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Arifureta

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Everything posted by Arifureta

  1. It is pretty difficult to actually get the launcher into the C mash bit of his BnB. Plus his chains! Man, it takes a while to get down where and when they'll hit, and which are safe and whatnot.
  2. http://dustloop.com/forums/showpost.php?p=574309&postcount=1 The only character in A tier is Ragna. Unless that's Ragna tier, then Hazama would be in the A tier.
  3. The thing about Hazama is that it's very easy to learn his standard BnBs (mashing Cs? How easy can you get?). It's learning how to get into it from any situation that's the challenge with playing this character. If anything, we'll probably see a lot of Hakumen players. Cs all day.
  4. ^ Take off the 4D->A, 4D and your 623D is guaranteed to hit. Another 50 heat combo you can do if you happen to suddenly build up enough during your BnB is: 5B > 3C > 214D~~C > 5C > j.Cx5 (land) > jayoku
  5. I haven't had a chance to try this out a lot but I'm thinking Hazama's oki game is pretty good if you can get a jakou on your opponent. If you think they're going to tech roll, jump and 6D. If they're going to neutral tech, 5D. Either way, you get another combo. What do you think, is this right?
  6. There's always time to pull of the charged version I think, no matter how many hits there are before 3C.
  7. Ouh... Well, yeah, if you're that close then 66 is kinda moot (also pretty dangerous since the chance that you throw 6C goes up). My bad then. ^^'
  8. I dunno, I always like having 2 hits on my 5C. Breaking 3k makes me happy. \o/
  9. Yeah, dashing in helps that connect since you land closer to them after the first of j.Cs. Since I'm a little confused as to what we were actually referring to, this is the combo I thought he meant when he said the longer one: 5B > 3C > 214D~~C > 66 > 5C(2hits) > j.Cx5 > 2C > 4D~D > j.Cx10 > 214B The dash makes sure you launch the opponent right. If you have 50 heat to spare, you can even do a jayoku instead of 2C then combo into 6D~A etc for shits and giggles.
  10. Not really. You just have to dash in before you hit 5C after 214D~C.
  11. Standard BnB. Gives 40 heat if you let the 5C hit twice instead of cancelling it which is crazy for a BnB. As far as I know, his only character specific combos are the ones that involve multiple uses of the chain. Though I do know backgrab combos don't work on Rachel or Jin so the only way to continue a combo with them using that is to distortion.
  12. Ouh, I see how that'd be pretty problematic. More practice then.
  13. ^ Oh wow, air grab combo. I didn't know that was doable. :V Man, that Hazama's all over the place. I'd be pretty confused if I was fighting you.
  14. I end up spamming 214D~B for this because I can't really catch her when she's doing her crazy drives. Any tips on how to approach this one?
  15. Oh, there's also an easier way to -sorta- cheese the astral. If you're in the corner, go for any launcher that combos into a jakou and then buffer the astral as they're falling down. Here's all the setups that I've been able to lead into an astral: - 3C > Astral - (back facing the corner) 4B+C > Astral - ... jakou into corner > Astral - ... 214D~C > Astral (Blue beats. Do it only if you think he's not going to tech out. Although I think this might be comboable if you start it with a counter)
  16. Nah, I can combo it fine with 1632143D so I know it's doable with that input. It just takes some getting used to.
  17. ^ You can combo into the astral with 3C. Crazy timing to get it though, but much safer when you're trying to pull it out under pressure compared to just trying to pull it out by itself.
  18. Is there any way to link an air combo to a ground one with 2D~D (Or any D for that matter)?
  19. Ah, yeah, there is that. Safest would probably then just be one 6D~A. True that. Plus, added bonus if you threw them into instead of out of the corner of ~3.5k damage without heat (Assuming you weren't too far from the corner yourself too).
  20. Oh and if you're still having difficulty, an easier combo to pull after a forward throw is 6D~Ax2 -> 6323D -> 66 -> 3C (~2.5k) Or 6D~Ax2 -> 6323D -> 632146C (~4k)
  21. If you're falling too low then you need to jump up. The max Cs you can get out of a single jump is 5 hits, so you're going to need to jump at that point in the combo. Also, don't rush 6D after the throw. You can wait a couple of frames before pulling it out because otherwise the opponent's too high up for you to connect the rest of the combo.
  22. IB into A is pretty good. Or if you're feeling daring, 214D~B on wakeup. And good luck kid viper!
  23. I think this is a pretty even matchup. Though she has like a bazillion attacks with invincibility frames compared to Hazama's like, what, two? 214d~b is pretty good at interrupting most of her start-ups though.
  24. Depending on the height, you could go straight to (j.C)x5 > 2C (when you land) then from there just hit the BnB, or do one of those super forward jumps (I don't know what it's called but you do 2147 to pull it off) > (j.C)xN and so on.
  25. Oh wow, yeah, that should do more damage. I never thought of doing it since I thought mashing C wouldn't continue into a combo by giving them more time to recover.
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