefree demeanor, it's impossible to get a read on him. He's very talkative, though he has humble manners. He dislikes hassles and combat, and the completion of the mission is always his top priority.

Special Attacks

Jabaki (:d::df::f:+:dbt:) (236D)

Jasetsu (:d::db::b:+:dbt:) (214D)

:f: Ressenga (:abt:) (214D~A)

:f: Gashoukyaku (:bbt:) (214D~B)

:f: Zaneiga (:cbt:) (214D~C)

:f: Stance Cancel (:dbt:) (214D~D)

Hirentotsu (in air :d::db::b:+:bbt:) (j214B)

Gasaishou (:d::df::f:+:cbt:) (236C)

Jakou (:f::d::df:+:dbt:) (623D)

Distortion Drives

Jayoku Houtenjin (:d::df::f::d::df::f:+:bbt:) (236236B)

Mizuchi Rekkazan (:f::df::d::db::b::f:+:cbt:) (632146C)

Astral Heat

Thousand Souls (:db::f::df::d::db::b::df:+:dbt: or :f::df::d::db::b::f::df::d::db::b:+:dbt:) (1632143D OR 6321463214D)

GENERAL NOTATION

7 8 9

4 5 6

1 2 3

Normal Move Overview

5A: A fast punch. Very useful as AA. Used pre-emptively, beats most air moves with exceptions to some such as Hakumen's jB, Litchi's jB, moves like that. Starting proration 80%, continuing combo is 82%

2A: A very fast punch. Useful for pressuring the opponent; Tick command throws, stance mixup, normal mixup. Same proration effects as 5A.

6A: A relatively average-speed overhead elbow. Cancel into 236236B on hit. Removes one guard primer. -5 on block, -10 on IB.

j.A: An aerial punch that has long horizontal reach. JCable, can be hit confirmed into jC(5) j214B or jC(1) JC jC(5) j214B.

5B: Knee attack, slightly more range than 5A. Very useful as a combo starter, poke, pressure tool, and occasional anti-air.

2B: A low hitting kick with relatively long reach. -11 on block, useful for tick command grab setups, pickups off 3C and can chain into all his mixup options.

6B: A slow, low hitting kick. Useful for mixup when pre-conditioned between 6A and stance followups. -2 on block, -7 on IB. Somewhat hard to punish even on IB.

j.B: An aerial with good diagonal reach. One of Hazama's best pokes ( if not his best ). Can crossup, hit confirm off regular and counter hit, exceptional range, great air-to-air poke. Only beaten out by superior pokes like Hakumen's jC and Mu's jC. Proration somewhat good (90%)

5C: A quick, X-shaped slice with the knife. Hits twice and can be cancelled on either hit. Useful as a combo starter, anti-air, and occasional poking. Somewhat bad recovery on whiff.

2C: A diagonal slice with the knife. One of the best anti-airs in the game, has a very good ground-to-ground hitbox as well. Can hitconfirm off regular and counter hit from both ground and air into combo.

3C: A decent-ranged, low-hitting slash with the knife that knocks down. One of Hazama's most important combo tools.

6C: Hazama hops back and throws three knives diagonally. Causes stagger on CH and removes one guard primer. 20 frame startup, airborne from frames 17-35. leads to huge combos on CH, useful as throw and A bait.

j.C: A short-ranged aerial. Can be be mashed for up to 5 hits, the last of which prorates 110%. Useful even as a random air poke, generally safe.

j.2C: A downward aerial slash with short reach. Very good cross-up hitbox, jump cancellable, and can hit-confirm into Hotenjin, 5B, 3C, 2A, 5A, etc. Somewhat bad proration (80%).

Drive Overview

Hazama's drive, Ouroboros, is a two part technique. With the first press of D, he will launch out Ouroboros. After either extending to its max range, clashing with a projectile, hitting the opponent, or being followed up, it will stop. Follow-ups are available at any time during the Ouroboros' travel.

Every followup (except for D~A) consumes one Ouroboros stock. Stocks are regenerated by either remaining on the ground for 120 frames or by hitting the opponent with the chain. When the Ouroboros stock is depleted, followups cannot be performed (except for D~A).

When the chain hits the opponent at close range (block or hit), it will inflict very litte stun. However, when it connects from a distance, it will inflict inflict large stun to the opponent, allowing you ample to to pull yourself to the opponent and combo or continue pressure.

D: Ouroboros is launched straight ahead.

2D: Ouroboros is launched straight up.

4D: Ouroboros is launched at a 70 degree angle.

