Tetra - K Posted May 17, 2011 Posted May 17, 2011 Link? For myself I have trouble linking the 6C after the j6DD.
Zeron_X25 Posted May 17, 2011 Posted May 17, 2011 I got that down now. Do the mini dash into 6C. Always works. Problem was that I tried dashing a bit too early before I even landed. Now I just need to know the full list of characters with the direction of jumping into j.6DD. I can't tell if I should be doing a forward, backward or straight jump.
Tetra - K Posted May 17, 2011 Posted May 17, 2011 I got that down now. Do the mini dash into 6C. Always works. Problem was that I tried dashing a bit too early before I even landed. Now I just need to know the full list of characters with the direction of jumping into j.6DD. I can't tell if I should be doing a forward, backward or straight jump. There's the char spec in the hazama cs2 changes non thoery fighter edition page 5 or 6. Zidane's post. Edit : Since CS2 isn't officially out for the PS3/360 and since there's always a risk of shit getting changed or the PSP version not being arcade perfect, posting this here, real Hazama CS2 combos: Ragna, Jin, Rachel, Arakune, Bang, Hakumen, Hazama, Lambda, Litchi, Taokaka, Noel, Mu, Makoto, Valk 1) 214D~C(1 and 2): 6C (66 optional) 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B 2) 214D~A(2, opponent must be crouching): Hotenjin 66 6C 66 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B 3) 6A / 6B into Hotenjin: 66 214D~C(2) 6C 66 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B 4) 2 or less NORMALS into Hotenjin: 66 214D~C(2) 6C 66 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B 5) 3 to 4 NORMALS if 5B/5C/2C starter into Hotenjin: 66 (additional 66 optional) 6C 66 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B 6) 3 or less NORMALS if 5A/2A/2B starter into Hotenjin: 66 (additional 66 optional) 6C 66 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B EXCEPTIONS Rachel: 1-6) JUMP BACK j6D Arakune, Bang: 2, 4) Jump Neutral j7D Bang: 6) Now works, delay 4DA and JUMP NEUTRAL j7D as much as possible Hakumen: 4) Very short dash, Jump Neutral j7D 6) Possible but very hard to do, not recommended but still looking for another combo Litchi: 6) Must walk forward after Hotenjin, dash 6C very close to them, delay 4D Mu: 2, 6) 2C 5C(1) instead of 5C(2) 2C after 6C; still hard / impractical Valk: 2, 4) 5C 2C works, need to use jump neutral j7D 5) Walk forward, dash 6C. Very short dash 5C 2C, jump neutral j7D. 6) 2C 5C(1), jump neutral j7D NOTES: Platinum has a gay hitbox and relaunchs are really random with her. Carl can get to the point of j6D relaunch but 6C will never connect so you could do something like 5B jCx5 land 5C and then either 623D or SJ jCx5 j214B. Tager I could only get relaunch combo on 214DC. All other methods the jump chain does not proc the extra hitstun. Thanks Zidane
_Sey Posted May 17, 2011 Posted May 17, 2011 (edited) While the combos Zidane posted are quite fine, they aren't exactly the "right ones", as they were also posted quite a while ago as well. The correct ender if you aren't going to 3C>mizuchi at the end is: j6DD 66 6C 66 5C 2C sj.B j.Cx2 j.Cx5 j.214B It does more dmg as well as give more meter. The dmg difference (on a combo started from 214D~C lv 2) is about ~200ish. 2C j.Cx5 j.214B deals about ~5160, while the "better" ender ~5330. Also, since relaunching Tager is pretty gay in this game, the "better" combo is: 214D~C 6C 66 5C(2) 2C 6DA 4DA j7DA 623D [66 5C 623D]x2 3C 236D. Can substitute 236D with mizuchi (Hazama already gains 58~60% heat from this combo anyway, whether you start it from 214D~C or houtenjin is irrelevant) or 214D~A. I understand that Tager can be relaunched from a 214D~C combo, but the j.6DD hit stun seems inconsistent to me Of course I'm basing this from what I've seen in the 30mins tutorial / jps videos / what I've tried in training mode. Edited May 17, 2011 by _Sey
ZeroRaider Posted May 17, 2011 Posted May 17, 2011 Hey, give it time. We'll all bring our little notes and whatnot soon. I still need time to settle into all the little changes...
