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Everything posted by _Sey
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Kagetsu on twitter I hope google translate is just making fun of me
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There are certain characters on which 5C>6C kinda sucks/does not connect, IIRC they are Mu and Arakune (I'm like 100% sure on Mu, but non Arakune), I don't remember if Carl is one of these. Is it just me or lifting Litchi after 66C (or stuff like that) with 2C>j.Cx5>... is pretty weird? It feels like 2C does not lift her high enough.
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Well, if you are interested in some good japanese hazamas, I guess you should look on youtube for: Buppa, Kagetsu, Noze, Masaki, Shima, ADON, Kaqn ("Kazama")
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Ranked matches are stupid and finding some decent connections or even anyone on either PSN or XBL ranked matches is just impossibile (at least as far as europe goes). Anyways~ Let the speculation begin! How does the new attack level on chains apply to Hazama's combos? I guess it probably means we won't do much more than ~4K midscreen while still being able to do ~6K in the corner. A better ~B follow up may prove interesting.
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So, apparently only one Hazama qualified for SBO, his name is Aoi, I don't think I've seen any of his CS2 videos yet, but I think he was playing Hazama in CS1 already? Buppa also qualified...with Noel Or is R-1 not Buppa anymore? I mean, I remember him trolling the "true" R-1 by changing his PSR name but idk. btw anyone well versed in the Mu match up that could create the thread for it? It's a match up I can't seem to grasp much, I was going to open the thread for it but since I don't really get to play it THAT much my experience is pretty scrub-tastic, therefore the OP would be pretty incomplete.
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Would you mind elaborating a bit on that 2A>5C OS? What are the inputs? Like, is it just 2A -> 5C?
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When you guys say "punish him for trying to cut chains", to what situations/punishes are you refering to? Are you talking about stuff like (chain)~A > hakumen whiffs > another chain > ..., or is there something a bit more specific to the Hakumen match up?
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(4D~D) j.9D~D can work just fine if you are trying to escape Arakune's curse pressure/stall the game for a bit when you get curse'd, just don't get baited (and reset'd/air grabbed). And as Zeron said, 2C is very good in this match up, it was a bit scarrier (for Arakune) in CS1 since the damage we could get from a CH 2C was waaay higher without meter (or without being in the corner), but it's still a very good way to scare a j.B-happy Arakune.
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Just write that post, just do it. It's not like the Hazama forums are oooh so full of informations. 98% of those who post in here are either "keeping that shit for nationals" or clueless, apparently no one cares about the "technical" aspect of Hazama (for as much as he is an auto-pilot character), lolz u just gotta throw sum moar chainz rait guyz????
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Does Hazama have an answer to Ragna's 5B? (other than block of course lol) I've been trying to stuff it with 3C if I feel the ragna player is going to run up > 5b, but I either do it too slowly (and get counter'd) or it's just not a good strategy. Also his 6A seems to fuck up any of my chain follow ups even w/o IB (damn we really need some up to date BBCSII match up threads)
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How does everyone go about this match up? The strategy I found to work best is to just pin her down and not let her escape, the problem is to indeed pin her down I've also found that j.B seems to be a great normal to meet Tao in the air. Therefore: what's the best way to fight her mid range/full screen? She's just so fast that trying to catch her with chains just does not seem to cut it~
