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Posted
whats the character that cause the most trouble to hazama? and who should i have as my sub?

Usually depends on what kind of style you play, offense, defense....

Posted

I think thats a little more on the defense with keeping your opponent at bay.

Maybe you'll have trouble with some more rushdown characters, if your chains start to get predictable.

Posted

idk if this is even helpful at all.

But I was playing Score attack and while I was fighting Noel she did Fenrir and I stopped it with Venom sword(not sure what the japanese name is). It basically canceled her distortion the moment Venom sword hit her, but no damage was caused.

I'm pretty sure it is possible to stop any ones distortion, but even if this was helpful it just seems impossible to do.

Posted

Anybody got block strings that are good for separation? I'm trying not to go too rush-down right now, as my only comp are friends that are just starting to take it somewhat seriously. 3-frame-poke wars and tick throws are going over the top on them, so I want to create space to give them a breath of fresh air for creativity and (hopefully) develop myself an in-and-out ranged game.

Plus, I love baiting folks into 6C. So sexy.

  • 3 weeks later...
Posted
question,

What are some of haz's resets Other then Drop air combo to let them tech into a 2D?

Why would you want to reset with hazama?

Posted
question,

What are some of haz's resets Other then Drop air combo to let them tech into a 2D?

you mean the one where they are pressed the wall, right?

Posted
Why would you want to reset with hazama?

Well why not? I'd like to know the most about my character that i can, and if it means i can get more damage from this, I can throw it in every once in a while since it could mean a higher reward in the end.

you mean the one where they are pressed the wall, right?

yes

Posted

Reset by going for an over head into Hotenjin. That's pretty much it. Just finish your damn combos.

Posted
Reset by going for an over head into Hotenjin. That's pretty much it. Just finish your damn combos.

Yeah, I'd finish em most of the time, since j.214b gives extremely good options. I just wanted to know exactly what My reset options were for the most part Just in case i was ever in a position where a reset would be of benefit.

Posted (edited)

How do I do this

(Corner combo with opponent in corner)

3C 214D~C (Dash) 5B 2C 6D~A 4D~A 623D 5C 2C 6D~A 6D~D j#214B

I can't get the timing right to dash under the opponent, and I can't turn around in the air during j.214B#

Edited by Azreal
Posted
How do I do this

(Corner combo with opponent in corner)

3C 214D~C (Dash) 5B 2C 6D~A 4D~A 623D 5C 2C 6D~A 6D~D j#214B

I can't get the timing right to dash under the opponent, and I can't turn around in the air during j.214B#

To get the (Dash) 5B you have to link the dash right after the 214D~C, it helps if hazama is close to the opponent when the 214D~C hits.

As for the j.214B# part that gets a little bit complicated, the way i get it to work is i start to mash j.C early so i hit them while i'm a bit below them and when I JC he goes to the other side. (I can only get it to work about 70% of the time as it makes it harder to complete the J.214B# because they might fall out)

Posted (edited)

[1] What should I do after 623D?

Dash 3c 236236b? Rapid j.6d or 632146c? I see all 3 in videos.

Do certain follow-ups require full extension of 623d? So you do X if you fully extend, Y if you do not?

[2] When I 623d in the corner, who / when do I pick up with 5c instead of 2b?

To get the (Dash) 5B you have to link the dash right after the 214D~C ... i start to mash j.C early so i hit them while i'm a bit below

Thanks. I can still only 214D~C Dash to work when I am right next to the opponent, within grabbing range, but I can turn around a lot more now.

Edited by Azreal
Posted
[1] What should I do after 623D?

Dash 3c 236236b? Rapid j.6d or 632146c? I see all 3 in videos.

Do certain follow-ups require full extension of 623d? So you do X if you fully extend, Y if you do not?

[2] When I 623d in the corner, who / when do I pick up with 5c instead of 2b?

Thanks. I can still only 214D~C Dash to work when I am right next to the opponent, within grabbing range, but I can turn around a lot more now.

[1] Personally I prefer the RC j.6D I consider it the cool guy combo as it looks the most stylin'.

Only use the 632146C super if it will kill them and YOUR OPPONENT HAS NO BURSTS! As the super is burstable and Hazama is left helpless waiting to get hit in the face by your opponent who will have their way with you.

Dash 3C to jayoku is only good midscreen off fatal counter jayoku or fatal counter 6C (lol challenge mode combos), otherwise the poration will be really bad and it won't be worth the meter.

[2] 2B pick up will work on the whole cast, 5C pick up will only work on the characters with big/weird hitboxes for example tager, rachel etc. You could go into training mode and test what works on each character.

Posted (edited)

While 623D > RC > j.6D is an option, I'm pretty sure that 623D > RC > dash > 214D~C > w/e combo is usually better as far as dmg/meter gain goes.

5C works on: Rachel, Taokaka, Valk, Tager, Hakumen, Mu.

I'm sure I've not forgotten anyone, but eitherway 5C works on every character on which you can do Hazama's character specific combo minus Arakune (I'm like 80% sure on the Arakune part, can't check right now).

A fully extended 623D is needed only for Hazama's character specific combos, otherwise you shouldn't care.