_Sey Posted May 17, 2011 Posted May 17, 2011 Hey, give it time. We'll all bring our little notes and whatnot soon. I still need time to settle into all the little changes... Oh, I definitely did not mean any disrespect or anything, just a small correction~ Anyway, I know what you mean, it was quite hard getting out of the habit of auto piloting to 3C>214D~C off an hit confirm. At least the oki Hazama gets mid screen from 214D~A is pretty strong compared to CS1.
MetalMaelstrom Posted May 17, 2011 Posted May 17, 2011 For those of you having trouble with dashing 6C links, as far as input difficulty goes, try pressing C very early on in the dash. At first, I thought I was dashing too late, because dash momentum carried through my 6C. However, the only real thing that affects the combo is when the knives reach your target, therefore, it is best to get the knives out as soon as possible.
Asino Posted May 21, 2011 Posted May 21, 2011 Hey wut does hazama say in his second distortion (not the kick) in jp?? I know hes says two things im looking to know wut he says! In a&b voice.
Sasame Kiryu Posted May 21, 2011 Posted May 21, 2011 Hey wut does hazama say in his second distortion (not the kick) in jp?? I know hes says two things im looking to know wut he says! In a&b voice. Mizuchi Rekkazan > Kimochii darou? Mizuchi Rekkazan > -Maniacal laughter.- Against Ragna (this is just from what I recall, don't quote me) Oroboros > SHINE SHINE SHINE SHINE SHINE! I don't get that move off on too many Ragnas >_>;
PhoenonX Posted May 21, 2011 Posted May 21, 2011 Mizuchi Rekkazan > Kimochii darou? Mizuchi Rekkazan > -Maniacal laughter.- Against Ragna (this is just from what I recall, don't quote me) Oroboros > SHINE SHINE SHINE SHINE SHINE! I don't get that move off on too many Ragnas >_>; It's a good match ender after a throw if you think it will kill him(either direction except for air throw).
Sasame Kiryu Posted May 21, 2011 Posted May 21, 2011 That's definitely the case now. Since I'm a PS3 BB player, I've only had the game a few days, so I haven't made too much progress yet. But alas, this is the QnA topic. Don't wanna discuss anything too heavily. Which actually leads me to asking a question of my own. Is there any instance where Mizuchi would connect after 236D from mid-screen? Any time I've tried, I haven't connected it. I guess I might be timing it wrong?
kazukifafner Posted May 21, 2011 Posted May 21, 2011 I don't think so, since it takes too long to recover from Jabaki. I don't think not being able to Mizuchi from that is a big deal though, since if you have enough to Mizuchi, then you probably had enough before the Jabaki to Houtenjin. Plus, the fact that you can use Mizuchi from 3C already makes that move DD much better anyway.
Sasame Kiryu Posted May 21, 2011 Posted May 21, 2011 Ahh. I could've sworn I remember seeing it connecting in a video I saw. It might've been an old video or me just being delusional... In either case, I was mostly just asking in the instance that I might gain the 50 heat right on the Jabaki. I need to explore more options. >_<
Eclipse Posted May 21, 2011 Posted May 21, 2011 Ahh. I could've sworn I remember seeing it connecting in a video I saw. It might've been an old video or me just being delusional... In either case, I was mostly just asking in the instance that I might gain the 50 heat right on the Jabaki. I need to explore more options. >_< If they're close enough to the corner. You can mizuchi rekkazan them as they bounce off the wall. I like to wait till they hit the corner. 5D, then Mizuchi for a little extra damage, and well, it just looks really flashy. Jayoku's almost always the better option, but now you can end nearly any jayoku combo with mizuchi since you build 50 heat. Love CS2 Hazama's diversity in combos and playstyle now. This game is 1,000 times better from my perspective. Somehow, I've gotten so used to CS2 Hazama, that I'm actually increasing my PSR.