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Here's the transcript for the second tutorial video. I've omitted midscreen houtenjin combos since Zidane posted better/more specific setups already. I've also omitted those silly gold burst x2 combos, I've found 3 chara specific backthrow combos that requires no meter on the jp wiki though, so I've included those. J6D~ -> is the basic 6DA 4DA j7DA 623D... combo BnBs 5DD J2C 66 5B 5C 2C 3C 236D 236C 66 5B 5C 2C 3C 214D~A [random string of normals] 214D~A Best oki ender. [random string of normals] 236D Best way to push the opponent in the corner/can be used to get a wall bounce and keep the combo going and score corner oki. Okizeme If the opponent does not emergency tech: [anything into 214D~A] 5C 2C J6D~ DMG:...+3101 HG:...+58 If you link too many normals the opponent will be able to tech before 623D/you'll drop the combo. Combos from counter hits 2C(CH) 623D 66 3C Houtenjin 66 214D~C(2) 66 6C 66 2C JC5 2C 4D 623D 66 3C Mizuchi DMG:7510 HG:19(-50)+25(-50) 214D~B(CH) 66 214D~C 66 6C 66 5C 2C 6DA 4DA 623D 66 3C 214D~A DMG:2636 HG:47 2C (CH) 623D RC 66 214D~C(2) 66 6C 66 5C 2C 6DA 4DD JC5 J214B DMG:4866 HG:12(-50)+25 3C (CH) 214D~C(2) 6C 66 5C 2C J6D~ DMG:4969 HG:81 Throw combos character specific Tager 4B+C J6DD 2C 6DA 4DA J8DA 623D 66 5C 623D 66 5C 623D 3C 214D~A Makoto 4B+C J6DD 66 6A 2C JC5 5C 623D 3C 214D~A Valk 4B+C J6DD 2C 4DA 6DA J8DA 623D J6DD 6C 5C 2C 623D 3C 214D~A Air Throw combos Air throw 214D~C 66 6C 66 5C 2C6 DA 4DA 623D 66 3C 214D~A DMG:3620 HG:47 Air throw 66 5C 2C J6D~ DMG:3999 HG:63 Corner combos 5C 3C 236D 66 6C 66 5C 6C 66 5C 2C 4DD JC5 J214B DMG:3287 HG:51 5B 3C 236D 66 3C 214D~C 66(switch side) 5C 2C 623D 5C 6C 66 2C JC5 5C 623D 66 3C 214D~A DMG:3584 HG:71 6B+C 66 6C 66 3C 236D 66 6C 66 5C2C4DD JC5 J214B DMG:3063 HG:55 236C 5C 3C 236D 66 6C 66 5C 6C 66 5C 2C 4DD JC5 J214B DMG:1909 HG:56 236C 66 5C 3C 236D 66 (switch side) 5C 2C 623D 5C(1) 6C 66 2C JC5 5C 623D 66 3C 214D~A DMG:2068 HG:66 6B+C 66 3C 214D~C 66 (switch side) 5C 2C 5C 6C 66 2C JC5 5C 623D 66 6C 214D~A DMG:3711 HG:70 Air throw 66 214D~C 66 (switch side) 5C 2C 6DA 4DA 623D 5C(1)6C 66 2C JC5 5C 623D 66 3C Mizuchi DMG:5411 HG:67(-50) Corner combos (Hazama in the corner) 4B+C 214D~C 66 6C 66 3C 236D 66 6C 66 5C2C4DD JC5 J214B DMG:3240 HG:59 4B+C 66 214D~C 66 (switch side) 5C 2C 623D 5C 6C 66 2C JC5 5C 623D 66 3C 214D~A DMG:3649 HG:67 2C (CH) 623D 5C 6C 66 2C JC5 5C 623D 3C 214D~A DMG:4193 HG:54 Houtenjin corner combos 5C Houtenjin 214D~C2 66 (switch side) 6C 66 5C 6C 66 5C 2C 6DA 4DA 623D 66 5C 6C 66 2C JC5 5C HJC5 J214B DMG:6972 HG:2(-50)+66 5C Houtenjin 214D~C2 66 (switch side) 6C 66 5C 2C 6DA 4DA 623D 66 5C 6C 66 2C JC5 5C 623D 66 3C Mizuchi DMG:8121 HG:2(-50)+58(-50)
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So, I was lurking the japanese BBS for BB and I found this: \|闇.||氷.||銃.||磁.||猫.||風.||蟲.||棒.||姉.||忍.||面.||Λ.||椿.||蛇.||μ.||鼠.||狼.||魔.| 蛇|5.0||5.0||5.0||7.0||5.0||6.0||5.5||6.0||4.0||5.0||6.0||6.0||6.0||-.-||5.0||5.0||6.0||6.0| \ | RG || JI || NO || TG || TA || RC || AR || LI || CA || BA || HK || Λ || TS || HZ || μ || MA || VA || PL | HZ | 5.0 || 5.0|| 5.0 || 7.0 || 5.0 || 6.0 || 5.5 || 6.0|| 4.0 || 5.0 || 6.0 ||6.0||6.0 || -.- || 5.0 || 5.0 || 6.0 || 6.0| Apparently it's how Buppa sees Hazama's match ups. It's not THAT recent though (it was posted in march).
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Well, uh, 2C will always trade in Hazama's favour against a j.B happy Arakune.
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As xlolxlolx said, you just have to do it faster (as in, input the dash faster, DO NOT cancel the dash earlier than needed, the 2C will just whiff). Another option if you are not to obsessed over maximing the damage/meter gain is doing dash 5C 2C sj.B j.Cx2 j.Cx5 j.214B as the ender. It pretty much deals the same amount of damage/hg (2C j.C x5 5C sj.C x5 j.214B deals about ~20ish dmg more and gains ~7 more meter or something silly like that, I didn't test it much since the difference just wasn't big enough to waste my time).
