Black Onslaught Posted May 5, 2011 Posted May 5, 2011 yo, hazama is pretty stupid in CS2 but in exchange for that stupid his midscreen damage is non-existant, ressenga is pretty useless ( you can only 2A after on Tager and Hakumen, I think? ) Jayoku has 50 p1 non-FC oh and his shoes don't look as brand new
Akira-Shiro Posted May 5, 2011 Posted May 5, 2011 Hey how much dmg does this do is anyone knows. O-H-W 5c>hotenji>6D>6D>623D>5c(1hit)>6c>5c(1hit)>6c>3c>236D>hotenji>serpents Ben.C(Blue)>66>6C>5c(1hit)>6c>3c>eternal coils DD ?.? im not sure how the D proration works so feel free to edit the combo to make it work.
xlolxlolx Posted May 5, 2011 Posted May 5, 2011 (edited) he had to step over alot of trash to get where he is he gets like 20 meter for his shitty midscreen crap and like 40-50 meter from some retarded corner combo with jabaki in it you can get a shitty starter into jayoku and still get like 4-5k minimum @akira: this isnt cs1 Edited May 5, 2011 by xlolxlolx
Akira-Shiro Posted May 5, 2011 Posted May 5, 2011 What are u talking about that combo i posted doesnt work in CS1 6C doesnt bound ?.? & jabaki doesnt wall bounce
Reversal Posted May 5, 2011 Posted May 5, 2011 Chains have shitty same move proration so you wouldnt want to 6D twice.
Tong Posted May 5, 2011 Posted May 5, 2011 (edited) Yeah, he's been buffed in many ways. But because he relies so much on heat and high risk starters, I think he was nerfed more than he was buffed. People can just burst out of any high damage combo he starts. Then he has to go back to using high-risk, high-reward moves. Maybe I'm underestimating his more technical aspects though. At the very least, he's harder to play now. Man, you GOTTA be talking about the 3C being high-risk, he can cancel it into w/e he wants, mainly 214D~B which I believe its very hard to punish even on block. Look, I dont know much about Hazama, so I wont go in the technical stuff, but Im pretty sure just got new combos. His normals didnt suffer at the point of changing his gameplay, nor most of his specials I believe. yo, hazama is pretty stupid in CS2 but in exchange for that stupid his midscreen damage is non-existant, ressenga is pretty useless ( you can only 2A after on Tager and Hakumen, I think? ) Jayoku has 50 p1 non-FC oh and his shoes don't look as brand new Who would start a Non-FC jayoku with no starter(5C is gdlk)? Edited May 5, 2011 by Tong
xlolxlolx Posted May 5, 2011 Posted May 5, 2011 Man, you GOTTA be talking about the 3C being high-risk, he can cancel it into w/e he wants, mainly 214D~B which I believe its very hard to punish even on block. Look, I dont know much about Hazama, so I wont go in the technical stuff, but Im pretty sure just got new combos. His normals didnt suffer at the point of changing his gameplay, nor most of his specials I believe. Who would start a Non-FC jayoku with no starter(5C is gdlk)? 214DB is like -20 on block...
Tong Posted May 5, 2011 Posted May 5, 2011 That is more than overcompesanted by the range it travels.
xlolxlolx Posted May 5, 2011 Posted May 5, 2011 its not as good as you think it is, plenty of stuff can reach him like jin's 6C and ragna's 5C and you can IB it and get a CH combo
Akira-Shiro Posted May 6, 2011 Posted May 6, 2011 But u gotta be sure u dont IB barrier that will push them hella far back,,, an i do believe that move takes a primer
Zeron_X25 Posted May 6, 2011 Posted May 6, 2011 People barely use it in Japan. At least as far as I've seen. 5A and 2C are much better. As a DP... it's... bad. Inferno Divider beats it clean.
_Sey Posted May 9, 2011 Posted May 9, 2011 http://www.youtube.com/watch?v=ejQeh8dPFXM&feature=feedu At 6:00 Kagetsu links 5A from 6A, on what characters (other than Hakumen of course) does that link work?
