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Posted (edited)

You can hit confirm it into 5C. From there, you can do 4D 4D #j.214B or you could do a 623D after the 5C 4D. I'd just do the 4D #j.214B for the meter gain.

Edited by Zeron_X25
Posted

CS1 right?

I vaguely remember doing a 5A 5C 4D, and they were too close for the 4D to hit stun them. I might be wrong.

Posted (edited)

No they'll be high enough if they got anti aired with 5A. Hell even 3C> 214DC> 5A > 5C > 4D works.

And yeah, this is for both CS1 and CS2.

Edit: It might have to do something with which hit you're canceling 5C. Can't remember cause I haven't played CS1 for a while and I don't have it with me to check.

Edited by Zeron_X25
Posted

What's a good Gold Burst combo? Meterless? With 50 Heat? With 100 Heat? (or <100 but builds it)

Posted

Sorry not too sure on that one.I only know CS2 gold burst combos now since they actually do damage. I know 4D always works. Not sure of 214DC works. Houtenjin should work too.

Posted

Q: How in the holy hell does one dash between moves for Haz's BnBs? I don't know when to do the input without dropping the combo and frankly its getting very frustrating. Someone mind explaining it to me?

Posted

Q: Regarding pressure options for CS2 Hazama: Is j.214B considered an overhead now? And do moves like 236D and 214DA come out faster/have more active frames now?

Posted

I know that 236D now has 30f untechable instead of CS1's 17f and has the same startup and recovery as in CS1 so no difference in speed there. 214DA damage has been buffed, now grounds opponent on hit. I think startup and recovery has remained the same. Can only combo into 2A if it's a Lv2 or counter hit.

j.214B is not an overhead. I think it's just there for the #j.214B meter gain and occasional troll TKing. Don't think anyone uses this as a pressure.

Posted

Sometimes, just to mess with some people's heads (i.e., chronic turtles), I'll end a really short pressure string with TKj.214B even though it can get beat out really easily. I just think it's funny that it breaks a primer when it's pretty much the most impractical thing to do.

Thanks anyway. I can't wait to play a more rewarding Hazama, where j.C x N isn't the goal in every combo. Yeah, I know that the air combo now still contains some j.C's (j.214B# now is more like j.B, j.C x 2, JC, j.C x 5, j.214B. Correct me if I'm wrong), but it's nowhere near as redundant as CS1 Hazama.

Posted
I know that 236D now has 30f untechable instead of CS1's 17f and has the same startup and recovery as in CS1 so no difference in speed there. 214DA damage has been buffed, now grounds opponent on hit. I think startup and recovery has remained the same. Can only combo into 2A if it's a Lv2 or counter hit.

j.214B is not an overhead. I think it's just there for the #j.214B meter gain and occasional troll TKing. Don't think anyone uses this as a pressure.

214DA damage buff means absolutely nothing if you can no longer combo off level 1. That means you do less damage overall.

You can combo off level 1 214DA on crouching Tager and Hakumen with 5A.

You can combo off level 2 214DA with 2A / 5A / 5B / Hotenjin.

Posted

I know it means nothing. I just stated the facts.

Knew there was something about crouching opponents but didn't know exactly what it was. Thanks for the info.

Posted
Q: How in the holy hell does one dash between moves for Haz's BnBs? I don't know when to do the input without dropping the combo and frankly its getting very frustrating. Someone mind explaining it to me?

This.

Posted

Just like how you dash cancel Ragna's 5D. Except it isn't as stiff. Just make sure 6C doesn't come out instead. I find that 5B is easier to do.

Posted
Just like how you dash cancel Ragna's 5D. Except it isn't as stiff. Just make sure 6C doesn't come out instead. I find that 5B is easier to do.

mmm ... no. It's nothing at all like ragna's dash cancel. I also don't know what you mean by "stiff". It's not a dash *cancel* at all. You can input the dash during the 5D animation and it will still come out after ragna is done with his 5D. It doesn't work like that with Hazama. You need specific timing in order to get the dash to come out and you have to input it after the 214D~C finished it's animation (or rather, the second 6 of the 66 must happen after the animation). Maybe it's different in CS2 ?