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Input 66C, do not be hasty in inputing it though. Wait for Hazama to reach the ground/just a tiny bit before.
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What combos? I can test them on both systems.
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2B and 5C will catch any roll attempts. If you catch their rolls with 5C, and the combo leading to 214D~A was not too long, you can: ...3C 214D~A 5C 2C 6DA 4DA J7DA 623D J6DD 66C 66 5C 2C sj.B JCx2 JCx5 j.214B DMG: ... + 3101 HG: ...+58 I'm saying not long ago because the few times I've tried doing that from something like 2A 5B 5C 3C 214D~A, the CPU would always tech on j.7DA, while 5B 5C 3C 214D~A would not result in a tech. It could have been me messing up though, needs more testing! If they quick getup right after 214D~A, then mix up with: - dash 236C > 66 5B 5C 2C 3C 214D~A > ... - j.B/j.C or IAD j.B/J.C to crossup, change up the timing every now and then (you can crossup with j.C without IAD) - dash > something, 2A, throw, w/e Just experiment in training mode. The oki that 214D~A gives is pretty good, the things you can do are alot. Edit: oh, my bad, I didn't see that there was another page, kazuki explained everything already
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Just input 66(hold it)C. Why do that? 6B+C 66C 66 3C 236D 66C 66 5C2C4DD JC5 J214B DMG:3063 HG:55 There's also another one that requires 3C>214D~C>66>5C>... and does aobut 700more dmg, but it feels character specific/linking 214D~C is as gay as it gets. Anyway, what's up with BBCS1 Hakumen matchups threads being in the Hazama forum archive? lol
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Oh, I definitely did not mean any disrespect or anything, just a small correction~ Anyway, I know what you mean, it was quite hard getting out of the habit of auto piloting to 3C>214D~C off an hit confirm. At least the oki Hazama gets mid screen from 214D~A is pretty strong compared to CS1.
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While the combos Zidane posted are quite fine, they aren't exactly the "right ones", as they were also posted quite a while ago as well. The correct ender if you aren't going to 3C>mizuchi at the end is: j6DD 66 6C 66 5C 2C sj.B j.Cx2 j.Cx5 j.214B It does more dmg as well as give more meter. The dmg difference (on a combo started from 214D~C lv 2) is about ~200ish. 2C j.Cx5 j.214B deals about ~5160, while the "better" ender ~5330. Also, since relaunching Tager is pretty gay in this game, the "better" combo is: 214D~C 6C 66 5C(2) 2C 6DA 4DA j7DA 623D [66 5C 623D]x2 3C 236D. Can substitute 236D with mizuchi (Hazama already gains 58~60% heat from this combo anyway, whether you start it from 214D~C or houtenjin is irrelevant) or 214D~A. I understand that Tager can be relaunched from a 214D~C combo, but the j.6DD hit stun seems inconsistent to me Of course I'm basing this from what I've seen in the 30mins tutorial / jps videos / what I've tried in training mode.
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Do 66N6C and it should autocorrect.
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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?
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While 623D > RC > j.6D is an option, I'm pretty sure that 623D > RC > dash > 214D~C > w/e combo is usually better as far as dmg/meter gain goes. 5C works on: Rachel, Taokaka, Valk, Tager, Hakumen, Mu. I'm sure I've not forgotten anyone, but eitherway 5C works on every character on which you can do Hazama's character specific combo minus Arakune (I'm like 80% sure on the Arakune part, can't check right now). A fully extended 623D is needed only for Hazama's character specific combos, otherwise you shouldn't care. And to the guy that was asking about resets, I've explained Hazama's resets on the first page of this topic. Btw, while j.214B gives a very good opportunity to Hazama to set up his oki game, especially in the corner, doing a reset midscreen once in a while is not *that* bad. Plus I'm sure that it has happened to everyone at least once to misstime j.Cs and end up in awkward situations where j.214B is pretty much guaranted to NOT connect anyway. Your opponent still has to guess what to do after the reset, and if he chooses to backward air roll and you catch them with 623D>RC>w/e, that's easly 3~4k that your opponent is going to take unless he feels like throwing away a burst. Just don't be overly predictable with your follow ups or throw away your chance by doing stupid stuff, and even if you are losing badly you may be able to run it back. Stuff like 214D~B or 214D~A as reset follow ups are pretty bad, and it should be pretty obvious to anyone (I'm not saying that they can't work, I'm just saying that there is better stuff).