Jump to content
Dustloop Forums

[CP] Hazama Gameplay Discussion [New members read first post]


Favorite Hazama iteration?  

82 members have voted

  1. 1. Favorite Hazama iteration?

    • BB:CS
      7
    • BB:CS2
      12
    • BB:CSEX
      15
    • BB:CP
      23
    • ...CT...? Can dream.
      25


Recommended Posts

Posted

Hum, really? Jakou feels perfectly normal to me. Look at the input in training mode and practice.

Posted

Hum, really? Jakou feels perfectly normal to me. Look at the input in training mode and practice.

prolly cuz yu input it where the patch doesnt affect you. me... i dash jabaki instead.
Posted

Hey guys, I'm a little bit confused because of the english names in the 1.1 changelist.. 
so is snake bite the english name for jakou or which move do they mean ? 

Posted

Hey guys, I'm a little bit confused because of the english names in the 1.1 changelist.. 

so is snake bite the english name for jakou or which move do they mean ? 

 

Falling Fang: Ressenga

Bloody Fangs: Gasaishou

Snake Bite: Jakou

Serpent’s Infernal Rapture: Jayoku Houtenjin

Eternal Coils of the Dragon Serpent: Mizuchi Rekkazan

Posted

but what is snake bite ? which motion ? there is no move listed under snake bite on the dustloop wiki for hazama..

 

Posted

but what is snake bite ? which motion ? there is no move listed under snake bite on the dustloop wiki for hazama..

 

623D. 

Posted

so it's hungry coils.. man that's confusing.. why not just the japanese names..
thanks and sorry for this noobish question

Posted

but what is snake bite ? which motion ? there is no move listed under snake bite on the dustloop wiki for hazama..

terumi has snake bite. hazamas is venom fang=jabaki.

623D.

thats the hungry coils input. venome fang is 236D.

623D hungry coils=jakou

Posted

They forgot to add the biggest nerf to Hazama that now makes him unviable as a choice for BBCP.

 

 

They lowered the untechable time on his second last hit of the overdrive Terumi stomp so you can no longer rapid on it taunt, dance around then 6B to win :d

  • 3 weeks later...
Posted

Not sure if this is known but if you Jakou your opponent into the corner and he slides, you can try going for jump/s.jump > j.4D~D > delay 2C for crossup or just land behind him and do 5B, etc. This seems to work only if he neutral tech. It's risky though since you basically just put yourself in the corner.

Posted

Hey, everyone! I was wondering if one of you could give me a hand with something I've been trying to figure out.

 

I've been using 5B>5C>3C>J.Gasshou>etc. as my go-to combo, but by the time I realize 5B's been blocked, I'm already inputting 5C, and don't really know what to do afterwards to keep up pressure. Every time I autopilot stance after blocked 5C, I get blown up by mashers, and if I gamble with a staggered 3C and they block it, that seems to end all options to keep up any sort of pressure, and it's back to neutral. Is there something better to do after a blocked 5C? Failing that, how do y'all practice confirming a random 5B hit without going into 5C or 3C right away?

 

Thanks for the input!

 

 

Posted

5C into 2C jump cancel to do a crossup / 2C into stance mixup / 2C jump cancel into chain shenanigans / 5C > Chain followup / 5C into stance backdash followup if they mash with small hitbox normal.

 

Options after 3C are limited but hey, Hazama has chains which helps him in neutral.

 

For confirming stuff, just keep on playing and practising in the lab.

Posted

Off 5B > 5C confirming they blocked

 

If your opponent is respectful and doesn't use Barrier or favors IB:

3C > Stance mixup

5D > Stance mixup

2C > IAD forward > j.2C

2C > IAD back > j.6D~C > (crossup) stuff.

 

If your opponent is respectful and uses Barrier or IBB (typically Barrier pushes you too far out for 2C to connect after blocked 5C):

3C > Stance mixup

5D > Stance mixup

5D~D > (crossup) j.2C > (jump cancel) j.4D~D > j.A > continued pressure (Usually 2A, 2B or throw)

5D~B > 2B low or j.2C high

 

If your opponent tries to escape by jumping/pushing buttons/DPing/etc

3C > Jabaki for safety

3C > Stance~D cancel for safety

(delay) 3C > Jabaki catches opponents holding up-back in strings, leads to full combo in the corner

3C > (delay) Jabaki if your opponent likes to push buttons after 3C to stop stance mixup. CH Jabaki leads to a full combo

(delay) 3C > (confirm hit) > Houtenjin

(delay) 2C - launches on CH for full combo, so with the right amount of delay 5C > 2C is frametrap, and you confirm after IAD back with j.5D~D > (5C > j.C loops)

 

If your opponent tries to escape by backdashing:

5D~D should chase them down

3C > J.Zaneiga also good at catching backdashes

 

If you have the corner you can also get some mileage out of 3C > Stance~D cancel, then continue pressure with something like dash 5B.

Posted

Thanks to both of you! I hadn't considered 2C as an alternative at all, or chains. Mo, your post has so many new ideas to try. The IAD j.2C jump cancel into j.4D~D pretty much left me awestruck by itself, to mention just one.

 

Thanks to both, again!

Posted

Since Putin mentioned about corner oki in the other thread, what can Hazama do with his midscreen oki off of 3C(?)/Ressenga/Hiren? Does he has any other oki? Usually I go for dash 2B to catch backrolls but tbh I'm not really good at catching rolls and stuff so any help in this regard is appreciated!

Posted

3C xx 214D~D iad j2C is a safe jump that will catch rolls both midscreen and in the corner.

When j214B puts your really close to them you can do a late 214D~ and it will autocorrect to 236D if they roll past you, it won't punish the roll though... but I guess it does put you in an advantageous situation and gets you miniscule chip damage

 

iirc on block 3C xx 214D~D is as bad if not worse than just doing 3C and not cancelling into anything.

I think just stopping at 3C works better against "better" players that know the match up and are looking for IB'ing 236D after 3C, although it may not be safe frame-wise, but xx 214D~D is an even bigger cue for the opponent to "mash" something to hit you out of delay 3C xx 236D or 3C xx 214D~A/C or dash-in after blocking 3C

Posted

After Hiren midscreen, are there any particular oki setups? I generally mash 2A where i'm standing to catch foward rolls, then 5D to catch them meaty after teching or rolling backwards. 

 

Btw, I'm pretty sure j.2C after 5C>5D~B, since they're going to be hold back, they'll be walking back and make it whiff. Though tbh, since j.B connects, you could do J.2C(w)>2B.

  • 2 weeks later...
Posted

Eh excuse me, but someone could tell me how Hazama can keep attacking with j.C after doing 214D~B?
I see some players doing Serpent's Benection (214D) followed by Rising Fang (B) , then somehow they jump and keep slashing (j.C) :/
There is a way to cancel it or some other trick?
Thanks anyway ^^

Posted

You need a green Gasshou (rising fang lol) that hits the opponent around the center of the top half of the flash kick "aura", then you instantly do superjump j.C.

You can also do Gasshou > 66 5C if you catch them a little lower but it's rarely optimal in this version besides corner combos

Posted

So Super Jump + Jump cancel is the trick, not only in this peculiar case, but to a lot of combos I see player jumping and keep with the combo in the air?
thanks Putin :)

Posted

You only have to jump cancel during the last set of j.C to get some extra hits in, and even that's not always the case

Usually you wanna do stuff > sj.C5 > land 5C > stuff, check the last few pages of the combo thread for specifics. These posts should be moved there too

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...