And to the guy that was asking about resets, I've explained Hazama's resets on the first page of this topic.

While watching this video JetM vs Zidane BB:CS @ SBR at about 4:00 you can hear the commentator calling out a "Buppa setup".

After spending some time in training mode and asking Zidane a few things I guess I may as well post what I came up with ( I take no credits for the setup obviously... it's actually pretty "basic" too).

So, what's a Buppa setup? It's a teching mind game.

It's possible to set it up after a 4DA, 4DD, j.c(5), dj.c(5) combo by just dropping the dj.214B (it still works off any #j.214B combo, but I guess lifting the opponet higher with 4DA,4DD makes it way more ambiguous?).

This puts the opponent in a mind game where you can react to any kind of teching they may do by either pressuring them or catching them for a new combo.

- If they backward tech you can catch them with 623D or have them block 4D/6D chains.

- If they forward tech you can catch them with 2D; can probably backdash and catch them with 5A/5C/etc. or something too depending on your opponent's position as well as yours.

- If they neutral tech or if they do not tech at all, you can pressure them with chains (like, 5D while they are falling and ~D or ~C to end up in front/behind them) or go for 5A/5C/etc.

There are a lot of possible follow ups, so I've more than likely missed a lot of them.

Btw, while j.214B gives a very good opportunity to Hazama to set up his oki game, especially in the corner, doing a reset midscreen once in a while is not *that* bad.

Plus I'm sure that it has happened to everyone at least once to misstime j.Cs and end up in awkward situations where j.214B is pretty much guaranted to NOT connect anyway.

Your opponent still has to guess what to do after the reset, and if he chooses to backward air roll and you catch them with 623D>RC>w/e, that's easly 3~4k that your opponent is going to take unless he feels like throwing away a burst.

Just don't be overly predictable with your follow ups or throw away your chance by doing stupid stuff, and even if you are losing badly you may be able to run it back.

Stuff like 214D~B or 214D~A as reset follow ups are pretty bad, and it should be pretty obvious to anyone (I'm not saying that they can't work, I'm just saying that there is better stuff).

Edited by _Sey
Posted
[1] Personally I prefer the RC j.6D I consider it the cool guy combo as it looks the most stylin'.

Only use the 632146C super if it will kill them and YOUR OPPONENT HAS NO BURSTS! As the super is burstable and Hazama is left helpless waiting to get hit in the face by your opponent who will have their way with you.

Dash 3C to jayoku is only good midscreen off fatal counter jayoku or fatal counter 6C (lol challenge mode combos), otherwise the poration will be really bad and it won't be worth the meter.

3C Houtenjin relaunch works off pretty much everything, not only fatals and does a lot more damage than RC>J.6D. RC>J.6D is not the cool guy combo, it's the lazy guy combo.

And Houtenjin has better or equal P2 than J.6D and does wayy more damage, so I don't know why the proration will be worse than if you used a J.6D.

Posted (edited)
3C Houtenjin relaunch works off pretty much everything, not only fatals and does a lot more damage than RC>J.6D. RC>J.6D is not the cool guy combo, it's the lazy guy combo.

And Houtenjin has better or equal P2 than J.6D and does wayy more damage, so I don't know why the proration will be worse than if you used a J.6D.

Getting the timing for the 3C Houtenjin relaunch perfected was a gdlk moment for me, I use it whenever I can, which is alot. :kitty:

going for the setup is usually a good idea most of the time, I just use it mostly mid-screen. (which I think is how its used anyway) If they ARE going in the corner, I'll finish it then go for the corner game rather than dropping for a 2D reset.

Edited by ZeroRaider
Posted

1) Assuming you had 100% meter and started a combo with any move except 2A/5A/2B into Hotenjin, relaunch 3C 2nd Hotenjin will net you 50% meter back meaning you'll spend 100% and still have 50% left over and you should also do about 7K damage

2) 623D RC -> X combos are only useful off hit confirms or random 623Ds ( 2C CH 623D, 6DA 623D, etc ) and only if you can't relaunch them with 3C Hotenjin. Which means you need to figure out when you can or cannot

Posted (edited)

Figuring out timings and adjusting to the moment to make that next hit: The real difference of good and great Haz players. :v:

figuring out when the 3C won't hit them it tricky because usually....its most likely to hit for me.

But, my guess is when they are hit by 623D while you are noticeably closer to one side of the screen is when you'll have to RC.

Edited by ZeroRaider
Posted

Our mod speaks. How we've missed you.

That's not entirely true. While knowing your combos and being able to time things right and get the most damage for your combo is certainly good, that's where a lot of players seem to stop. IMO the minute you stop autopiloting 3c stance and call it "a good mixup", make better use of his command grab (which I see ignored far too often), and learning what tools and strategies work against who (don't get jump happy with Litchi, that wallbounce fatal counter shit will fuck up your whole week) is when you start becoming great. Spacing, smarter pressure, and a comprehensive knowledge of his tools. THAT is what makes a Hazama player great.

Posted
(correct) Spacing, smart pressure, and a comprehensive knowledge of ___ tools. THAT is what makes a _________ player great.

Fill in blanks

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