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Posted
Hazama is a zoning/pressure based character and is best played as a combination of the two. Learn how to spam chains and frustrate your opponent by making it hard to get to you, and confirm any chain that hits them and isn't blocked into a d or c follow up and hit them with a combo.

Get used to using a forward dash for command grab, grab, and just any attack. Hazama's dash is used a ton in CS2 combos so get used to it.

Learn how to dash 5a/b/c without getting 6a/b/c.

Get used to stance and all your options from stance. Sometimes stance cancel is best. Don't go into stance from too far away. Get used to using 214d~b as anti air against certain characters like Rachel and Tager for example.

5a and 2c are the legit anti airs with the occasional 5c.

Just practice moving around with chains, his normal movement is pretty ass and if you don't have good chain movement you'll be losing a lot and having less fun.

tl;dr troll until you have 50 meter, win match.

A little tidbit i'm going to add here for the Haz players is that if you ever have a chain thrown out and your opponent goes for a random super, you can usually react in time with a stock. Just consider the situation and whether b, c, or d will get you out of it. I've avoided carnage scissors and f of g by reacting to the superflash with a d. If I were trying to avoid Jin's wave super for example while I have a fully extended 5d, I would try to use the b follow up. Hope this comes in handy for some of you :]

5C is a very situational anti-air. I honestly wouldn't throw it too much out except against Hakumen, or Tao. If it gets baited you're in recovery FAH DAZE. 214DB anti air is also pretty useful against Hakumen, Bang, and Hazama.

Doing 664C will get you a dashing 5C everytime. This is universal unless your character has a 4X move. (ex. Rachel has a 4B, so 664B will just give you a dashing 4B)

You can also do 63X for faster dashing low inputs. This helps a lot with dashing 3C(input 63C) after Jakou, or dashing 2A(input 63A) after 5B.

And for faster dashing 6X inputs you can just input 66X. This helps a lot with some of the tighter dashing 6Cs you have to do with Hazama( dashing 6C after Jabbaki, throw in corner, and for J6DD relaunch come to mind.)

You can add a quick 56 at the end of a special input for dashing specials too. 23623656B for a dashing Jayoku or 23656 for a dashing command grab.

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Posted
214DB anti air is also pretty useful against Hakumen, Bang, and Hazama.

DOOOD! Bang has that dash 5B to punish you HARD. I would never do 214D~B against Bang it can be baited to easily due to Bang having 2 air dashes and nails. Plus if bang blocks it he can dash 5B you into potentially 3.5K and corner.

You should just always stick to 5A AA against Bang, seriously it's too good. It will beat most of his jump ins, except for the earliest J.C you have ever seen in your life and the Huey253 GODLIKE spaced J.4C jump in.

But except for these rare occasions 5A will shit on everything jump in Bang tries to do, I think they need to take 5A AA away from Hazama, it's so good and so safe it's stupid. It's like the second most brain dead AA's in the game. (Mu's 2C being the most brain dead and mashy in the game.)

Posted

On an unrelated note, is anyone else having trouble doing dash 3C Mizuchi after a full relaunch combo? Is there a trick to it or is it just a tight link?

Posted

When you do the 5C after the 2C into air chain, you cancel into 623D immediately. It makes it a lot easier. As soon as the 5C touches them once, then you do Jakou. If it hits twice, your link just got harder.

Posted
I think they need to take 5A AA away from Hazama, it's so good and so safe it's stupid. It's like the second most brain dead AA's in the game. (Mu's 2C being the most brain dead and mashy in the game.)

Bullshit. Valk's wolf 5B and Plat's 6A are the most braindead anti airs in the game along with Mu's 2C. Hazama's 5A is no where near those.

On an unrelated note, is anyone else having trouble doing dash 3C Mizuchi after a full relaunch combo? Is there a trick to it or is it just a tight link?

http://www.youtube.com/watch?v=6qJALKAujXE&feature=related

3:59

Shows you exactly when you need to dash 3C.

Posted
DOOOD! Bang has that dash 5B to punish you HARD. I would never do 214D~B against Bang it can be baited to easily due to Bang having 2 air dashes and nails. Plus if bang blocks it he can dash 5B you into potentially 3.5K and corner.

You should just always stick to 5A AA against Bang, seriously it's too good. It will beat most of his jump ins, except for the earliest J.C you have ever seen in your life and the Huey253 GODLIKE spaced J.4C jump in.

But except for these rare occasions 5A will shit on everything jump in Bang tries to do, I think they need to take 5A AA away from Hazama, it's so good and so safe it's stupid. It's like the second most brain dead AA's in the game. (Mu's 2C being the most brain dead and mashy in the game.)

I only use it with my back to the corner and they try to start flying around on me. I normally hit them out of an air dash or something. I don't really play good Bangs though. Lol

  • 1 month later...
Posted

Hopefully this is the right place to ask, lol. Accidentally posted this in the non-gameplay topic,but at least I was able to fix that.