6D: Ouroboros is launched at a 30 degree angle.

j.D: Ouroboros is launched straight ahead.

j.2D: Ouroboros is launched straight down.

j.4D: Ouroboros is launched at a -70 degree angle.

j.6D: Ouroboros is launched at a -30 degree angle.

j.9D: Ouroboros is launched at a 30 degree angle.

D ~A: Hazama retracts the Ouroboros.

D~B: Hazama pulls himself to the grapple point, following a parabolic path. Very slow and not recommended.

D~C: Hazama pulls himself to a point slightly beyond the Ouroboros and stops. Useful for crossups when mixed with D~D. Might have invincibility frames.

D~D: Hazama pulls himself straight towards the grapple point and is affected by significant momentum, which can be cancelled by using any attack. Most often used followup. Might have invincibility frames.

Special Move Overview

Jabaki (236D): Hazama emits a very long-ranged energy wave directly in front of himself. Slides the opponent on CH, which allows for combos in the corner.

Jasetsu (214D): Hazama enters a stance that can be followed up with an additional input. Delaying the follow-ups for 25 frames result in level 2 version of the followup, with more damage, hitstun and blockstun.

:f:Ressenga (214D~A): Hazama performs a 19-frame overhead that allows followup combos on the ground (2A, Hotenjin) and on air hit (5A).

:f:Gashoukyaku (214D~B): Hazama performs a Flash Kick-esque maneuver. Invincibility starts on frame 7. Combos possible on CH level 1, regular hit level 2 and Fatal CH level 2. Good anti-air, good psuedo-DP. Lvl 1 prorates 60%, Lvl 2 prorates 75%. Unpunishable against some characters, very hard to punish for others.

:f:Zaneiga (214D~C): Hazama performs 19-frame low that removes one guard primer. Level 1 and 2 combos from 3C.

:f:Stance Cancel (214D~D): Hazama returns to his normal position. Recovery time is huge.

Hirentotsu (214B in air): Hazama performs an aerial heel drop that causes knockdown. Removes one guard primer, NOT OVERHEAD, only useful for jC combo ender.

Gasaishou (236C): Hazama performs a command throw (INVINCIBLE FROM FRAMES 6-12 TO THROWS AND ATTACKS) that staggers the opponent, allowing for a combo followup. Useful for meter gain.

Jakou (623D): Hazama tosses Ouroboros diagonally upwards. On hit, it slams the opponent down. Air unblockable.

Distortion Drive Overview

Jayoku Houtenjin (236236B): Hazama disappears briefly and reappears with an upward kick. Invincible on startup, fast, very useful for escaping pressure. Damage potential off this move is huge.

Mizuchi Rekkazan (632146C): Hazama summons a portal below the opponent that starts an auto-combo on hit. They must be a minimum distance away/ I feel this is the worst DD in the game and should only be used against Mu and maybe Lambda.

Edited by Zidane
Posted (edited)

This is the combo section. I am quoting Eclipse because he put a lot of time and effort into the combo thread and i'm not going to steal any of the glory; I will however update or post new combos in IN EVIL MOD RED. Also note that I am posting this now INCOMPLETE BECAUSE I HAVE OTHER SHIT TO DO AND AGAIN SO HELP ME GOD IF ANYONE POSTS IN THIS THREAD I WILL DEVOUR YOUR SOUL

The thread will be split up into the following sections:

1. Bread n' Butter Combos

2. Throw Combos

3. Drive Starter Combos

4. Jayoku Houtenjin Punishment Combos

5. Mid-Screen Combos

6. Corner Combos (Hazama in Corner)

7. Corner Combos (Opponent in Corner)

8. Character Specific Combos

9. Stylish Combos (Mostly Impractical)

10. Combos Into Astral Heat

Notes before reading the Combos:

- The BnB combos in green are generally the most common ones you'll find yourself using mid-screen.

-Some of Hazama's combos can be very difficult to complete successfully since a lot of them require exact timing and placement relative to your opponent. All of the characters have different hitboxes, and your position should be adjusted accordingly.

- Improvisationand hit-confirming is a key element to using Hazama successfully. Many of his starters can become one of the attacks in the middle of a combo depending on your opponent's position. An example would be attacking from 6D~A > 623D when your opponent is in the air and following up with the rest of the combo.

- In any of the combos, 214D~C can be charged for a solid damage increase. Usually around an extra 200 damage depending on the proration. Level 2 version also allows for longer combos due to more hitstun, SO PLEASE USE LEVEL 2

- Damage is subject to change for all of the following combos.

