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[CS2] Hazama Changes: Non-Theory Fighter Edition


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Posted

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

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Posted

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.

Posted (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 by xlolxlolx
Posted (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 by Tong
Posted
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...

Posted

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

Posted

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

Posted

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.

Posted

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.

Posted (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 by kid viper
Posted

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.

Posted

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.

Posted

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...

Posted

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

Posted

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.

Posted

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.

Posted
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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