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Eclipse

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Everything posted by Eclipse

  1. Ah, just ensuring that works, thanks for confirming it. Also, I don't think I'll put in the Jakou to j.6D~D on all of the other characters. I've heard it's possible, but the timing is extremely strict. Since it's so strict, and most people at a professional level still can't pull it off consistently, I'll exclude it for now. Maybe in the console version, it will get easier to complete successfully though. If Hakumen's timing is as reasonable as Tager's I'll put his name under the combo as well, but I'm not sure if it is.
  2. So, you can follow up the neutral throw with 6D and 623D (Jakou) on everyone without fail, right? I have trouble connecting Jakou on some characters like Noel and Jin, without it blue beating. Also, I thought the combo I had for Tager was the same one Kid Viper posted, I might have accidentally done a slight variation to it. Edit: Forgot to throw in the extra 4D~A on the Tager exclusive combo. I'll put it in now, that could be crucial for the j.6D~D followup.
  3. That is a solid rule for the damage. Anyways, I added some of the Character Specific, Astral Heat, and Flashy Combos just now. I think I'm done for a while unless someone brings something really noteworthy to my attention. Once I get a hold of KazukiFafner's guide, I'll look it over and add whatever's missing. Well, I think this thread came out to be a success. All that's left is getting the damage figures and finding out which characters that one throw combo works on: Neutral Throw > [6D~A x 2] > 623D I'm almost certain it works on Hakumen, and Ragna. And I don't believe it works on Jin, not sure about everyone else... Thanks again for all the assistance. If you guys want, you can sticky this thread. (Not that there's much need now with the 2-3 threads we have total, haha.)
  4. You can actually Neutral Throw to Jayoku Houtenjin anywhere if you're quick enough. And yeah, Jayoku can combo into itself, haha. And people will murder you... haha. Personally, my favorite flashy combos involve rapid canceling Jakou, and now... rapid canceling Hirentotsu, so excited to try that out when I get the chance. Thanks for the Astral Combos Arifureta. I'll put all of this stuff up at some point tomorrow most likely, or at the latest, in the next 2-3 days. I'm off to sleep now.
  5. Ah, you're right. And it's red beat the entire time, hmm. I'm going to find that Dio video you're talking about. And if the damage is high enough, I'll add it to the mid-screen combo section. I don't want to add too many combos for Hazama, since a lot of them are just slight variations of another one that you should be able to figure out by common sense after getting a grasp on the character. As a result, I'll probably be moving onto the Flashy, Astral, and Character Specific Sections if you guys want to start submitting them. I saw a few of them that were on Tager/Rachel. Other than that, I'm not sure if there are many character specific combos. I'm out for the night guys, class early tomorrow. I'll keep checking the thread on a regular basis. It's good to see how far this compilation has come in just a few days. Thanks again for your help.
  6. Yes, I always throw a 2B in as well. Man, so much to say and do, and it's already so late, haha. Okay, first, my mistake on thinking that Kid Viper's combo was 236236B into 214D~B. It was just one or the other. That did seem a little weird to me, thanks for clearing that up guys. Second, thank you PhantomX for attaining those damage numbers, I'll bold them and change them accordingly. For the last one where you got a different number, 4021 instead of 4087. I'm guessing it was because 214D~C wasn't charged or 5C didn't hit with both hits. Something of that sort. And lastly, Buppa is making me excited but driving me insane at the same time, haha. He's doing all of these combos that no Hazama players have ever done before. And I have no idea what the exact conditions are. Whether he needed a FC, CH, etc... For example, you guys mentioned dropping the j.214B# and falling down to combo into 4D~D and continue it again. Do you need to rapid cancel to make it successful? Or can Hazama quickly pull in a 4D~D after Hirentotsu? I just loved the way the combo looked, and he did it when his opponent was in the corner, so it may be corner exclusive. So much to figure out, but he's made me much more excited. Here's the video link if you're interested in seeing it and speculating: http://www.youtube.com/watch?v=SgXpX9SAxlA At 1:05... how can a human be that fast in reaction time... and 1:33 is the combo I believe you guys are talking about.
  7. :pissed::pissed::pissed::pissed::pissed::pissed: Snakes have always been my favorite animal since I was a kid, haha. And the beginning is done very well in my opinion. I actually thought Tsubaki's AH was really lame. I was a little disappointed in Hazama's "Stage" though. And endless despair is the best song in BlazBlue in my opinion. Yeah, I'm not going to add any of the 214D~B combos that involve rapid cancel, unless they're more practical. Damage is the key to any RC combo in my opinion. Edit: Kid Viper, are those combos character specific? If not, I'll add them right away. I've never seen anyone follow up Jayoku Houtenjin with 214D~B, seems like an interesting idea. I just want to make sure the damage is practical and it doesn't blue beat.
