Guymam Posted December 14, 2010 Posted December 14, 2010 Trollman looking fun and not so brainless. Might pick this crazy mofo up in CS2. Hazama... Was brainless? Wat? Buppa is doing amazing things with him right now. At this rate, he'll discover a new midscreen bnb that does more than 1.8k and then WE'LL BE SITTIN' PRETTY
xlolxlolx Posted December 14, 2010 Posted December 14, 2010 hazama was never a brainless character, he just became more technical, really glad that 623D>5C works on everyone
VickyC REmix Posted December 14, 2010 Posted December 14, 2010 hazama was never a brainless character, he just became more technical, really glad that 623D>5C works on everyone Is it me or does the animation make it seem like he "uses" more force lol
Nini Heart Posted December 14, 2010 Posted December 14, 2010 Lol that meter gain is ridiculous. He went from 8% to 66% with a single combo. Seems like new Hazama is heavily dependent on meter for damage, but gets it extremely fast. I wonder how much damage can be gotten off a Jayoku fatal.
capsuletoyco Posted December 14, 2010 Posted December 14, 2010 probably still 6-7 if he has the corner and 100 meter still.
yashanyu1 Posted December 14, 2010 Posted December 14, 2010 seeing Haz gain Such a huge amount of meter is just insane! O_o its like, landing a corner Jayoku equals 4-6k plus like 50% meter! then we laugh as they tech roll forward into an OS houtenjin xD
Zidane Posted December 14, 2010 Author Posted December 14, 2010 1) Hazama could do that in CS1. 2) It's not that Hazama is dependant on meter for damage, it's that almost no one in CS2 has midscreen high damage combos. Hazama has 2.5 - 3.5K+ damage int he corner no meter.
xlolxlolx Posted December 14, 2010 Posted December 14, 2010 fatal jayoku doesnt mean shit, 5C and 6C starters is what got him 8k in CS1
Zidane Posted December 14, 2010 Author Posted December 14, 2010 hazama was never a brainless character This statement is so wrong I can only conclude you're Dacidbro in disguise
xlolxlolx Posted December 14, 2010 Posted December 14, 2010 (edited) wat i dun play 5a edit: new stuff 5C>236236B>dash Lv2 214DC>6C>dash 5C>2C>6DA>4DA>J7DA>623D>J6DD>5C>jc>JCx5>214B 6300 char specifics for this J7DA: Arakune, Noel, Taokaka, Valkenhyne, Hakumen, Litchi, Lambda, Makoto, Platinum, Ragna, Tsubaki J8DA: Carl, Bang J9DA: Tager, Rachel, Jin Others: dash 2C>5C instead of dash 5C>2C for Hakumen, delay on 6DA>4DA for platinum corner: forward throw>dash 5A>5C>4DD>JB>JCx2>jc>JCx5>214B Edited December 15, 2010 by xlolxlolx
VickyC REmix Posted December 15, 2010 Posted December 15, 2010 wat i dun play 5a edit: new stuff 5C>236236B>dash Lv2 214DC>6C>dash 5C>2C>6DA>4DA>J7DA>623D>J6DD>5C>jc>JCx5>214B 6300 char specifics for this J7DA: Arakune, Noel, Taokaka, Valkenhyne, Hakumen, Litchi, Lambda, Makoto, Platinum, Ragna, Tsubaki J8DA: Carl, Bang J9DA: Tager, Rachel, Jin Others: dash 2C>5C instead of dash 5C>2C for Hakumen, delay on 6DA>4DA for platinum corner: forward throw>dash 5A>5C>4DD>JB>JCx2>jc>JCx5>214B Is the first combo assuming that your near the corner? Cause I'm confused with the J6DD > 5C part
Guymam Posted December 15, 2010 Posted December 15, 2010 This statement is so wrong I can only conclude you're Dacidbro in disguise WHAT U HAVE AGAINS DACED?
Eclipse Posted December 15, 2010 Posted December 15, 2010 wat i dun play 5a edit: new stuff 5C>236236B>dash Lv2 214DC>6C>dash 5C>2C>6DA>4DA>J7DA>623D>J6DD>5C>jc>JCx5>214B 6300 char specifics for this J7DA: Arakune, Noel, Taokaka, Valkenhyne, Hakumen, Litchi, Lambda, Makoto, Platinum, Ragna, Tsubaki J8DA: Carl, Bang J9DA: Tager, Rachel, Jin Others: dash 2C>5C instead of dash 5C>2C for Hakumen, delay on 6DA>4DA for platinum corner: forward throw>dash 5A>5C>4DD>JB>JCx2>jc>JCx5>214B I appreciate you trying to help, but j.7D~A and j.8D~A wouldn't make any sense. 7D is no particular direction in the air, and would come out as a 4D towards the ground. 8D in the air isn't a specific direction either. I can see 9D~A working on some characters in the air, followed with 623D > j.6D~D, etc. But that would only be Toakaka, Tager, Hakumen, etc. Nonetheless, 6300 damage off a midscreen Jayoku is threatening.
xlolxlolx Posted December 15, 2010 Posted December 15, 2010 go blame the japanese, anyways most likely notation error and 7, 8, 9 refering to jump direction then 9DA which i guess is obvious to other japanese?