Tong Posted May 9, 2011 Posted May 9, 2011 Probably everyone who have a hugeass crouching Hitbox like Tager and Rachel I believe.
Guymam Posted May 9, 2011 Posted May 9, 2011 214D~B is punishable just fine. 6B is hella slow, so being +3 on block doesn't make it a great normal and it's only useful if you have heat and cancel into 236236B. He's not broken. Just good.
kid viper Posted May 10, 2011 Posted May 10, 2011 (edited) 6B is +3, breaks a primer, and can be used as a 50-50 off of 5b/ 2b/ 2a > 2b / 2b > 5b / 5b > 2b. on ch you can combo from it, if you have meter you get 6-7k iirc (more than 6a). it's only 3f slower than 6a. sounds like a great normal to me Edited May 10, 2011 by kid viper
MetalMaelstrom Posted May 13, 2011 Posted May 13, 2011 Not to rain on your parade kid viper, but 6a is hella slow as well. 6B is still a pretty cool move, though. Having less recovery I guess would be another selling point. I'm not sure what the criteria for a good normal is though. Depends on if you're talking about counter, pressure, or okizeme.
Zeron_X25 Posted May 13, 2011 Posted May 13, 2011 6a is such a good overhead. The bitchy delay is what makes people think for a second and forget it's an overhead. If they wanna DP or 5a, it would be too late. Well... assuming the other player isn't mashing buttons all the time.
Tong Posted May 18, 2011 Posted May 18, 2011 Hello there, im having trouble with these: Jakou after j.8D. Jakou just wont reach, but I heard I need to delay something, either is 4D/6D or j8D, I dont know... 5C 6C after Jakou Its a combo from #9 challenge I believe, opponent techs right before the 6C connects... Later...
Zeron_X25 Posted May 18, 2011 Posted May 18, 2011 You do 6D, 4D relatively quick but with a rhyme so 4D doesn't come out faster than 6D or vice versa. Then you need to delay the Jakou after j.8D to let them get down a bit so Jakou can reach. For the 5C 6C thing, you need to cancel the 5C on the first hit. You can cancel it on the second one in a corner after a super. I think. But yeah you have to cancel on first hit for challenge 9. Day 1 CS2 Hazama has been great. I feel like a whole new person now. :3
Enix V. Nimbus Posted May 21, 2011 Posted May 21, 2011 I think everyone knows this corner combo but I'm going to put it up just in case I'm wrong: 1. 5B, 5C, 2C, 3C, Venom Sword(236D)*, dash, 5C, 2C, 4DD, j5B, j5Cx2, jc, j5Cx5, Wind Serpent's Fang(214B) *Optional (requires 50% bar): After Venom Sword(236D), Serpent's Infernal Rapture(236236B), Devouring Fang Level 2(214DC), 5C, 2C, 4DD, j5B, j5Cx2, jc, j5Cx5, Wind Serpent's Fang(214B) I haven't tested this corner combo but it's worth a shot: 2. Bloody Fang(214C), 5B, 3C, Venom Sword(236D)*, 5C, 2C, 4DD, j5B, j5Cx2, jc, j5Cx5, Wind Serpent's Fang(214B) *Possible adding Serpent's Infernal Rapture(236236B), Devouring Fang(214DC) afterwards.
Zeron_X25 Posted May 21, 2011 Posted May 21, 2011 That's not a good combo for the corner. Venom sword > dash 5C > jC > j.Cx5 > land 5C > jC > j.Cx5 215B is a much better option.
kazukifafner Posted May 21, 2011 Posted May 21, 2011 Hello there, im having trouble with these: Jakou after j.8D. Jakou just wont reach, but I heard I need to delay something, either is 4D/6D or j8D, I dont know... A bit belated, but to add to what's been said, one thing you need to keep in mind is that it all comes back to how you did the dash 5C after using 6C in that combo. If you interrupt the dash midway with 5C, then Jakou must be delayed. If you finish the dash and then 5C, then the 4D must be delayed.
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