I've been trying 3C(Counter!), 214D~C, 6C, dash 5C, 2C, 6Da, 4Da, J.7Da, 623D

But...the enemy seems to instantly tech after the third chain, Dx.

Any secret tricks I'm missing?

Posted
Hopefully this is the right place to ask, lol. Accidentally posted this in the non-gameplay topic,but at least I was able to fix that.

I've been trying 3C(Counter!), 214D~C, 6C, dash 5C, 2C, 6Da, 4Da, J.7Da, 623D

But...the enemy seems to instantly tech after the third chain, Dx.

Any secret tricks I'm missing?

Your answer:

Either:

1) Delay 4DA

2) Delay j7DA

3) Delay 623D

4) All of the above depending on the char ( such as Bang )

Posted (edited)

One more kinda nooby question...apparently you can link A.6D after a 623D, huh? How does that work? They tech before the chain reaches them, lol

Edited by Zeru64
Posted
One more kinda nooby question...apparently you can link A.6D after a 623D, huh? How does that work? They tech before the chain reaches them, lol

A.6D?

Posted

Sorry, I'm no good at Hazama's chain annotations. xD

But in a lot of the vids I've watched, after a 623D, Hazama jumps and manages to hit them with a downwards angled chain in the air to continue the combo

Oooooooh. forward j6DD. I kept thinking it was A for Air, not J. xfd

Sorry about that.

Posted
Sorry, I'm no good at Hazama's chain annotations. xD

But in a lot of the vids I've watched, after a 623D, Hazama jumps and manages to hit them with a downwards angled chain in the air to continue the combo

Oooooooh. forward j6DD. I kept thinking it was A for Air, not J. xfd

Sorry about that.

Yeah it's j.6D. What about it?

They don't tech. You don't do the combo right. And it has to be from j.7D~A > 623D

Posted

I was having trouble connecting it, I guess. Maybe I'm just slow to jump after 623D, lol.

But yeah, sorry about the annotation confusion. ^.^;

Posted
I was having trouble connecting it, I guess. Maybe I'm just slow to jump after 623D, lol.

But yeah, sorry about the annotation confusion. ^.^;

The visual cue for when to do j.6D was already explained in... either this thread or the combo thread. Can't remember which one.

Posted

It's also important to note that there's a slight delay after 5c 2c. The fun part is learning the j6d~d 66 6c 66 2c etc at the end.

Posted

Any tips on what grip to use when playing Haz on stick? A few considerations:

- 236236 inputs (from P1 side) still get my goat now and then.

- I really struggle with 44 from P1 side/66 from P2 (that is, double-left). This is my main problem with the wineglass grip.

- Instant air-dashes. Not a big problem for Haz, but I sub Tsubaki and wish I had a one-size-fits-all grip (if that's not likely, then discount this point).

Posted

Honestly, it's whatever is comfortable AND allows you to do the motions consistently. You'll just have to play around. I put the stick between my pinky and ring finger, with the rest of my fingers wrapped around the ball.

Posted
Honestly, it's whatever is comfortable AND allows you to do the motions consistently. You'll just have to play around. I put the stick between my pinky and ring finger, with the rest of my fingers wrapped around the ball.

That's what she said.

  • 2 weeks later...
Posted

Still struggling with this corner combo:

5C Houtenjin 214D~C2 66 (switch side) 6C 66 5C 6C 66 5C 2C 6DA 4DA 623D 66 5C 6C 66 2C JC5 5C HJC5 J214B

The first 6C (just after ducking under the opponent, into the corner) always ends up blue-beat, even with a level 2 Zaneiga. Is there some cue on when to dash after Zaneiga?

Posted

When I was learning the timing for the 6C, I used the game's camera to find it. After you hit them with Level 2 Zaneiga, the camera goes up just slightly, use 66C then. It should work everytime.

Posted

For that i input 66 6C and seem to get it rather consistently. Also I end up doing better without dashing into the corner somehow. I dunno how that works.

Just try to watch your opponent and input the 6C right as they're going above your head.

Posted
When I was learning the timing for the 6C, I used the game's camera to find it. After you hit them with Level 2 Zaneiga, the camera goes up just slightly, use 66C then. It should work everytime.

wtf. You guys use some strange visual cues don't you? Well I'm not a visual learner. I just know when to do it by knowing when I should press it in my mind.

So sorry I can't help you on that one.

Posted

I never even noticed that one. The j6D relaunch visual I posted about I saw in one of the JP tutorials though. Wish I saw that one when I was learning the CS1 relaunches. Wouldve saved me so much time. Lol

  • 2 weeks later...
Posted (edited)

I need help connecting 66C after Zaneiga in the corner after a Jayoku. Any tips on how to pull this off is appreciated :D

*Corner* Jayoku>Zaneiga> 66C. I can't seem to do that.

Edited by BionicDemon
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