Notations:

(CH) = Counter Hit

(FC) = Fatal Counter

(JC) = Jump Cancel

(RC) = Rapid Cancel

(Dash) = Optional dash depending on distance from opponent. No Parentheses = Not Optional

(Adjust) = Adjust Hazama’s distance from the opponent to connect the following attack.

[??? x N] = Repeat the move N amount of times.

j.214B# = [j.C x 5] > (JC) [j.C x 5] > j.214B

1. Bread n' Butter Combos

5B > 3C > 214D~C(2) > (Dash) 5C(2) > 2C > 4D~A > 4D~D > j.214B#

Damage: 3134 (With 5C Starter) ~3485

-NOTE:5B version nets 36% meter gain; 5C version nets 37% meter gain

5B > 3C > 214D~C(2) > (Dash) 5C(2) > 2C > 4D~A > 623D

Damage: ~2551 (With 5C Starter) ~2844

-NOTE: This combo should only be used if you're trying to either position them into the corner for a bigger combo, such as dash 3C Hotenjin or dash 2B 5C 2C 4D combos OR to position them in/out of the corner for better pressure/mixup. You should not do this combo just because.

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

Damage: ~3078 (With 5C Starter) 3424

-NOTE: Both versions gain 43% meter; if clean start with 5B or 5C this is the preferable BnB since it does the most damage and gives the most meter OUTSIDE OF RELAUNCH COMBOS

2A > 5B > 3C > 214D~C(2) > (Dash) 5C(2) > 2C > 4D~A 4D~D > j.214B#

Damage: 2345

-NOTE: Removed the 4DA 4DA 4DD BnB combo because even if it hits, they're able to tech before they land, able to punish Hazama with a huge combo.

2 . Throw Combos

-NOTE: Removed the 6DD jB combo.

Neutral Throw > 6D~A 6D > 623D > (dash) 3C > Hotenjin > (dash ) 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j214B#

Damage: 5178

Note: Combo only works on Ragna, Bang, Hakumen, Tsubaki, Lambda-11, Tager, Taokaka and Mu.

-NOTE: Providing an alternate combo for each character:

JIN: Neutral Throw > 6D~A > jump forward > j9D > 623D > dash > 3C > Hotenjin > Dash > 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j214B#

Damage: 5178 Meter Gain: 51%

RACHEL, ARAKUNE: Neutral Throw > 6D~A > 623D > Dash > 3C > Hotenjin > Dash > 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j214B#

Damage: 5124 Meter Gain: 48%

CARL: Neutral Throw > 6D~A > Dash > 623D > Dash > 3C > Hotenjin > Dash > 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j214B#

Damage: 5124 Meter Gain: 48%

HAZAMA, LITCHI, VALKENHAYN: Neutral Throw > 6D~A > Dash > 6D~A > 623D > Dash > 3C > Hotenjin > Dash > 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j214B#

Damage: 5178 Meter Gain: 51%

NOEL, MAKOTO: Neutral Throw > 6D > 623D > Dash > 3C > Hotenjin > Dash > 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j214B#

Damage: 5124 Meter Gain: 48%

Backthrow > 5D~D > jC(1) > JC > jC(5) > (Land) 2C > 4D~D > j.214B#

Damage: ~2904 Meter Gain: 41%

Note: Combo doesn’t work on Jin, Rachel, Carl, and Hazama.

-Note: Contributed by DioBrando. I feel this is the best back throw combo outside of relaunch combos for damage/meter gain.

Backthrow > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat*

Damage: ~4087

-Note: Removed the back throw into 632146 super; If anyone ever does this combo I will find you and gut you.

Air Throw > 4D~D > 2C > 4D~A > 4D~D > j.214B#

Damage: 3036]/b] Meter Gain: 32

Air Throw > 2D~D > 2B > 5C(2) > 2C > 4D~A > 4D~D > j.214B#

Damage: 2705 Meter Gain: 32%

Note: 2D~D is meant to miss the opponent so 2B can connect afterwards.

