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Everything posted by _Sey
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Man, I don't get how you guys even notice those sparks and stuff lol I just mash 5C go to 2C after the second hit, and then 963214B The "stationary" loop is kinda braindead tbh. It's the sliding/dash loop that can be challenging at first to get down consistently. And I wouldn't say that Makoto needs a longer delay between 5C and 2C. If anything, just like Taokaka and Carl, she's just very annoying to loop midscreen because of her short hurtbox, so most of the time after 214D~C > 6C you are forced to first do 2C jCx5 dash 2C instead of doing an hiren rep right away.
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[CSE] Hazama Combo Guide and Combo Discussion Thread
_Sey replied to MetalMaelstrom's topic in Archive
http://www.nicovideo.jp/watch/sm18235789 apparently both in BB and P4U once you use more than 10 repeat proration moves, starting from the 11th all the moves with repeat proration will not have that propriety anymore. -
Just thought I'd share some setups I've been playing around with lately: [vs. Tager] Fuzzy Guard Hazama can setup a fuzzy guard on pretty much most of the cast off a deep j2C > rising j.A/j.2C. Because of how his air normals work it's useless against 99% of them though. But! vs Tager you can do deep j2C rising j.A and go into the standing loop. So it would be something like this: deep j2C (Tager blocks it) rising [jA jB jCxN dash 5B 5C]xN 3C 236D. The loop should max out at 2 or 3 reps. @Corner safe jump end any loop with 5C 2C 214D~B dash 3C 214D~B or 5C 2C 214D~B dash 5C 2C 214D~B 5C 2C 214D~B dash 3C 214D~B: wait a few frames (you can hold 6 for a very short time to help with the timing) and then do j2C or jA. j2C: safe-jumps all DPs and catches forward roll/quick tech (can go into 5C 2C 623D...) Can buffer dash 5B into it so that you won't get blown up by random late neutral tech 2A/throw mash (the 5B will be meaty). jA: safe-jumps Bang's Ashura (I guess you could buffer 2B or 2C to catch rolls or something, I haven't tested this too much since I haven't fought many Bangs lately). 5C 2C 214D~B dash 5C 2C 214D~B walk forward a bit (a lot more than the previous setup) and then do j2C or jA. j2C: same stuff as above except that on late neutral tech you'll end up in the corner (kinda ambiguous when it happens). jA: same stuff, won't cross up though. Note: hit with the dash 5C as close to the ground as possible, otherwise the opponent will tech in the air after 214D~B. Of course if they start to respect these setups you can mix up it with empty jump 2B / jump iad jB / etc. I'm pretty sure these setups always work except after something like, 2C (ch) 214D~B (2) combos in the corner, too many 214D~B in a combo will mess up the last two 214D~B. I don't really have any (well, not ghetto) means of recording myself doing these setups so just play around with them in training mode to understand the timing. I find the dash 3C setup to be pretty strict as far as the timing goes, so you may want to test the other setup first. @Midscreen safe jump I think I've already posted how to safe jump DPs off 214D~A or 214D~ so I won't talk about those. Instead, watching some JP matches I've found an interesting setup off 236D. [starter]>236D jump neutral/forward/backward j6DD j.A whiff [stuff] [stuff] = dash 2B / dash 6A / command throw / input AD right after j.A to faint empty low etc. If done right this will safe jump Bang's Ashura (well, it's not really a safe jump, it will just whiff). It will also safe jump Hakumen's Hotaru as well as make every counter whiff (if done right the j.A will stop Hazama's momentum early enough to make hotaru whiff or to block it, as well as stop Hazama at such a distance that 6D/5D won't get hit by j.A whiff). Can substitute j.A with air throw. Just to make it as clear as possible: the safe jump is the j.A whiff. Something like j.A whiff AD j.B won't safe jump anything. You can see Roccha doing the setup here (match starts at 3:50): http://www.youtube.com/watch?v=pqiQWEJ65c4&t=3m52s
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http://www.dustloop.com/forums/showthread.php?13810-TK-Hirentotsu-TK-Loop-FAQ-and-Guide (a mod should def. make that thread a sticky btw)
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tbh I've been finding the game boring more than just Hazama's stuff being boring. P4U is just too interesting compared to BB right now. Hazama is still overall a good character, got some bad matchups (Taokaka ) but w/e. I just wish that in BB3, after giving him repeat proration on hirentotsu (we all know that's gonna be the #1 nerf they'll give him), arcsys will give him some cool stuff. Like, I'd wish they'd let Hazama have jA>j2C gatling, that alone would make his fuzzy guard setups a lot more useful on anyone that isn't Tager. Oh, and give him back his old command grab pretty plz
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Well, the hountejin on wake up stuff was mostly a reminder for the match up. Yeah, mashing on wake up is bad, but sometimes you just gotta diceroll (well, not in this match up ). Yeah, I should probably block more, or, well, I should definitely look into "abusing" barrier a bit more. And while I can agree his mix up midscreen is pretty weak (his TRM game is really strong though, sure everyone can do it but Hakumen's is above average imho), I don't see how his corner oki isn't very strong (especially against Hazama because of his hurtbox). Fuzzy guards with jB and hop mix ups/throws are very strong and very (very) rewarding if they land. About miss timing 2C, that's not completely true. After testing it a bit more, 2C wins 99% of the time, but try putting yourself in the corner and having Hakumen do a very low IAD and jB asap (he can cancel his IAD pretty early). That's pretty hard to react to (unless you just throw 2C out there) and will beat 2C AA (but will lose to 5A AA). Look up the latest Mitsurugi vs PRFArmy match and you'll notice this "setup" and Mitsurugi being counter hit out of 2C's startup. Also using 5A as a pressure tool is good, but it's kinda iffy against Hakumen at times, it's nothing like when used against Tager. To understand what I mean, in training mode record the dummy doing dash x2 5AAA against Hakumen set as crouching/block everything and watch how the training dummy blocks, then play it back and try to block it yourself; training mode tricks~ I admit I was pretty salty when I made my previous post, so it may have come off way too whiny I still hate the stupid reward he gets off any hit/6D and I find that this alone can skew the match up in his favour though. Once Hazama gets in he needs to make it count and kill him with, like, two corner mix up, otherwise Hakumen's comeback potential is too strong.
