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Everything posted by Eclipse
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I think the timing for Dash 3C > Jayoku Houtenjin is ten times harder than going straight into Mizuchi Rekkazan. Sometimes they're too far away for Jayoku to connect as well. Nonetheless, I see the logic in going for the double Jayoku combo, more heat gain and damage, and psuedo-unburstable as you said. I'll probably use Mizuchi for a flashy finish only.
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Wow, I'm not going to lie. That was the most awesome epic combo I have seen in my life. And Wolf Pup TK, you may be able to pull off 3 Jayoku's, but the problem isn't the fact that you can't build enough heat... It's the fact that it blue beats automatically. I think it has something to do with the number of hits in a combo, or the number of times you used the same attack, etc.
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Well, with Hazama, you'll always have so much meter you can mess around. But saving it for Jayoku is always the most viable option as of now. When the game finally comes out, I think I'll end up using Mizuchi Rekkazan a lot against beginners to show off. And because, when dealing with experienced players, I'll save the heat for the massive damage Jayoku combos. At least I'll be able to see the move at some points. I'll also combo Jayoku into 6D~A x N > 623D > 632146C. I'm surprised people don't go for that more. I know it's a bit flashy, but around 6000 damage is nothing to scoff at. I did see Buppa finish Akira's Tager that way though, and I was proud.
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Oh it definitely builds a decent amount of meter, and I love comboing one Jayoku into another after Jakou gives me just enough heat for 3C > 236236B. It still doesn't build anywhere near the level of J.C's though. Just as a rough estimate, I'd say it builds... around 15-24 meter.
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Yeah, his guard break potential is much less than great (A nice way of saying horrible...). I understand that Hirentotsu is a cool move, but you'll see it enough with nearly all of his BnB's and followups after Jayoku ending in it... Scratch that... Nearly all of his combos ending in it, haha. Just looked at the combo thread... and wow... Literally 90% of his combos including Flashy Combos end with j.214B#. The other ones end in the much cooler Jakou and MIzuchi Rekkazan, but they're rarely used for a combo ender, haha. I guess the one of the most important parts of Hazama's game is hitting with those 10 j.C's followed by the j.214B. Sounds fun... (Especially when new players who spam the same moves won't be able to pull it off on every character... )
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Haha, yes, that is awesome. I guess it counts as an attack or something of that sort. My anticipation of the game is really building up. Does anyone know if July 20th is actually the confirmed U.S. release date? Or is it July 27th now?
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I still love how he plays, but I'm more of a Buppa fan now, since he's constantly on his opponent and doesn't rely as much on IB'ing... Which I can't do. Nice combo though, too bad I won't see many Rachels online to use it on :8/: Haha. Unless they balance it more of course.
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I never said Arakune's 2C is safe, lol. I know it's extremely unsafe. And yeah, the CH stance is a risk with Hazama. Personally, I find myself spamming 3C a bit too often. What should I do in addition to 3C if I plan on mixing my opponent up? (Ressenga?) It's a shame Hazama only has two reliable overhead moves on the ground, in fact, aren't those his only two overhead moves? (Ressenga and 6A.) You can always IAD into j.B and j.C as an overhead. I think that's it, everything else can be blocked low. But frame traps are his main strength anyways.
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Yeah, I haven't mastered 214D~B yet either. I've even heard it's semi-spammable, if you know how to use it effectively. As of now, I usually use dashes into my BnB's, or dashes into 3C, etc. I don't think it's too slow, I know it's quicker than some other moves. I think it's really the recovery that kills it if it's blocked. In a strange way, it reminds me of Arakune 2C. (For those of you who don't know, his strange fish creature that charges forwards on the ground.) Very spammable on beginners, and a decent move, but on block, it's extremely unsafe. Arakune was my main in CT, almost miss the old blob, but Hazama's a hundred times cooler anyways.
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Well, you can still charge for Gashoukyaku (Flash Kick) if you're out of 214D~A range. I think this is more of a beginner mentality, but why don't people use 3C a lot more often? I think it works great on inexperienced players, but I was wondering what makes it bad to pressure with or spam at high level play. I believe it is, but I wanted to know the exact reasoning behind it.
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I think I'm just out of range to hit with Zaneiga or Ressenga though. I'll stick with the j.B's and pulling myself out with the chain for now. (I still haven't mastered instant air dashing since I've been so wrapped up in Hazama's combos... I'm assuming it's much easier than a few of the technical aspects of the game.)
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I believe Hazama's hitbox is taller than Ragna's. So it should work on him as well. I think I'll go with j.B, and pulling myself out with chains to get back to long-range. I still wonder how successful dashing into 2A is... But when I tried it earlier, I always tend not quite reach. And as a result, get hit with their followup attack.
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Well, obviously Jayoku, but I'm talking about without heat here. Do you mean back dashing into j.5D~D?
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Does anyone have advice on how to get in and start a combo with Hazama from mid-range? When I'm in the middle of my opponent's blockstring, it always seems like they're too far for 5B, but too close for any of my chains. I could just sit there and zone all day with his chains... waiting to hit confirm. But I really want to focus on countering my opponent mid-blockstring. At the same time, I'm working on a pressure/frame trap based style with Hazama. Any advice guys? (Does dashing into 2A work, or is there not enough time for it?)
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I see. Not being able to play for a bit probably wouldn't affect me much. But the cold limits my gaming ability so much. I would probably lose against someone who had never played BlazBlue before if my hands were cold. I just can't move them fast enough to complete a combo or even do what I'm trying to.