3. Drive Starter Combos

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

Damage: ~2561

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

Damage: 2628

j.6D~D > j.B > (Land) 5B > 3C > 214D~C(2) > (Dash) 5C(2) > 2C > 4D~A > 4D~D > j.214B#

Damage: 2528

5D~A (CH) > 5D~D > (Any Drive Starter Combo starting from j.2C or j.B)

4. Jayoku Houtenjin Punishment Combos

*All of the following combos require at least 50 Heat.*

236236B > (Adjust) 214D~C(2) > 5C(2) > 2C > 4D~A > 4D~D > j.214B#

Damage: ~4636[/B]

236236B (FC) > (Adjust) 214D~C(2) > 5C(2) > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B#

Damage:~4583

236236B (FC) > (Back Dash) j.9D~A > (Land) 623D > (Back Jump) j.6D~D > 5C > 4D~A > 4D~D > j.214B#

Damage: ~5755

-Note: Only works on characters that can be relaunched: Tager, Taokaka, Rachel, Mu, Hakumen, Valkenhayn, Arakune

236236B (FC) > (Adjust) [6D~A x 3] > 623D > 632146C *100 Heat*

Damage: ~5949

-Note: You don't need FC for this combo to happen but PLEASE DON'T END IT IN THAT SUPER OR EVER USE THAT SUPER

236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat*

Damage: ~6641

-Note: You don't need FC for this combo to happen.

236236B (FC) > (Adjust) [6D~A x 4] > 623D > (Dash) 3C > 236236B > (Adjust) [6D~A x 2] > 6D~D > j.214B# *100 Heat*

Damage: ~7039

-Note: You need FC to have 4 6D~As but not 4 Ds in general.

5. Mid-Screen Combos

-Note: Removed very first combo because it is Challenge Mode Combo #10.

214D~B (FC) > (Adjust) [6D~A x 3] > 623D (RC) > Jump back > j6DD > 2C > 4D~A > 4D~A > 4D~D j.214B# *50 Heat*

Damage: 4607 Meter Gain: 47%

214D~B (CH) > (Adjust) [6D~A x 2] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat*

Damage: ~3706

-Note: I would suggest not using Hotenjin or spending meter off level 1 DP unless absolutely necessary.

-Note: Removed the 5B 6A combo because while it may infact happen in match, it's not practical nor should one learn it.

236C > 5C(2) > 3C > 214D~C(2) > (Dash) 5C(2) > 2C > 4D~A > 4D~D > j.214B#

Damage: 2048

[Far] 6C (CH) > 5D~D > B+C Whiff > (Land) 5C(2) > 3C > 214D~C(2) > (Dash) 5C(2) > 2C > 4D~A > 4D~D > j.214B#

Damage: 3944

[Close] 6C (CH) > (Dash) 3C > (Any BnB Combo starting from 214D~C)

214D~A > 2A > (Any BnB Combo starting from 5B)

Note: 214D~A can only be followed up with 2A on CH, Charged, or if your opponent is crouching.

6. Corner Combos (Hazama in Corner)

236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat*

Damage: ~5606

236236B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > (JC) j.214B > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat*

-NOTE: Couldn't get this combo to work on Bang, probably doesn't work on a lot of chars. Even if it does it's pretty impractical.

236236B (FC) > (Adjust) [6D~A x 3] > 623D > 3C > 236236B > (Adjust) 214D~C(2) > 5C(2) > 2C > 4D~A >4D~D > j.214B# *100 Heat*

-NOTE: YOU DO NOT NEED FC TO DO THIS COMBO.

Damage: 6974 Meter Gain: 50%

214D~B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > 4D~D > j.214B#

Damage: ~4090

Neutral Throw > 6D~A > (Adjust) 623D > 2B > 5C > 2C > 4D~D > j.214B#

Damage: ~3736

5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B#

Damage: ~3683

-NOTE: Some characters can be launched OTG with 5C instead of 2B, allowing for 5C 2C 4D~A 4D~D combos. THESE CHARS ARE: Mu, Rachel, Taokaka, Tager, Hakumen

7. Corner Combos (Opponent in Corner)

236236B > (Adjust) 214D~C > Dash 5B > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat*

Neutral Throw > [4D~A x 3] > 4D~D > j.214B#

Damage: ~2895

236D (CH) > 5C > 2C > 4D~A > 4D~D > j.214B#

Damage: ~2912

8. Character Specific Combos

6C (CH) > (Dash) 236236B > (Adjust)[ j.C x 5] > (Land) 236236B > (Adjust) [4D~A x 4] > 623D > (Back Jump) j.6D~D > 5C > [4D~A x 2] > 4D~D (Gold Burst) > (Land) 6D~A > 6D~D (Gold Burst) > (Land) [6D~A x 2] > 623D > 632146C *100 Heat* *Both Bursts*

Damage: ~10103

Tager specific. [j.C x 5] should be started early so all hits miss except for the last one.