YukiBlue Posted May 21, 2011 Posted May 21, 2011 Am I right in thinking you can Mizuchi from a 3C in some circumstances? Like at 3C's max range?
kazukifafner Posted May 21, 2011 Posted May 21, 2011 Yes, though I don't even think it has to be at absolute max range. It just can't be right up on them. Reason being that 3C causes float now.
YukiBlue Posted May 21, 2011 Posted May 21, 2011 I never use Mizuchi. But knowing that now, If I can get 50% heat from a Jayoku and link that in... *Searches Buppa videos*
Sasame Kiryu Posted May 21, 2011 Posted May 21, 2011 If I recall right mid-ish range with the 3C is usually guaranteed Mizuchi. Honestly, I'm still getting used to all the other characters to get too proficient with Hazama. But when I stick people with that 214D~C, I get really happy. Not sure if I seen it anywhere around here yet, but would j.B+C>land>214D~C>66>6C>66>5C>6C connect? Or would the 5C lift them too high? I was thinking after the second 6C you could 2C>4D~D>j.5B>5Cx2>jc>5Cx5>214B.
YukiBlue Posted May 21, 2011 Posted May 21, 2011 I get you man! When I read that I smiled. "But when I stick people with that 214D~C, I get really happy" When that hits You know have just gotten a Jayoku. And a Jayoku can usually mean a round. I've been messing with about 5 characters, so my Hazama is pretty crappy now. But I know enough to think the 5C would lift them too high, unless you delayed it? Or just went oldschool in the air?
kazukifafner Posted May 21, 2011 Posted May 21, 2011 (edited) It's not that 5C lifts them too high, it's that you are too far away to get in a second 6C. Note that in the corner you can Jayoku > 66 214D~~C > 66C > 66 5C (1 hit) > 6C > whatever. That's because, by turning around in the corner you are close enough to get that second one out (and even more depending on the character you are up against. Midscreen, however, you can only do it once because you are simply too far away to get a second one in. However, you can use j7D > Jakou after throw, even without having used 214D~~C. So something like the following should work: jB+C > (land) 214D~C > 66C > 66 5C > 2C > 6D > 4D > j7D > (land) 623D > j6D > 66C > 66 2C > jCx5 > (land) 5C > 623D > 66 3C > 632146C Edited May 21, 2011 by kazukifafner forgot to note a dash (i swear he dashes so much in his combos now)
YukiBlue Posted May 21, 2011 Posted May 21, 2011 I'm off to try it. I've never done a Hazama combo like that...I've missed out on a bit so far.
Eclipse Posted May 21, 2011 Posted May 21, 2011 Actually, you may have to follow the throw up with a (Dash) 5C > 2C > 6D~A > 4D~A... etc. And take out the 214D~C in the beginning. I think the proration won't allow the entire combo to finish. Or it's an easier link, so pros tend to go for it more often. I've gotten used to a lot of the changes. Like using 6C after Jayoku instead of going for 214D~C, depending on the starter.
LeFartknocker Posted May 22, 2011 Posted May 22, 2011 Jayoku is the more useful Distortion Mizuchi is the cooler one IMO, I'm just glad it doesn't do shit damage anymore... :D What would Hazama's optimal meterless corner combo be now? I got his [...] > 623D > j.6D midscreen combo down and it does great damage, but the only meterless corner combo I know is 5B > 3C > 236D > 66 > 6C > 4D~D > j.B > j.Cx5 > 214B and the damage isn't as good CS2 Hazama is definitely a breath of fresh air though, totally got me sucked back into the character (might not be maining Valk like I thought I'd be now >.<)
PhoenonX Posted May 22, 2011 Posted May 22, 2011 So, what should I be doing with Jayoku in CS2 anyways? Should I still be focusing on IB Houtenjin, or should I wait until I land like a 5C into Houtenjin...or will just any chance to get it into a combo near the start work, like say j.6D~D,j.B, dash-in 5B,3C,Houtenjin, 214D~C,6C, etc?
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