  8. Gashoukyaku is alright... Haha. Personally, my overall favorite move of Hazama is Jakou. Other than that I like Mizuchi Rekkazan (Portal DD) and his Astral Heat. Anyone else have practical, efficient combos to post? I'm still waiting on kazukifafner's guide that'll help a lot. If no one else has anything. I'll probably move on to the Character Specific, Flashy, and Astral Heat Combos sometime in the next couple days.
  9. Haha, very true. I remember thinking about how repetitive Hazama's combos were when I first started playing, but it's not really as much as people think. Although certain sections are usually the same. Depending on the corner, and your heat, his combos can change a lot. ( A lot of characters in fighting games have a somewhat repetitive nature anyways... Just think about Kaqn's Ragna, Belial Edge to death.) My favorite thing to do with Hazama is use the few Rapid Cancel Jakou (623D) combos he has that are effective. It's easy to do, and it just look cool in my opinion to throw your opponent with a chain and continue attacking them.
  10. The 2D Combos are more for being flashy than anything else, right? And Rapid Canceling any move is usually only to show off, unless you manage to pull of a high level of damage after the RC. Quick Note: I've decided to bold all of the damage that I know is right on the combos in my first post. I'll unbold all of the damage that I'm uncertain on. Any help attaining the damage on those combos or anything where it's missing is greatly appreciated as usual. *Said damage way too many times up there...*
  11. Very true. I can almost always manage to get all 10 j.C mashes. The biggest problem I have is charging 214D~C. By the way, my apologies for missing the damage on that BnB before PhantomX. I've put it in now. Pretty much finished the BnB's, now for all of the other... usually harder combos, haha. I'm trying to get the damage for all of the charged 214D~C combos as well. Which tends to make things relatively difficult.
  12. Thanks, I'll look into the Ressenga Combo and add the aforementioned combo at some point tomorrow.
  13. Strange indeed. Before I add the... 3C > (Dash) 2B > 5C > 2C > 4D~A > 4D~D > j.214B# Does a 4D~A still connect before 4D~D, and does it still connect with a 5B before 3C in the beginning? Also, make sure the combo works on either all characters or most. I think it probably would now, since it worked on Hakumen. But I just want to figure out which characters it doesn't work on, if any at all. Edit: The damage for the combo would be very nice as well
  14. Agreed. But I plan on getting the combos that work on all/most characters finished first. The Character Specific, "Flashy", and Astral Heat combos will definitely be added later.
  15. Alright, I'm officially back guys. I've started updating the thread already. And I'm almost finished with all of kazukifafner's combos. Two important Notes: - The damage figures for all of the combos that require it would be greatly appreciated. I have very limited access, and I'll really need your guys help with this part. - As of now, I prefer to only post combos that are practical, efficient, and red beat the entire time. Character specific combos will be disregarded for the time being unless the combo works on a relatively high amount of the cast. Like the throw combos, etc.
  16. Thanks for the compliment. Did you change the name of my thread? I don't mind, I just didn't recognize it at first. Anyways, updates may be very late tonight. It turns out I have a lot more college work than expected. I'll look forward to updating though guys.
  17. That does sound like an interesting idea, since Hazama is a really good character at gaining heat. First, I'm going to finish all of the practical combos and damage for each of them. Then we can move on to Flashy Combos, Combos into Astral Heats, and the amount of heat gained, when it's significant. Sounds like a good idea guys.
  18. You're definitely right about the zoning leading to opportunities. I think that may be why Buppa's doing so well now. And yeah, I tend to try out any combo on Jin after I do it on Ragna. Ragna's just an easy character to test combos on, but it seems like you can hit him with a lot of combos that won't work on the rest of the cast. Nonetheless, Ragna and Jin must be pretty ravaged by now, since they're really the only two I like to practice on.
  19. Good to note. And I really thought about what you said with Hazama's playstyle and improvising to create good combo opportunities. It's definitely a solid way to play him. However, I'd like to add that prediction could also be subbed out for thinking on your feet. In other words, the same concepts you said apply, but if you can predict your opponent will do an air dash to whatever crossup. You can prepare and punish accordingly, if that makes sense.
  20. Really? I never knew that. I'm surprised I never ran into that problem. Ah well. See all of you guys tomorrow for updates.