5C > 3C > 214D~C > {[5C > 2C > (JC) j.214B] x 5} > 5C > 2C > 623D

Damage: ~3700

Tager specific. Loop combo, 5C > 2C > (JC) j.214B is repeated five times.

5C > 3C > 214D~C > 5C > 2C > 6D~A > 4D~A > 623D > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B#

Damage: ~4663

Rachel, Tager, Taokaka, Hakumen, and Arakune specific.

236236B > (Adjust) [6D~A x 2] > 623D > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat*

Rachel, Tager, Taokaka, Hakumen, and Arakune specific. Can only be successful when Hazama is in the corner.

9. Stylish Combos (Mostly Impractical)

236236B > (Adjust) 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat*

Damage: ~5582

236236B > (Adjust) 632146C *100 Heat*

Damage: ~4325

236236B > (Adjust) [2D~A x 2] > 2D~D > j.214B# *50 Heat*

Damage: ~4620

5C > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 623D > 632146C *50 Heat*

Damage: ~4432

5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D (RC) > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# *50 Heat*

Damage: ~4432

214D~B (CH) > (Dash) 236236B > (Adjust) 4D~A > 4D~D > j.214B# *50 Heat*

Damage: ~2975

5B > 3C > 214D~A > 5A > 5C > 4D~A > 4D~D > j.214B#

Damage: ~2763

214D~B (CH) > (Back Jump) j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B#

Damage: ~2037

Backthrow > 2A > 5B > 2C > 4D~D > j.214B#

Note: Can only be successful when Hazama is in the corner.

10. Combos Into Astral Heat

*All of the following combos require 100 Heat and Astral Conditions.*

236C > 2A > 5B > 3C > Astral Heat

Backthrow > Astral Heat

Note: Can only be successful when Hazama is in the corner.

Neutral Throw > 6D~A > (Adjust) 623D > Astral Heat

Note: Can only be successful when Hazama is in the corner.

5D~D > j.2C > 3C > Astral Heat

Note: Must purposely miss with the j.2C in order to follow up 3C with the Astral Heat.

Edit: BBCS out now. Hope you all decimate the old men and little girls you'll inevitably be fighting against.

Edited by Zidane
Posted

So I didn't forget about this thread. I've updated most of the combos except the character specific combos. Why not the character specific combos? Because most char specific combos are relaunch combos and typing up relaunch combos will mindfuck 95% of the Hazama forum. I'm waiting to record combos at the next Team Stickbug Biweekly.

I also didn't forget about the strategy section. I've been waiting on soemone who said they'd write up a guide before I even started. If I don't get it in the next few days i'll start my own. Again, ANY QUESTIONS PLEASE PM ME OR POST IN THE HAZAMA QnA THREAD.

  • 4 weeks later...
Posted
Here is one i came up with

5b 3c 214d.c (delay) 2c JC j.214d RC 2b 5c 2c 6d.d 5.jcx5 JC 5.jcx5 214d

Total hits:20

damage:2889

1st wrong thread to post this in 2nd the Heat requirement to damage output is bad. Instead use that 50 for oh say Mizuchi Rekkazan :keke:

  • 2 weeks later...
Posted
1st wrong thread to post this in 2nd the Heat requirement to damage output is bad. Instead use that 50 for oh say Mizuchi Rekkazan :keke:

Id rather use that 50 heat on Houtenjin, get more out of it then Mizuchi

  • 1 month later...
Posted

So I've been learning some Hazama combos and I have a few questions.

1. Are relaunch combos only possible on FC?

2. How can I improve my dp combo on relaunchable characters? It's pretty much DP FC>6D~A>J9D~A>623D>J6D~D>5C(2)>2C>J.214B# Does around 4.2.4.4k

3. What's the most optimal combo off command grab with 50 meter and 100 meter?

Posted

Haven't played for a while so I see what I can do

1) No, you can do it off many different things like BnB, random 6D that hits and etc. What is key are the following: opposing character, distance, positioning, hit-stun. Factor all 4 such that the relaunchable character is high enough, you are as far as possible and there's still enough hit stun to allow the relaunch.

2) If by DP you mean 214DB then that's about as much damage as you can possibly deliver. If you want to add a bit more, get in as many 6Ds as possible. Dashing in to land the first 6D allows more 6D follow up. Don't get too close

3) Command grab, 236236B, 214DC(2), 5C(2), 2C, then choose either

i) j.214B#

ii) 4D 623D 632146C (note, not really recommended most of the time, unless you'll win. Biggest note is don't do it when they have burst. If they see it coming, expect to eat big damage)

Another option is: command grab, 5B, 3C, astral

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