Eclipse Posted December 15, 2010 Posted December 15, 2010 I see, I didn't know it was a translation. My apologies, I was just wondering what it meant. Thanks for clarifying though. I would assume that'd be the direction you'd jump in.
testament101 Posted December 15, 2010 Posted December 15, 2010 liking the new hazama. Just wondering, is 5C>6C a gattling?
Eclipse Posted December 15, 2010 Posted December 15, 2010 5C > 6C is only a gatling after the first of 5C. It only combos when done on an opponent off the ground.
VickyC REmix Posted December 15, 2010 Posted December 15, 2010 Improbable but looks silly as hell, must have 100% meter and have the opponent in the corner: 6C > 5DD > Gold Burst x2 > 6C > 236236B > lvl2 214DC > dash > 6C > dash > 5C > 6C > dash > 5C > 2C > 6DA > 4DA > j.7DA > 623D > 5C > 6C > 3C > 236D > 236236B > back step > 623D > 632146C = this chode combo does 10,576 source: Courtesy of Jourdal's godlike channel (http://www.youtube.com/watch?v=h-LIvq2Zymc&feature=sub)
yashanyu1 Posted December 15, 2010 Posted December 15, 2010 Oh my GOD! O_o Why was i ever afraid of haz Sucking!?
Klaige Posted December 15, 2010 Posted December 15, 2010 The combo itself is very impractical (burstable, requires a ton of resources, etc) but what it does show is that if you hit with a juicy counter hit that lacks proration it might be worth a gold burst to get some huge damage out of the deal.
VickyC REmix Posted December 15, 2010 Posted December 15, 2010 The combo itself is very impractical (burstable, requires a ton of resources, etc) but what it does show is that if you hit with a juicy counter hit that lacks proration it might be worth a gold burst to get some huge damage out of the deal. Def, I'm mad hyped
xlolxlolx Posted December 16, 2010 Posted December 16, 2010 ehh from what i see ch 6c>236236N6B wont work anymore huh
Tetra - K Posted December 27, 2010 Posted December 27, 2010 (edited) wat i dun play 5a edit: new stuff 5C>236236B>dash Lv2 214DC>6C>dash 5C>2C>6DA>4DA>J7DA>623D>J6DD>5C>jc>JCx5>214B 6300 char specifics for this J7DA: Arakune, Noel, Taokaka, Valkenhyne, Hakumen, Litchi, Lambda, Makoto, Platinum, Ragna, Tsubaki J8DA: Carl, Bang J9DA: Tager, Rachel, Jin Others: dash 2C>5C instead of dash 5C>2C for Hakumen, delay on 6DA>4DA for platinum corner: forward throw>dash 5A>5C>4DD>JB>JCx2>jc>JCx5>214B This combo seems to be a key in term of damage for hazama in CS2 so I'm bringing this back a little. http://www.youtube.com/watch?v=T-eTo-YKMgE#t=5m19 In the above post it says that for jin it's J9 9D but it seems it's either a straight jump J8 or J7. Can anyone confirm this combo please? And more precesely this J7/8/9 which seems wrong in the above post as shows the video. For Tao it seems it's also j7. Tager j8. Edited December 27, 2010 by Tetra - K
CynicalTruth Posted December 28, 2010 Posted December 28, 2010 (edited) I had nothing better to do for the last few days, so I decided to calculate CS2 Hazama's proration, unit damage for all his moves, etc. Here's what I came up with. It works for most of the combos; sometimes off by 1 or 2. I experimented with the 10576 combo; I had to subtract 1 in some places (marked with *), but it accurately predicts the combo damage other than that. Cyan = no change; confirmed Light green = buffed; confirmed Magenta = nerfed; confirmed Yellow = No data available White = I just copied the CS1 Haz data because it looks probable to me, and/or I am not really sure. P1 = starting proration, P2 = proration multiplier, SP = special proration BP = bonus proration, RP = repeat proration JH = you should know this. MZC = Mizuchi-Rekkazan. ZN = Zaneiga, RS = Ressenga, (n) = normal ver., (s) = super ver. BT, FT = back throw/forward throw, AT = air throw On BT and FT = I thought P1 was 100% at first, just like CS1. But JH does less damage if followed from BT and FT. P1*P2 is 49.5% it looks just right. I could've put 99% and 50%, but seriously 99%? So I put 90% and 55% instead. That seems to make more sense. ADDED: The charged version of 214D-B remains unchanged: unit damage 900, starting proration 75%, proration multiplier 90%. Edited December 30, 2010 by CynicalTruth
Tetra - K Posted December 28, 2010 Posted December 28, 2010 Nice one ! Thanks lot. Nice desktop btw :p Waiting confirmation for the j9D combo.
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