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[CSE] Hazama General Discussion - Lane Changin' Chain Swangin'! Lane Changin' Chain Swangin!....Fedora Boyz


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Posted
Those are awesome suggestions, would you say the timing is similar in CSX as it is in CS2? I haven't bothered learning the reps yet on CS2 because of impatience and lack of people to play, but seeing as i'll have a chance to play CSX this weekend I might do a bit of practice with what I have (CS2).

Hopefully by the time Extend is out in the west i'll have all new internet and will be back to my netplay ways. Anyways, what's been up with the Haz bros? Is anybody actually still playing this character? Enjoying your last few weeks with the midscreen CS2 relaunch?

I've been using Hirentotsu loops in CS2 since the day I learned it. Rather get style points than damage. lol

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Posted

Thanks guys. Had a little bit of trouble but I finally got two reps in at red beat. 963214b or the "J" input really helps. I should be able to get the proper timing down by the time i'm playing CSX this weekend.

Posted (edited)

If the timing is the same in CS2 as it is in CSE then I'm screwed, lol.

Either the TK whiffs or it connects but the dash -> 5C doesn't.

EDIT: Although waiting for the "swishes" to go away before doing the TK helps make it connect.

Edited by Dorro
Posted

Read MetalMaelstrom's post - post #74 in this thread.The TK version of the j214b loop is probably harder, I haven't had any luck with it, so try doing the "J" input and you might start having better luck with your reps.

Posted (edited)

I J input just about all TK's because I find it easier, at least if it's a TK following a hit (like in this case).

All I'm trying to do is (Mid-Screen):

Shenanigans of your choice into 214D~C -> 66C > Dash 2C > jump cancel into j. C X 5 > Land > 2C > Delay 96321B >Dash 5C > 2C >6D~A > 4D~D > Ender

It's frustrating because I did it in the PSP version, now I can't do it here on better controls.

Edited by Dorro
Posted

That does sound pretty rough Dorro, but at least with all of that practice you won't have to worry about dropping your combos. Keep at it, it's obviously doable, you just need the timing down on the end links.

By the way, i'm pretty sure TK is only when you do the motion (for this move at least) 21478b. For something like Jin's horizontal air ice sword you would do TK 23698c. Doing it with the J motion isn't TK because there's no super jump... but of course I could be wrong :sweatdrop:

Was it ever confirmed that Zakiyama died? I mean there were rumors floating for months that he had just moved and/or quit playing BlazBlue and then there was also the car crash rumor. Can anyone confirm/deny? Either way Mitsurugi is a beast and according to Xie he's pretty much the best Hazama in the world at the moment. Hopefully he'll inspire some of you, he's definitely inspired me a bit.

Posted (edited)

Mitsurugi is too sick.

He just did a ft.10 vs Mame's valk and won 10-2.

I wish there was a way to watch the matches again :(

Edited by _Sey
Posted

Sey I want you to check something out. Another type of Hirentotsu loop.

5B > 2C > TK Hirentotsu > 2B > 5B > 2C > TK Hirentotsu > 2B > 5B > 2C > TK Hirentotsu

Tell me how many loops you can get max. I tried it in CS2 and the results were amazing.

Posted

well, uhmm, lambda techs out after 3 reps of that loop after 214D~C(lv2) 6C [2B > 5B > tk hiren]x3 dash 2B > 5B *techs out*, when you could do 5 reps with 5C, am I missing something/should I keep trying?! :psyduck:

btw I just found that Hazama can't 3C Tager after ending stuff with 5C > 2C > 214D~B in the corner, so just do 5C > 2C > 623D (unless I'm fucking up really bad of course, but I'm pretty sure that I'm not, plus I've seen both kagetsu and buppa go for this enders on multiple occasions)

It's kind of a better option too, at least zoning-wise.

Posted
well, uhmm, lambda techs out after 3 reps of that loop after 214D~C(lv2) 6C [2B > 5B > tk hiren] dash 2B > 5B *techs out*, when you could do 5 reps with 5C, am I missing something/should I keep trying?! :psyduck:

btw I just found that Hazama can't 3C Tager after ending stuff with 5C > 2C > 214D~B in the corner, so just do 5C > 2C > 623D (unless I'm fucking up really bad of course, but I'm pretty sure that I'm not, plus I've seen both kagetsu and buppa go for this enders on multiple occasions)

It's kind of a better option too, at least zoning-wise.

You get less reps. You get 3 but there is literally no execution barrier and no delaying.

And the starter has to be decent but doesn't have to be 6C tier.

Posted

oh, thought it was a better combo or something lol (I literally did it on my first try).

well yeah it does feel kinda easier, dash 2B seems kind of strict though, I'm not sure why since they (5C and 2B) start up the same (10fr).

Posted
oh, thought it was a better combo or something lol.

well yeah it does feel kinda easier, dash 2B seems kind of strict though.

The combos I used didn't need dash 2B although dash 2B is much easier than dash 5C because you can't fuck up and get a 3B.

Posted

I worded myself poorly I guess, sorry.

Dash 2B is not needed, I just tried doing that because I thought it was possible to get more than 5 reps or something.

You don't want to go for 3 reps with that anyway though unless you just want to end it with j.214B, since if the dummy techs at the fourth rep, you won't be able to get the 214D~B ender.

Posted
I worded myself poorly I guess, sorry.

Dash 2B is not needed, I just tried doing that because I thought it was possible to get more than 5 reps or something.

You don't want to go for 3 reps with that anyway though unless you just want to end it with j.214B, since if the dummy techs at the fourth rep, you won't be able to get the 214D~B ender.

TK Hirentotsu is where you should end the combo. 3 reps is fine.

I'm gonna go experiment new stuff now.

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