Jump to content
Dustloop Forums

_Sey

Members
  • Posts

    292
  • Joined

  • Last visited

Everything posted by _Sey

  1. I've only watched the Carl match. Other than wrong oki and combo routes which you could easily learn by just reading the technical thread as well as the combo one (for example in the first few seconds of the first round you hit him in the corner with 5b 5c and he was airborne, right there you could have 214d~b dash 5c 6c hiren loop and that would have been a free 3k+) your pressure and neutral were indeed kind of lacking. Don't chain around with no purpose, especially in the Carl match up it's just suicide. You should have been running away versus Carl, instead you often tried to go in even when you had the life lead, in the first round you had like 90% while he had 30%, and you nearly lost that because you tried to go in instead of laming it out. Hazama can barely do anything against Carl's CoN pressure, you should try to get in based on one of his mistakes/random chain hitconfirm, get the knockdown and not let him go, if you lose that chance just go back to fullscreen/neutral but stay on the ground, if you are mindlessly chaining around it's way too easy to run into some random Carl's stuff like Brio, 8D, Fuoco or whatever. Also try to use 2A/5B stagger pressure a lot more, although pay attention to any IB > 2A mash as that can definitely ruin your pressure (Carl and Tao 2A are pretty good/decent in this regard, as if the match ups weren't already bad enough because of the neutral game ). And don't bother with random 3C/Hountejin.
  2. I was snooping around the other characters subforums and I noticed that Kurushii has made thread headers for all the CP characters including Hazama http://kurushii.tv/Dustloop/BBCP/Graphics/Hazama/ I guess we could use them?
  3. your sarcasm is as weak as zen united's will to release games in europe on time.
  4. mitsurugi: http://www.youtube.com/watch?v=AENab81vGJc udon: https://www.youtube.com/watch?v=oTI5qxSDXV8
  5. Gorillion damage sounds so gdlk Mods should put that as our new sub-forum title
  6. Double 214d~b oki in the corner is pretty strong (not rachel/litchi/etc strong, sure), 214d~a was pretty decent midscreen especially when using the correct os' and uh, you mean the 5b or barrier // houtenjin OS? it still works, just don't fuck up the height at which you do j214B by doing 4D~D, sj or stuff like that
  7. Who cares about OD for anything but unburstable houtenjin stuff. meterless 3k+ off 5B, we CS1 now the only thing that makes me sad is how his oki game is now pretty meh, hopefully we'll be able to get some safe jump setups off stuff in the corner. still, dat meterless dmg...
  8. Crossup by doing jump back iad j2c and then do dash 5a, depending on the spacing if they are just holding up they'll have to block 5A in the air.
  9. Not to sound like a dick but you will not get far with Hazama (or any character) if you can't even do combos. Spend some time in training mode and you'll get them, and even if you don't feel like learning his hiren loop, then do the jCx5 stuff, you can find the notation for most combos on the dustloop wiki. Hountejin as a reveral is a bad idea most of the time because you'll need it to get most of your damage, it has it's uses as a reversal and can be used as so, but you shouldn't abuse it at all. Instead, if people leave you some space while they have you cornered then try to to use chains to get out, 5DD, 2DD > j6DD, etc are all good options. Hazama's 2A is actually one of the better 2A in the game, so once you learn the game enough you'll be able to use it along with ib'ing stuff to get out of pressure, don't mash for no reason if you don't know what you are doing though. Also use barrier, it's very strong especially in the current (playable) version of the game (extend). Hazama is all about frame traps and unpredictability, you can cancel all of your normals into 214d~a to reset pressure (or 214d~c as a low options but it's -1 on block and depending on the spacing and the characters you are against it may not let you reset pressure at all), 2A and 5B are also very strong option because they leave you with frame advantage, so doing stuff like 2A dash 2A, 5B dash 2A/5B, ecc are a good way to reset pressure. Once the opponent gets used to blocking use your command throw and your back throw (easly nets you about 3.5k+ meterless if you learn to do real combos) to open people up. 2B is also a very strong normal that even though it leaves you at -1 can still be used as a way to apply dash pressure (risky but works just fine), or you can use it to bait reversals and stuff (vs. Ragna you can often do <blockstring ending in 2B> then do another 2B and his DP will whiff, same goes for makoto, jin, ecc, this is spacing dependent though). Using chains is something that you'll have to get used to, it's not easy to explain everything Hazama can do with them.
