Jump to content
Dustloop Forums

Arifureta

Members
  • Posts

    379
  • Joined

  • Last visited

Everything posted by Arifureta

  1. Also of note, if he's crossup happy, murder him with 5A. :V
  2. Pretty sure this was in the guide. Anyway, it's the number of chain pulls you can do. That is, it's the number of followups to D. So if you have 0, you can still throw out the chain, but you wouldn't be able to pull yourself towards it. It goes back to 2 when you hit your opponent with the chain or if you stay grounded for a couple of seconds.
  3. Are you doing 5C with two hits? That might be the case. Then again, that probably doesn't matter for this combo.
  4. Your gameplan starts the moment you get knockdown. :V 2A's your friend for people who like to roll, 2B if they don't like to tech. Don't get out of their face the moment you get knockdown; keep applying the pressure. That's pretty much his style. 214D trip is useful, 5B frame traps are useful, IAD crossup is useful. You don't have to keep defending. Just be sure you know which moves are unsafe for Hazama and be prepared to block.
  5. 1. Play people close to your area I guess? Not really sure. Haven't had a chance to try online yet. 2. I usually condition people to think that I'll go for crossup when I fly in on no chain (as in, 5D~D, let it go and do nothing (Whee~), but hands on barrier just in case). Then I vary it with 5D~C to stop in front of them. IF I'M LUCKY, they're blocking the wrong way. Safest way is still to rely on normals and wait for knockdown though. There's usually going to be holes in a blockstring, so if you're patient enough, you can capitalize for big damage. Or at least get knockdown. 3. He has two BnBs, this is just how it is. If you're getting sick of them, it means you're doing it a lot, which means you have a shit ton of heat, which means feel free to be creative at that point. I remember throwing out a Jayoku after j.Cx5 > Land and then finishing it with mizuchi to kill. That was kinda fun. Or go for astral. :V
  6. If you get a 5D~D hitconfirm then you're free to throw out whatever you want. If you're flying in on a random 5D, j.B might beat out an antiair, but I'd mostly just block and bait it out.
  7. It's not to make the C mash easier, it's to maximize damage + heat gain. :V
  8. That BnB is universal so there shouldn't be any problems with anybody. Is your first 4D latching onto your opponent (i.e. a clean hit)? You've got all the time in the world to retract that chain so you shouldn't even be rushing it.
  9. Punish random sledges. Either go for chain, or 3C. Or bait sledges, then punish. Whichever.
  10. 3C > 2B is a lot less forgiving with the short dash imo.
  11. It is a little daunting at first. If you're not sure where to break out, you can always look at her frame data.
  12. Here you go: http://www.dustloop.com/forums/showthread.php?9270-Hazama-FAQ http://www.dustloop.com/forums/showthread.php?8862-Hazama-Combo-Thread Generally, the entire subforum is pretty helpful. :V
  13. Uses for TK Wind Serpent's Fang: - Break primer - Avoid low hits - Gutsy anti-air - Trolling It's only comboable on CH too.
  14. His A's does wonders for breaking out of pressure.
  15. Feel free to mix and match. That's like the entirety of Hazama's BnB gameplay. \o/
  16. It's the same timing as the Mizuchi/Thousand Fangs/632146C, if that helps.
  17. Falling Fang combos to 2A, but only on crouching/charged hit. If you hit him during a blockstring, odds are he blocked low so just go 2A > 5B > yadda yadda yadda.
  18. Bait poke, fly in from air? Or even better, bait poke, j.6D > #j.214B.
  19. You know, I didn't get that trophy when I astralled. Might be a PS3 thing. :V 100 heat combo did though. Jayoku + Jayoku = legit.
  20. Hazama can be learned in one day, at least BnB-wise. I still say his combos are the easiest in the game. But good tips. \o/
  21. Uh... Not really much to say. Try hitting 5C while they're high up so you get enough height to continue? And chain spamming is legit. :V
  22. If it makes you feel better, combo into the astral. :V
  23. No, don't use it on oki. Like, mindgame it I guess. Maybe after a 5B in your blockstring just to trip them up. 214D~A IB is disadvantage for you. I'd normally just block right after. Maybe throw in a 214D~B from time to time too, if they think you'll go for an overhead. Her poke is almost on par with Hazama's chains, which adds to the frustration, or at least for me.
  24. I guess it would clash against another DP, but yeah, 214D~B is the poor man's DP. Don't even try. x.x Ahh, All Green. Punishes any random fly ins. I dunno, normal blockstring is pretty legit. Though it's not really as good by itself. Command grab into oblivion? Though yeah, just gotta tough it out man. She's not S tier for nothing.
  25. It is a DP. I am sure nothing can go through it. Eventually though, it's going to be pretty impossible to hitconfirm chains. I think you want to rely more on your normals than anything as Hazama. But yeah, Litchi is pretty annoying.
×
×
  • Create New...