  21. 2A is also good for getting them if they block high. The obvious choice I guess. Anyways, wow... Haha. I just finished editing it and it looks like I'll have a lot more to do. I really need some sleep now. Expect to see more updates tomorrow night with the additional combos you all suggested. Thanks again.
  22. Yeah, that's true. Sometimes you can't pull it off if there's too many attacks before 5B. I think that may be character exclusive, though I could be wrong. If it's not, I'll change 4D~A to [4D~A x 2] for the aforementioned combos.
  23. Yeah, those can be tough. I'll add the heat disclaimer. The reason I don't add the 3C to dash 2B is because I've never actually heard of it or seen it done before. The beats are still red for it? If so, that's pretty interesting. I'll have to try it out at some point.
  24. This is my first thread on Dustloop, but I have a lot of knowledge on Hazama and his gameplay. Also, a lot of us seem to agree that an up to date combo thread would be nice. Here's to hoping this isn't deleted in a day, haha. Well, this is going to be the resource for all of Hazama's combos in BlazBlue: Continuum Shift. I'm always welcome to additions/revisions or any form of advice. I'd also like to split up Hazama's combos into certain parameters to make it easier for beginners to understand. I'll start listing some of his more common combos here, but I guarantee that I'll add more when everyone makes suggestions. Well, I hope some of you can use this effectively as a tool to get better with Hazama. Note: Please post all of your questions in the gameplay discussion thread. This thread is primarily for the submission/discussion of Hazama's combos. The thread will be split up into the following sections: 1. Bread n' Butter Combos 2. Throw Combos 3. Drive Starter Combos 4. Jayoku Houtenjin Punishment Combos 5. Mid-Screen Combos 6. Corner Combos (Hazama in Corner) 7. Corner Combos (Opponent in Corner) 8. Character Specific Combos 9. Stylish Combos (Mostly Impractical) 10. Combos Into Astral Heat Notes before reading the Combos: - The BnB combos in green are generally the most common ones you'll find yourself using mid-screen. - Hazama's combos can be very difficult to complete successfully since a lot of them require exact timing and placement relative to your opponent. All of the characters have different hitboxes, and your position should be adjusted accordingly. - Improvisation is a key element to using Hazama successfully. Many of his starters can become one of the attacks in the middle of a combo depending on your opponent's position. An example would be attacking from 6D~A > 623D when your opponent is in the air and following up with the rest of the combo. - In any of the combos, 214D~C can be charged for a solid damage increase. Usually around an extra 200 damage depending on the proration. - Damage is subject to change for all of the following combos. Notations: (CH) = Counter Hit (FC) = Fatal Counter (JC) = Jump Cancel (RC) = Rapid Cancel (Dash) = Optional dash depending on distance from opponent. No Parentheses = Not Optional (Adjust) = Adjust Hazama’s distance from the opponent to connect the following attack. [??? x N] = Repeat the move N amount of times. j.214B# = [j.C x 5] > (JC) [j.C x 5] > j.214B 1. Bread n' Butter Combos 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~3011 (With 5C Starter) ~3270 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D Damage: ~2551 (With 5C Starter) ~2844 5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~3078 (With 5C Starter) ~3216 2A > 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2231 5B > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 4D~D > j.214B# Damage: ~3300 (With 5C Starter) ~3600 Note: 4D~A can only be used twice if you delay 5C until your opponent is about to tech. 2 . Throw Combos Neutral Throw > 6D~D > j.B > (JC) j.C > (JC) [j.C x 5] > j.214B Damage: ~2300 Neutral Throw > [6D~A x 2] > 623D Damage: ~2322 Note: Combo only works on Ragna, Bang, Hakumen, Tsubaki, Lambda-11, Tager, and Taokaka. Neutral Throw > 6D~A > (Adjust) 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~4956 Backthrow > 5D~D > [j.C x 2] > (Land) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2937 Note: Combo doesn’t work on Jin, Rachel, Carl, and Hazama. Backthrow > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4087 Backthrow > 5D > 632146C *50 Heat* Damage: ~2823 Note: 5D doesn’t work on Jin, Rachel, Carl, and Hazama. Air Throw > 4D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Air Throw > 2D~D > 2B > 5C > 4D~A > 4D~D > j.214B# Note: 2D~D is meant to miss the opponent so 2B can connect afterwards. 3. Drive Starter Combos 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2381 5D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2366 j.6D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2432 j.D~D > j.B > (JC) j.C > (JC) [j.C x 5] > j.214B 5D~A (CH) > 5D~D > (Any Drive Starter Combo starting from j.2C or j.B) 4. Jayoku Houtenjin Punishment Combos *All of the following combos require at least 50 Heat.