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Decent Hazama, my only complaint would be a lot of dropped combos against Litchi, but you seemed to get a lot better at finishing them near the end. It seems like part of your strategy is to confuse your opponent since I've never seen a Hazama as mobile as your own. Crazy chain to travel everywhere on the screen... or off the screen :8/: Haha. Good match nonetheless. By the way, I watched your match vs JR as well. And I have to say, I'm throroughly impressed with that perfect against Noel. And comboing Jayoku into Mizuchi Rekkazan for the perfect, and distortion finish. Epic and a way to taunt your opponent, two birds with one stone, haha. You may have even been the one who recommended the Jayoku > Mizuchi in the combo thread for the "Flashy" section. Great match man, hope you can continue to improve your Hazama. Unfortunately, I won't have any access until 55 days from now... (U.S. release date, and still counting...)
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Haha, yeah. It's kind of a way to taunt his opponent. I noticed he's getting a little better at applying pressure as well. Still no where near Buppa's level... But I'm glad to see one of the best Hazama players (In my opinion) is back. And Wolf Pup TK, to answer your question... Watching any of Buppa's videos as Hazama will help a lot. Or reading over the gameplay discussion thread near the last 5-10 pages. Honestly, there aren't any guides for it yet. I'd recommend writing down some of Buppa's blockstrings if you want to practice it.
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I see, so I'll never have to dash into Zaneiga unless I hit with the very tip of Jayoku. That's good to know. And I already know about the crossup and what followup I should use depending on the situation. Personally, I find 6D~A > 623D with the corner follow up much easier than adjusting my distance and Zaneiga. I think I figured out a few of my flaws like pressing C too early during Zaneiga, and I end up shooting my chain updwards.
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Thanks for the advice. I'll try it out later tonight. And yeah, I was getting good at walking forward into 214D~C, but I want to pull the charged one off a little more like Buppa does, haha.
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I believe we did cover all of the combos. Until the console version gets released, we're pretty much set. I'm a little worried they'll make major changes to Hazama when it hits the consoles. You think they'll keep his BnB's and FC Punish Jayoku's? ... If they have that, his gameplay really can't be changes all so much... Also, I wanted advice on the timing of a few situations if anyone can explain it well. After Jayoku Houtenjin (236236B), it's always difficult for me to know when to dash and use 214D~C. 6D~A x 2 is a lot easier than dashing at the correct time. I have the same problem with Jakou, I can pull off a Mizuchi Rekkazan (632146C) quite easily, but always have trouble dashing into 3C. Does anyone have advice for the exact timing to dash after Jayoku and Jakou? Or should I just mash 44 or 66 depending on my position?
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Valid point, haha... But in the very beginning of the match. Or shortly after using a Jayoku FC. But you'll usually build meter with the followup or completely destroy your opponent anyways. Nonetheless, in the beginning, or when applying mixup, I think Ressenga is better. But when going for the overhead Jayoku, and when you're close to your opponent... 6A. This thread has strayed a little off topic. Any new suggestions on practical combos? Or better yet, some new damage figures?
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It's so slow though, haha. I want to get into the habit of using Ressenga as my primary overhead. Only because it looks cooler though. Despite what I said, I believe 6A could be faster than Ressenga anyways. Since you need to go into the stance first.
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I laughed quite a bit when I read this. Very true, but he uses frame traps and conditions his opponent quite well. If there's anything I love about fighting games, or any game in general, it's messing with your opponent's mind. Psychology and mind-games will always be my favorite part of any competitive activity.
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Well, to be honest, there really aren't any reasons not to damage wise. In terms of practicality, I believe some people don't do it since they don't want to take the risk of dropping their combo, which is rational. However, if you can manage it without fail, then by all means do so. I'm still surprised players like Buppa and Zakiyama omit some of these small things. ~Better safe than sorry I guess.~ Or else... Anyways, anyone want to get on the topic of improvisation again? I'm just curious to know what setups you've encountered or think you'd encounter (If you haven't played it yet.) Examples: (Anti-Air) 5C > 2C > 4D~A > 4D~D > j.214B# j.6D~D > [j.C x 2] > 5C > 2C > 4D~A > 4D~D > j.214B# 3C > Combo Etc, etc. Anyone else want to share any examples of improvisation tactics? Just so I get a better feel of what to do in a specific situation.
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You pretty much summed it up. Personally, I really want to develop a playstyle utilizing Hazama's pressure abilities like Bupppa. The amount of reaction time and quick thinking that takes is pretty insane though. I really think focusing on improvisation helps a lot with Hazama. Instead of trying to land a certain attack into a BnB, etc. Try to improvise depending on your opponent's actions. If they jump in to avoid your chains, use a 5C or 2C into one of his BnBs. Also, if you can't manage to pull off a FC Jayoku, try starting off with 3C or some other normal you can escape pressure with then chain it into his Jayoku punisher. It seems that in some of the best matches between Buppa and Zakiyama they improvise and use normals with horrible proration just to pull off a combo. Lastly, play mind games with your opponent, keep using your chain while they block, then suddenly pull yourself to them. If you can condition your opponent right, they may not react and you could pull off a BnB. I guess psychology is always an important factor. In the end, if you're a horrible Hazama player but you manage to pull off one Jayoku FC combo per match, you'll always have a chance of winning, haha.