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[CS2] Hazama Changes: Non-Theory Fighter Edition


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Posted

From Wuku, because he is cool:

- 3C > Ressenga > Astral Finish works

- 5B: Air unblockable

- 5C: Air unblockable. 5C (1st hit) > 6C works

- 6C: once air hit, the knife binds you to the ground for long a while

- 3C: can’t combo into anything on normal hit. Can combo into 214DC and 5C once counter hit. (near corner) 3C > jabaki > 5DD > JC > 5C > 2C> 4D > aerial combo works.

- JC: only first 2 hits are jump cancellable.

- All D moves: have same move proration. Ouroboros moves a way faster than CS1. DA cancel is a way faster too. 5A>5C>4DA combo works smoothly. 1 stock recovers once guard, 2 stocks recover once hit..

- Throw: can’t do any follow up combo unless at the corner. At the corner, you can combo with 5C, jabaki, and houtenjin. Can do green mist super after recovering frmo throw.

- Air Throw: has wider throw range in accordance with system change. Does ground bounce on hit. You can do follow up combo even if you don’t do J2D

- 236C: you get 5% meter once hit.

- Misc Stuffs:

1. (you’re cornered) jabaki > 5C (1st hit)> 6C > 5C > 2C > blah blah combo works.

2. 3C counter hit, 214DC, 214DB counter, 6C can lead to the aerial combo at the field.

3. But 3C counter hit happens quite a lot.. if you begin the combo with 3C counter or jabaki, you can expect 3500 damage with no gauge

5. Houtenjin is still very strong move

From Ryokoalways because he is also cool:

5B

Less + frames

Air Unblockable

5C

Air Unblockable

2B

level increased, standing hit 2B>3C works

2B>5B gatling added (may be the other way around), cannot 2B>5B>2B

2C

2C>5C gatling added, cannot 2C<5C<2C

6A

Air hit cause knockdown

6C

Hit gains 9% meter

JC

cannot jump cancel from hit 3-5

hit 5 has slight horizontal blow back

throw

damage increased to 1400

back throw

damage increased to 1400

Counter Assault

5B instead of 5C

Drive

damage decreased

untech time decreased

extends faster

same direction has same move proration

a cancel has less recovery

Special Moves:

236D

regular hit cause sliding (I think)

Near corner will wall bounce and can follow with 5B/5C

214D-C

Hit cause draw in (I think), more follow-up frames.

Ressenga (214D~A)

Cannot follow-up unless power-up version

Air hit cause down, from 3C is tight gatling+ advantage frame.

Power-up version has extended distance (character movement I believe)

Hotenjin

same move proration

From me because I am coolest:

-Drive on hit only regains 1 chain

-Drive on block only regains 1 chain if you're at 0; if you're at 1 chain, you get nothing back.

From Stunedge because he actually plays the game and is better than you:

CS2 hazama combos:

Mid-screen:

B>2B>C>(2C)>3C>214DA or 236D

Near-corner:

B>3C>236D>5DD>JC>land 5C>2C>4DD>JB>JCx2>JCx5>J214B

Corner basic:

B>3C>236D>5C>2C>4DD>JB>JCx2>JCx5>J214B

B>3C>236D>6C>dash5C>2C>4DD>JBJCx2>JCx5>J214B

Zaneiga:

mid: 214DC>6C>dash5C>2C>6DA>4DD>JB>JCx2>JCx5>J214B

corner: 214DC>6C>dash3C>236D>5C>2C>4DD>JCx5>J214B

Jyayoku: does around 4.5k-5k

mid: Jyayoku>dash214DC>6C>dash5C>2C>6DA>4DD>JB>JCx2>JCx 5>J214B

facing corner: Jyayoku>214DC>6C>dash3C>236D>5C>2C>4DD>JCx5>J214B

back to corner: Jyayoku>6DA>4DA>623D>5C>6C>dash3C>236D>5C>2C>HJCx5 >J214B

100% meter:

C>jyayoku>214DC>6C>dash5C>2C>6DA>4DA>623D>mizuchi 6k sth

C>jyayoku>214DC>6C>dash3C>Jyayoku>4DD>JCx5>J214B 5.5k

Throw:

6Throw>mizuchi

4throw(to mid-screen)>J6DD>5C>2C>4DD>JB>JCx2>JCx5>J214B character specific

throw>Jyayoku corner only

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Posted

in addition to chain recovery rule Zidane mentioned,

I feel like the distance that chain bites opponent is slightly different from CS1

it requires more distance to make chain bites so in many situation 5C>2C>4D doesn't work

I guess sometime you need to do 5C>2C>delay4D to make it works or just adjust the space to do 5C>2C>6DA>4DA

6A and 6B have less knock back now

Posted

I'm liking the way CSII Hazama looks thus far. I'm just hoping he had a reliable way to air combo from mid-screen, or do over 2K damage.

