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Arifureta

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Everything posted by Arifureta

  1. They're all, like, here. Get learned. :V http://www.dustloop.com/forums/showthread.php?8496-Hazama-Frame-Data So no, 6a isn't safe since it's -5 on block, plus not to mention that it doesn't gatling into anything. Although 6A and 6B are distortion cancellable, and 6C is comboable on CH.
  2. 6B is punishment for failing the input to Jayoku. :V Also trolling. Although you never know when the pressure might get to your opponent and s/he'll get flustered and get confused by a standing low. 6A is the overhead. Pretty useful to throw out from time to time if you have the meter to follow it up. No, seriously, never fly in on a blocked chain. You can salvage it with a j.B if you're lucky, true, but there's no need to take the risk. Just keep up the pressure and wait for a proper opening. Or if you really want to fly in, do it before you hit the opponent. It'll at least give you time to barrier if he looks like he'll go for an anti air.
  3. It's comboable from wallbounce after CH. Mainly use it to end blockstrings though, since it gives a fair amount of blockstun and pushes your opponent away from you. It's pretty gimmicky, but it does work. Although it's terribad on block/whiff. Almost guaranteed a punish. Might want to stick to 2C/5A. None. Don't fly in on a blocked chain. :V It replenishes every time you hit your opponent with it, or after standing on the ground for 120 frames (4 seconds?). Goodluck. \o/
  4. Overhead stance is pretty reactionable imo, and a poke can hit him out of it. It's 0 on hit though, so without IB, you can't punish him for it. Not sure if you can get a CH though, since a good Hazama's going to stop pressure when his overhead gets blocked. Usually. Any blocked chains are free combos for you if he decides to fly in. IB doesn't even matter at that point. Hazama anti-air stance is really really good, so anytime you fly in, you'll want to barrier. Actually, anytime you're in the air, you might want to have a barrier out since he has that chain throw thing that's air unblockable.
  5. I remember playing a Mu when I was at AX. I think you should approach this matchup like you would Lambda. Be careful of flying in randomly because the lasers can mess you up. Although I guess once people figure out where and when the lasers come out, it'll be easier to approach her. Although, unlike Lambda, she can go footsies with Hazama, so depending on how comfortable you are with that, that could either be a good thing or a bad thing. Good because then you don't have to worry about getting to her, but bad if your defense isn't all that great.
  6. Come next week, it'll only get worse.
  7. It's really just timing, and a little bit of spacing. It takes a while to get, but it's not really that hard. Some people find it easier to connect the 6D from there. There's also the added benefit of throwing them closer to the corner for the 2B/5C relaunch sometimes. Then there's also the guaranteed Jakou hit from a backdash (or, uh, easier timing I guess), if you're going in for the kill or just don't want to let the combo drop.
  8. Might want to make a note of the multi-hit properties of 5C. I die a little inside when I see people rush that part.
  9. If I did this right, here.
  10. 10 is already a stretch. NorCal v SoCal sounds like it'll be fun. I'll have a go if there's a spot.
  11. Good games yesterday man. :V

  12. Yeah... blocking after teching would have helped out a bit. Hazama pressure usually starts after knockdown, though he can go footsies with 2A > 5B etc. His pressure holes are when he goes for 3C (usually. Unless he follows it up with jabaki) or any of his stance attacks. IB those and he's going to have to block.
  13. Get HYPE. :V I'll show up to every HC, but if it's outside Berkeley, I'm gonna need to commandeer someone's passenger seat. orz I'll help out too if you guys need the people.
  14. If people don't mind walking, there's a bunch of residential areas by UC Berkeley. It'll take some creative street navigating to find an empty spot, but it beats parking fees.
  15. ^ http://www.dustloop.com/forums/showthread.php?8862-Hazama-Combo-Thread/page41 Also: http://www.dustloop.com/forums/showthread.php?8862-Hazama-Combo-Thread/page44 It's like, suddenly, everyone wants to do this combo. :V
  16. No, yeah, TK hirentotsu isn't good for anything but for the lulz.
  17. ^ Why would you do that? Moar retarded shenanigans: TK hirentotsu in an opponent's blockstring. You're off the ground so a low can't hit you, plus it's just hilarious to catch someone after the mile high ground bounce.
  18. 2A and 2B are pretty good for oki. And if you're feeling particularly daring, chase a roll with dash 3C. It's super happy fun times if it's Tager. ~4k BnB with guaranteed oki, plus a bonafide corner loop. :V
  19. Feint chains grow old really fast. Like, for serious. It'll stop working after, like, 4 or so games in. And then after that, your opponent's gonna realize that every time you cancel a chain, it gives him enough time to air dash straight to your face. Or, at least, slip past the point where a chain isn't an effective zoning tool anymore. Also, if your opponent blocks any D, don't fly in. 9 times out of 10, you'll get hit out of it. 214D stance is like one giant mindgame. Throw it in a blockstring from time to time if you know your opponent's going to keep blocking.
  20. Just, you know, lightly tap the forward dash. Execution tip: Learn the taunt loop. Everything becomes a lot easier (execution-wise) after that. :V
  21. Not entirely sure if the 665C would hit outside of corner. Then again it's Tager, I might be completely wrong.
  22. http://www.dustloop.com/forums/showthread.php?8862-Hazama-Combo-Thread/page41
  23. Situational it is then. Thanks guys!
  24. Yeah, the dash in is situational. You do it if Devouring Fang (ohoho, English terms. 214D~C) doesn't launch your opponent right in your face. 5B can be substituted for 5C. Personally, I think this makes the launcher into the C mash stabler, but I could be wrong.
  25. Which one's better for crossup, j.B or j.2C? B's hit property's good at confusing the opponent but then 2C seems like a safer approach so I dunno.
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