If you get 6C instead of 5C, you may find it easier to do 66 4C instead of 66 5C.

Posted

nstalkie is correct.

It's not so much a "dash cancel" as it is cancelling the dash into a move.

Say you hitconfirm a 5D~D, then do j.2C as you're pulling yourself in. As soon as you land you can input a dash, then cancel the dash into 5A/5B/5C etc, I imagine it's because the hitstun from the j.2C is big enough that it allows you to input a quick dash and cancel it into a normal to continue the combo.

To practice this, I just did 5D~D > j.2C then dash 5B

or

3C > 214D~C dash 5C

It doesn't look any different in CS2, if it was I think it'd be a big enough change that it'd be listed.

Posted
You can input the dash during the 5D animation and it will still come out after ragna is done with his 5D. It doesn't work like that with Hazama. You need specific timing in order to get the dash to come out and you have to input it after the 214D~C finished it's animation (or rather, the second 6 of the 66 must happen after the animation).

Yeah I was gonna ask about that. Normally I don't have a problem dashing in combos as I can pull them off when playing as Rag or Lambda. Its a lot like the Focus Attack in SF where you input the motion during the animation of the FA and the dash will come out after the move is done. That isn't working with Haz.

Are there any alternatives to dashing (ie. using a move other than 5C that doesn't require a dash beforehand)?

Also, not trying to be lazy or anything, but I've been pulling off this combo without a dash at all:

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

After 241D~C I just hit 5C >2C and it seems to work. Is this character specific (as I've only used it against Jin in training)? Appreciate the answers, gents. You're helping a new guy here to stop playing Bang.

Posted (edited)

Sorry guys you are right. I was comparing the Ragna's dash cancels with Jin's dash cancels which feel a lot more stiff with Ragna. It might be just me. But I think I'm right on the part where I said you have to buffer the dash... sorta. I'll try not give wrong info next time <_<

EDIT: @nstalkie: In CS2, the dash cancels are way different than CS 214DC, 5C one.

Edited by Zeron_X25
Posted

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

After 241D~C I just hit 5C >2C and it seems to work. Is this character specific (as I've only used it against Jin in training)? Appreciate the answers, gents. You're helping a new guy here to stop playing Bang.

You can hit 5C > 2C on any character. The reason why you would do the dash is to move closer in case the 214D~C hits at the tip.

There are also some very nice corner combos where you dash under your opponent after a 214D~C.

Posted
You can hit 5C > 2C on any character. The reason why you would do the dash is to move closer in case the 214D~C hits at the tip.

There are also some very nice corner combos where you dash under your opponent after a 214D~C.

Ah, I haven't run into that problem as I've always been standing at point blank range when practicing the combo. Makes good sense though, thanks.

Well, here's another: This may sound like absolute dumbassery but does (JC) [j.C x 5] > j.214B mean you land after delivering the first [j.C x 5] then jump again to hit the opponent who's still airborne?

Posted
Ah, I haven't run into that problem as I've always been standing at point blank range when practicing the combo. Makes good sense though, thanks.

Well, here's another: This may sound like absolute dumbassery but does (JC) [j.C x 5] > j.214B mean you land after delivering the first [j.C x 5] then jump again to hit the opponent who's still airborne?

No. You hit up after the last j.c connects midair. So essentially you're double jumping in the combo.

Posted
You can hit 5C > 2C on any character. The reason why you would do the dash is to move closer in case the 214D~C hits at the tip.

There are also some very nice corner combos where you dash under your opponent after a 214D~C.

The reason you want to move closer is to do more than 1 4D~A.

Posted
The reason you want to move closer is to do more than 1 4D~A.

You can do more than 1 4D~A without the dash too, I do it all the time.

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