  10. Man, he's got some gdlk palettes this time around. I can't decide between his basic blue one (mitsurugi's), naoto, platinum or venom That light blue palette right before the venom one is also pretty cool... The black one is going to be the #1 choice of any random online hazama just like his current red/C palette aka scrubs's color (shots fired!)
  11. wait wait wait did i miss something? how are you able to combo 3C after 214D~B on Tager? btw I know for a fact that if you substitute 1 hiren rep for 5C jC5 5C 214D~B, 3C Mizuchi will work on a bunch of character from some particular spacing. I'm not 100% sure but I think it was actually necessary to do this vs Lambda to get any kind of consistency with Mizuchi ender.
  12. 623D > mash 236236 like a retard > 6B is teh way seriously, you could even just spin your stick as if you were an online Tager and dashing hountejin would still come out. number 1 reason you may not get a dashing houtenjin after jakou is if you hit too early w/ jakou (too much hitstun/dumb csex nerf).
  13. So...I think there's no more qualifier spots left, so we'll only get to see Noze and Kagetsu. Next week on the 27th there's Godgarden#7, and the day right after that (28th duh) there will be the SoB finals. They will be both held in Tokyo (I think), so get ready for some top tier Hazama action Someone should put up a news on DL front page about this stuff, it's pretty big and it's pretty sad that no one seems to care... (possibly also get someone that can speak japanese to confirm that whatever I read w/ google translate wasn't wrong lol)
  14. Nope they haven't won any qualifier, or, well, their name isn't up on the results page so I guess they haven't won anything yet lol But I hope they will be able to qualify, especially Udon's team~ I wonder if there's any video somewhere, I guess I'll dig around later
  15. Someone who can speak jp need to start translating stuff about the "Summit of Blazblue" tournament series that have been going on in Japan lately, this looks pretty big, I'm not sure why no one has been talking about it... It's a 3v3 and a 1v1 series of tournaments/qualifiers that will end up in a big tournament somewhere idk. It pretty much looks like an even bigger BBR. various reports with photos and stuff: http://blog.livedoor.jp/sob_ishida/ results of the qualifiers so far: http://www.spolan.com/ssl-9/sobindex.html (click on 予選結果 at the top) All the strong Hazama players are trying to qualify. So far the Hazama players/teams with Hazama players that have qualified already are: Kagetsu / Tetsuwo(TK) / Ronitta(JI) Noze / Arakune / Platinum (Noze has also qualified for the 1v1 tournamentl, dunno who the Arakune and Platinum player are since they are all from Hokkaido). Some other teams with Hazama that have been trying to qualify are: (I'm not 100% sure because I'm google translating everything except for names as that's the only thing I can read/understand lol) Mitsurugi / Koji(RG) / Zekuso(VK) Udon / Dio (CA) / Isa (PL) (this team sound just as unfair as the Souji/Dennou/Hima team was during BBR; the average psr of this team is 840 lol)
  16. damn, just thought about this right now... CP Hazama > who cares about no jump cancellable 5B, just crush trigger into 214D~C everytime we have 25% (aka always). it's going to be mad dumb fun
  17. This is not 100% true, there's a setup (I don't know/remember the specifics) where Hazama can neutral roll 3C (RC) and you will CH hit her out of Kokushi. This won't save you from the whole mix up though since you'll still have to block the doll but Litchi won't be able to mix up you (because she's knocked down, duh). I think Litchi may still have a chance at a mix up after she techs the KD, but it's still better than having to block the whole thing though. I'm sure there's a video in litchi forums that shows this setup, I'll search it up later I guess. edit: http://www.nicovideo.jp/watch/sm18240163 the setup is there, somewhere, I can't be bothered to watch it all again to point out the minute where Hazama beats Litchi of her setup sorry, just watch it and you'll see it Also, if you end up blocking ItsuuB(1) or ItsuuC(1) while on the ground, remember that you can jump back barrier to get out of the follow up since it's not a "true" blockstring. It is mandatory that you barrier right after you jump out as it will shrink your hurtbox, otherwise I'm pretty sure that you'll be stuck blocking it. I'm not sure if Litchi can do anything about this, maybe IAD air throw/jA? Alternatively if you are put in the same situation