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[CS2] Hazama Changes: Non-Theory Fighter Edition


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Posted
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

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Posted

hazama was never a brainless character, he just became more technical, really glad that 623D>5C works on everyone

Posted
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

Posted

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.

Posted

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

Posted

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.

Posted (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 by xlolxlolx
Posted
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

Posted
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.

Posted

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?

Posted

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.

Posted

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)

Posted

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.

Posted
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

  • 2 weeks later...
Posted (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 by Tetra - K
Posted (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%.

Hazama_pro.png

Edited by CynicalTruth
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