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Make sure to jump forward before j6D~C. If doing it against Valk jump neutral. If against Rachel delay the j6D~C or sj forward. I think Carl or Platinum or Tager had some specific stuff too but can't remember it right now. I don't find the timing strict, as long as you cancel stance asap you just need to understand after how long you can actually jump (stance cancel's recovery can be kinda odd at first).
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It's not "official" so I didn't feel like posting this in the news topic. EU preorders for P4U are up on amazon.co.uk. Yesterday the release date was set for the 14th of September, today it was changed to the 31st of August. Hopefully we'll get it by the end of summer!
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So how is this match up not 6-4 in hakumen's favor if not worse? Hazama never ever has any kind of advantage in this match up, the risk/reward of doing any sort of oki on hakumen is just not worth it unless we have 50 meter, and even then it's still shit. Can't mash on wake up because dash hotaru beats every option Hazama has. Or he can just dash and if he sees Hotenjin's flash he can input 6D and beat it. He only needs to land a 2d or 6D to tell Hazama to gtfo with his shitty rushdown; he gets faaar more damage off anything he may mash during your blockstring than Hazama will ever be able to get unless he has 50% meter. Since there's no point in rushing him down, you'd think that laming him out would be a better idea. Nope, because you just give him more stars and Kishuu is retarded. 2C is the best AA in this match up, 5A is useless. 2C can still randomly lose to his jB, I have no idea why. His tick throw/trm game is way too strong and deal waaaaaaay too much damage if he lands a throw while he has you in the corner. Which pretty much happens everytime since any random hit will corner carry. Off a 214D~A Hazama can do iad very late j2C and if he does 2D/6D/Hotaru he lose/gets counterhit. Still useless because he could get lucky and do a random jump back jB while inputting Hotaru or 5D, or do 2D/6D a bit later. If you land a 214D~A you get 3 reps of [dash 5A 5B], if you land a 6A you get 4. tl;dr: If Hazama is put into the corner he's pretty much dead and has to deal with a retardly strong okizeme. His 6A will prevent any roll attempt and right after that he gets to go crazy on you with dash hotaru, dash tsubaki, throw/trm setups, jB fuzzy guard etc. Can't mash Hountejin on wake up because dash Hotaru / 6D will beat it. Hazama can run away but that will just help Hakumen more than anything because he'll be getting tons of meter for just holding downback. Midscreen his mixup isn't TOO strong, but his throw game is still good. It's still very scary if he has enough magatama to convert any random 2a/2b tho. He has insane reward off random counters which pretty much skews the risk/reward of our 214D~A oki (I'm not gonna say that it's in his favour because of course it's not, but it does feel like it's not even worth trying). Seriously, this shit is worse than Taokaka and even more enraging. Please someone tell me if I'm wrong on anything or something, because I truly believe this is Hazama's worst match up (not that my opinion matters much, just sayin').
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I've been mashing jC since CS1, never had a problem. As long as you can do consistently whatever combo you want to do, it doesn't matter what you do with your stick/pad.
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[CSE] Hazama Combo Guide and Combo Discussion Thread
_Sey replied to MetalMaelstrom's topic in Archive
Fix'd And I know about that, but noone had posted it so I thought why not :\ -
[CSE] Hazama Combo Guide and Combo Discussion Thread
_Sey replied to MetalMaelstrom's topic in Archive
tager specific off command throw: 236C dash 5C [j.A j.B j.CxN dash 5B 5C]x2 3C 236D dmg: 1345 hg: 35 if you get a wall bounce after jabaki you can add 623D at the end. dmg: 1443 hg: 43 I don't know/don't care how many j.C the combo requires, just do enough till you are low off the ground. this could more than likely work without the two j.A too, but they make it way easier to do. -
When ending a curse combo with j.2acd, is it j.2a[cd] > release CD bug when close to the ground or is it j.2a > j.2cd? Because if I do j.2acd most of the time the C bug won't come out, and the D bug will never come out, but I could be doing something wrong. Tried to look up some videos of Arakunes doing the full curse combo, but everyone just stops at the rekka part for resets/killing the opponent with super so~ edit: nvm, I guess I was doing the A dive way too early, I should be inputting j2acd right after the D bug relaunches the opponent right? also, am I actually supposed to end up on the other side when doing A dive?