but you are very close to Litchi I'm pretty sure you can 2B or 3C (or Hountejin?) her out of the follow ups. If Litchi does daisharin midscreen to try to stall the match I'm pretty sure you can dash under her and air throw to beat it unless she does some kind of weird daisharin inputs. Also after a IB'd 6D[m] Hazama isn't really at a frame advantage (you end up at 0), it's just that his 2A is faster than hers so she can't do much about it/she can only do what you've wrote already, well, I think she can jump out too if you commit to 2A. (semantics, I know, just thought I'd point it out). As far as 214D~A okizeme goes, you can do a bunch of things to beat DP/BD. There's a few OS you can run: - iad j3AB --if she backdashes or rolls back you hit her with jB --if she DPs you barrier and can land and punish her with 5C (CH) 214D~C ... --loses to no tech, forward roll and I guess Litchi may be able to DP/Barrier os the setup? - late iad j2C/late jump in j2C -- beats DP -- forgot what it loses to, I think late neutral tech mash - 2B~4AB -- if she doesn't tech the KD you pick her up, if she does DP you barrier it -- "loses" to BD, it's a pretty safe setup to run. - dash 2B~5B~D -- this one is kinda ghetto/weird, if she techs right away she end up blocking 2B > 5B, if she does BD I think she ends up blocking a lv1chain which you can cancel into 236D for safety (there's a gap between 5D and 236D though so keep that in mind), if she does her BD+follow up you'll punish her with a max level chain. you can also do dash 2B 4B and if you late gatling it you'll block wake up gold burst and you'll hit meaty 5B even if she does a late neutral tech. I actually haven't practiced much lately so I may have forgot some OS/I could be wrong on a few of those, but I'm pretty sure I'm not.
  18. FUCK YOU DORA lol, w/e, hazama IS a strong character, but the taokaka match up still makes me sad :<
  19. http://www.dustloop.com/forums/showthread.php?13815-Hazama-Technical-Gameplay-Discussion&p=1350235&viewfull=1#post1350235 better oki/safe jumps, but you can do alot of other stuff too...for example you could do ...> 66C > 66 > 5C > jCx5 > 66 5C > 214D~B and you get a dash under mix up/2D chain gimmick/iad back cross up kind of setup, it's not too strong but it is pretty tricky. 214D~B > 3C > 214D~B also gives better positioning against a few characters. for example vs Mu if you do double 214D~B ender you can go into stance and you will be out of her dp range and if she wakes up super (632146C forgot the name, yatasomething?) you can ~B to clash/nullify it and then punish her. this generally loses to wake up mash tho. j214B isn't a bad ender either, it's actually pretty solid and was the staple corner oki for Hazama up till CSEX, just don't do it too high off the ground or meaty 2A won't catch forward rolls.
  20. j214B overhead would be really sick. fuzzy guard setups w/o meter would be cool as well i'd be more than happy to just have an overhead that's comboable w/o meter tbh
  21. idk 5C not being jump cancellable is indeed pretty bad but I could live with 5B not being jump cancellable if they leave it at +2. being able to (again) combo off stance~a vs every character is a pretty big deal imho, such kind of nerf would be understandable if they leave stance~a as it is right now. of course it's still a joketest so w/e
  22. Yeah I've been playing way too much P4U as well... ... wait. fuck europe:vbang: but anyway, just give 236C strike invicibilty again and I won't care about any nerf and arcsys gave him a buff already anyway... he has a gdlk blue palette now.
  23. That's not 100% true. What would matter in a situation like that (3C stance dash) is how 3C is a lv4 move (18fr of blockstun) (3C's recovery doesn't matter if you are special cancelling it, same reason as to why 3C>236D has a gap only if you delay it alot). If they made the dash fast enough it could actually work. It's highly unlikely that they would make the dash be fast enough to be +fr on block, but it could be safe (if we were to go by the current version of 3C). I hope it'll be fast enough to give Hazama a new combo route on hit though lol edit: nvm, I guess you meant doing 3C 214D~D dash? my bad, I thought you meant 3C was -4 but it's -6 so w/e. Anyway, I really like how the game is faster now, Hazama's moves in that joketest video had like no hitstun!
  24. http://i.imgur.com/A19fA.jpg i have no idea wtf you guys are talking about. jayoku houtenjin, じゃよくほうてんじん is right there! and dash cancel off stance is pretty interesting! I wonder if it's possible to do stuff like 3C 214D66 > combo ?! still no reports about that powered up 214D~B that's in the trailer though. it looks too sick, it does 1.354 dmg alone lol
×
×
  • Create New...