* 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~4676 236236B (FC) > (Adjust) 214D~C > 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~4583 236236B (FC) > (Back Dash) j.9D~A > (Land) 623D > (Back Jump) j.6D~D > 5C > 4D~A > 4D~D > j.214B# Damage: ~5755 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 632146C *100 Heat* Damage: ~5949 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage: ~6641 236236B (FC) > (Adjust) [6D~A x 4] > 623D > (Dash) 3C > 236236B > (Adjust) [6D~A x 2] > 6D~D > j.214B# *100 Heat* Damage: ~7039 5. Mid-Screen Combos 6C (CH) > 5D~D > Air Throw > (Land) 236236B > (Adjust) 6D~A > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *100 Heat* Damage: ~7990 Note: The Air Throw is meant to miss, canceling out the momentum from 5D~D. This allows 236236B to connect when you land in front of your opponent. 214D~B (FC) > (Adjust) [6D~A x 3] > 623D (RC) > (Dash) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4434 214D~B (CH) > (Adjust) [6D~A x 2] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~3706 5B (CH) > 6A > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~3680 236C > 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~1848 [Far] 6C (CH) > 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~3321 [Close] 6C (CH) > (Dash) 3C > (Any BnB Combo starting from 214D~C) 214D~A > 2A > (Any BnB Combo starting from 5B) Note: 214D~A can only be followed up with 2A on CH, Charged, or if your opponent is crouching. 6. Corner Combos (Hazama in Corner) 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~5606 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > (JC) j.214B > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat* 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* 214D~B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~4090 Neutral Throw > 6D~A > (Adjust) 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~3736 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~3683 7. Corner Combos (Opponent in Corner) 236236B > (Adjust) 214D~C > Dash 5B > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat* Neutral Throw > [4D~A x 3] > 4D~D > j.214B# Damage: ~2895 236D (CH) > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2912 8. Character Specific Combos 6C (CH) > (Dash) 236236B > (Adjust)[ j.C x 5] > (Land) 236236B > (Adjust) [4D~A x 4] > 623D > (Back Jump) j.6D~D > 5C > [4D~A x 2] > 4D~D (Gold Burst) > (Land) 6D~A > 6D~D (Gold Burst) > (Land) [6D~A x 2] > 623D > 632146C *100 Heat* *Both Bursts* Damage: ~10103 Tager specific. [j.C x 5] should be started early so all hits miss except for the last one. 5C > 3C > 214D~C > {[5C > 2C > (JC) j.214B] x 5} > 5C > 2C > 623D Damage: ~3700 Tager specific. Loop combo, 5C > 2C > (JC) j.214B is repeated five times. 5C > 3C > 214D~C > 5C > 2C > 6D~A > 4D~A > 623D > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# Damage: ~4663 Rachel, Tager, Taokaka, Hakumen, and Arakune specific. 236236B > (Adjust) [6D~A x 2] > 623D > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Rachel, Tager, Taokaka, Hakumen, and Arakune specific. Can only be successful when Hazama is in the corner. 9. Stylish Combos (Mostly Impractical) 236236B > (Adjust) 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage: ~5582 236236B > (Adjust) 632146C *100 Heat* Damage: ~4325 236236B > (Adjust) [2D~A x 2] > 2D~D > j.214B# *50 Heat* Damage: ~4620 5C > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 623D > 632146C *50 Heat* Damage: ~4432 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D (RC) > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4432 214D~B (CH) > (Dash) 236236B > (Adjust) 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~2975 5B > 3C > 214D~A > 5A > 5C > 4D~A > 4D~D > j.214B# Damage: ~2763 214D~B (CH) > (Back Jump) j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2037 Backthrow > 2A > 5B > 2C > 4D~D > j.214B# Note: Can only be successful when Hazama is in the corner. 10. Combos Into Astral Heat *All of the following combos require 100 Heat and Astral Conditions.* 236C > 2A > 5B > 3C > Astral Heat Backthrow > Astral Heat Note: Can only be successful when Hazama is in the corner. Neutral Throw > 6D~A > (Adjust) 623D > Astral Heat Note: Can only be successful when Hazama is in the corner. 5D~D > j.2C > 3C > Astral Heat Note: Must purposely miss with the j.2C in order to follow up 3C with the Astral Heat. Edit: BBCS out now. Hope you all decimate the old men and little girls you'll inevitably be fighting against.
  25. Nice, I think it's been a while since you've been on. One more week to go and I'll finally be done. Too bad we have to wait until July 20th to really start the hype.
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