Speaking of which, does anyone have the damage figures for the above combos posted by Stunedge, or any viable way to obtain them?

Posted

Awesome compilation of info.

Does 5C hit everyone OTG after a 6C now, instead of just fatties? I don't see any combos using 2B to pick them up, but I must have missed that change somewhere.

Posted

Ah right, awesome. Thanks.

Hazama still looks pretty badass in CS2, despite everyone freaking out about changes too early.

- 3C: can’t combo into anything on normal hit. Can combo into 214DC and 5C once counter hit.

This is incorrect in Wuku's quote in the first post, you can combo into 214DA after 3C normal hit.

Posted
- 5C: Air unblockable. 5C (1st hit) > 6C works

Does it actually combo (meaning 6C is faster?) or is it just a gatling? I'm glad they're making 6C better, I always liked it but it's options are limited in CS1

Anyone know if you can still 4B+C>5D? if so that might be a nice way to create some zoning space while being pressured (and resetting Uroboros).

And lastly, did they really shorten the invul on Houtenjin or was that BS?

Posted
Does it actually combo (meaning 6C is faster?) or is it just a gatling? I'm glad they're making 6C better, I always liked it but it's options are limited in CS1

It connects if you hit them in the air with 5c(1).

Anyone know if you can still 4B+C>5D? if so that might be a nice way to create some zoning space while being pressured (and resetting Uroboros).

Throws don't cancel into chains. At all.

Posted
It connects if you hit them in the air with 5c(1).

Ah, I see, so since 5C is air unblockable now its to pin them back to the ground I guess? pretty dope...

Throws don't cancel into chains. At all.

Oh, right. I remember hearing about that, ty...

Posted

Did anyone notice that all of his stance attacks looks much faster, or going into the stance seems faster. 214~A/B/C

It could be in my mind, but if it's faster, I can see them being much more useful during pressure.

Posted

It looked to me like he's able to 214D~Ax2, not sure if it'd combo, but there didn't seem to be a very large gap... maybe it just LOOKS faster now, I mean didn't they shorten the animation for a lot of attacks in CS2?

Posted

Very Nice! I can see 6C loops playing a heavy part in haz's combos.

also looks like we can rapid j214b and follow-up with j.4d~d into some relaunch Shenanigans, (the dood tries to Houtenjin here but the guy bursts) I know it was possible in cs1 but perhaps it could be more viable now...

source> http://www.youtube.com/watch?v=FrsGj1N5v14&feature=mfu_in_order&list=UL#t=7m15s

And is it me, Or does the hit box for 263D seem bigger?

Posted
Very Nice! I can see 6C loops playing a heavy part in haz's combos.

Ah, 6C loops, you made me think of the good old days, when I'd main Arakune in CT, lol. Regardless, yeah, that does seem to be crucial. I want to figure out how much it prorates, and what combos 6C should and shouldn't be in.

Posted (edited)
Ah, 6C loops, you made me think of the good old days, when I'd main Arakune in CT, lol. Regardless, yeah, that does seem to be crucial. I want to figure out how much it prorates, and what combos 6C should and shouldn't be in.

The proration doesn't seem too large, I mean He did get all that off a command grab Which already prorates quite a bit... Just imagine if it had just started from a raw houtenjin... I think its safe to assume Our man in the Fedora Still has plenty of tricks up his sleeve, or just more snakes....

Edited by yashanyu1
Posted

Courtesy of Tachyons's post (http://www.youtube.com/watch?v=QivfzKXrXXs#t=6m14s) in the vids section:

near corner (facing it): 6A > 236236 > 214DC (lvl2) > dash> 6C > dash > 5C > 6C > dash > 5C > 2C > 6DA > 4DA > 623D > dash > 5C > 6C > dash > 3C > 236 D > 5C > HJC > j.C x5 > j.214B = 5015 dmg

Gold Burst (back to corner): Gold Burst > 214DC > dash > 6C > dash > 5C > 2C > 6DA > 623D > Dash> 5C > 6C > dash > 3C > dash > 5C> jc > j.C x5 > j.214B

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