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How do you guys go about this match up? I've read that this is supposedly in Hazama's favor but I don't really see it. I don't think it's in Mu's favor either, or at worst just slightly in her favor. Full screen I'd say it's definitely in Mu's favor, Hazama's chains won't reach except for like, iad j5D(?) so there's no reliable way to turn off her steins. And it's even worse if Hazama doesn't get the chance to close the distance before she puts out 2+ steins or a command laser. 3/4 ~ Mid screen Hazama can reliably make Mu block chains, so steins aren't as annoying, but this is where her stupid j.C/5C comes into play. Close range is w/e, I guess Hazama has the advantage because his pressure is a lot scarier than Mu's. Once we get a knockdown, Mu is pretty much forced to respect our okizeme. [iad j3ab] won't let her mash DP or backdash unless she really wants to lose. Once she finally commits to blocking we can run our usual oki. Therefore what I get after playing a few matches against some decent Mus: get momentum ASAP or this match-up can easily turn into a nightmare because of how good steins are at limiting Hazama's chains approach. Also, using 5D~ to approach feels like one of Hazama's worst choice in this match up, where stuff like sj > j4D~D (asap) or pretty much most air approaches are a lot more useful to get close to her. If she goes for a preemptive j.C it will stuff all kind of approaches Hazama can do starting from a 5D, or at least that's what it feels like to me. Of course when trying to get in by air there's the risk of getting hit by her 2C, but Hazama has so many options to bait it out that I think it's ok. Our damage got lower while her is still pretty much the same tho, so I guess she has a few more chances to run it back if we lose momentum. I've also tried paying closer attention to what japanese Hazamas do vs Mu, but most of the time all the Mus are very aggressive and won't sit back and mash steins if they have the lead, which at least to me seems like a pretty strong tactic. So I guess I'm definitely missing something about this, but I can't quite get it. I'd like to read/discuss a bunch precise counters/ways out to most situations Hazama can be in in this match up, a general overview of the match up won't really be helpful. i.e: When Mu is setting up her steins wall, is there a specific pattern I should be looking for? (I know about Mizuchi and Mu's command laser, it's not really that useful though). While playing with a bunch of differents Mu I've noticed that one setup that everyone does is to mash 5C right after they make you tech a throw. After this you should never try to jump out because if Mu does 5C it will hit, instead just walk back and 5D once she whiffs 5C, if done fast enough it'll punish her (of course the safest option is to block). If she tries to get in by jumping, I'd say 2C is overall better than 5A as an AA in this match up. Or, well, as far as AA'ing her j.C/j.2C I'm pretty sure 2C is better, while for her j.B I'd say 5A is better. tl;dr: I hate Mu, plz let me mash my chains
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I don't know if it's just me, but the 2A corner oki after Hirentotsu knockdown feels different in this version. In CS2 I knew when to press the button, and I always punished rolls with it. Always, until they learned to stay in place and block. Now in CSEX I end corner combos with Hirentotsu a lot less (that godlike Jasetsu oki), but they still manage to roll out some times. They changed the timing? I forgot it and just need to grind it a bit on training? make sure you don't end combos with hirentotsu while being too high off the ground, that can screw up the timing a lot. or you can end combos with 214D~B dash 5C 2C 214D~B slight walk deep j.2C. this will safe jump shoryus and catch rolls.
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What's a good way to deal with Hakumen's air normals/jump ins? I'm mostly looking at his j.B since it looks like it's pretty much impossible for Bang to AA it properly with 5A or 5B (j.B hitbox is waaaaay longer than its hurtbox) and 2D feels kinda...gimmicky? I've tried to come up with something in training mode and it feels like a preemptive jump back j.B if far away from him or jump back j.A if close to him can work, but of course you could get hit with j.C (or still lose to j.B if the j.A/j.B timing was off).
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by doing dash 2B you pick up people not emergency teching as well (and get a blue combo, etc). If you do 2B on reaction to them not emergency teching, that means you'll more than likely will do dash 5B (or dash <something>) if they do emergency tech, so... I seriously don't get how reacting w/ 2B is the better option. I don't mean that reacting with 2B is a bad option or something, I just don't get why dash 2B is "doing it wrong".
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wait a sec after 214D~A dash 2B late (very late) gatling 5B. you'll pick up most rolls / quick and hit meaty on neutral tech. fuck tager, 236D "oki" all the way