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Eclipse

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Everything posted by Eclipse

  1. Haha, same here, finals can be annoying. But it's not sad, why not choose CS over finals. Nonetheless, I'll ace it all anyways. You're right about the combos, and listing the long version. That makes things so much easier. I'll probably need some assistance with figuring out the longest version of each combo. Well, see you all later tonight.
  2. Okay, I'll list the more damaging combos for the most part, and it'll be open to revisions. I think I can manage to get it up later tonight if any of you are still on here. I never fall asleep before 1:00-2:00AM anyways. Then again, I'm sure a lot of us are in different time zones, so we'll see.
  3. I guess I'll have to PM quite a few people. Is there a limit to the amount of characters you can have in a PM though? I know on most forums there is, I guess I could separate it out.
  4. Is there any way you could give me a link to the Hazama guide/Combo list that you're putting up on tianyuan's website? Besides being extremely interested in learning more about the character, I could use some of the information to update the Combo Compilation I plan on making in the next several days. Thanks.

  5. Haha, all the more reason to play him, my friend.... But in all seriousness, I've started compiling combos, and the thread's looking pretty good. How could I show you guys a preview of it without actually posting it on the forums? That way I can get advice on what to change, add, etc... Before I put it out there into the Dustloop Community.
  6. I've been practicing him for a couple months or so, but I've really only faced computers. So all I can really focus on is the combos. Hence why I'm making a combo thread, and not a "general tips on his gameplay guide", haha. Well, keep me updated with what you come up with, and I'll be sure to include it.
  7. Thanks for your support. I will definitely follow through with writing this. I may be a little slow with the process this week since it's my last week for this semester at college, with all of the finals and what not. However, next week I should definitely be able to get something solid up. Also, I'll check out the Ragna CS Combo thread that you suggested. I'm still not sure how I feel about going by starters. I like the idea, but so many of his combos are relative to the corner, so I thought about doing that. Thanks for the advice though, and if I need any help, you'll be my go-to source.

  8. I see. I may go with that instead. Right now I organized the combos by other factors. For example, BnB, Throws, Jayoku Punishment, Mid-Screen, and Corner. And that'll help a lot KazukiFafner. I'd like to have a look at your guide as well. I'm sure it'll prove helpful, and you're probably an even more competent Hazama player than myself.
  9. I'll take you up on that offer Wolf Pup TK. I've actually begun makingthe thread today in Microsoft Word, but everything's still in the correct format, etc. I don't want to post it until I've finished a bit more. I'm done with the BnB section, and I'm in the middle of the throw combos. One problem I'm really having is deciding where to put what combo, and how specific I get when including a certain combo. For example: 2A > 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# and 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Should these two combos really be included in the BnB section. As of now, I have them both, but slightly changing the starters to each combo seems a bit specific. Just wondering what you guys thought. I could show you what I've finished so far, and how it looks, etc. To get some input on what to add and change before I post it. But I feel it'd be awkward posting part of another thread in this thread while asking for advice. Just let me know what you guys think, thanks.
  10. If we're all on agreement here, I'd be more than happy to make a thread titled "Hazama Combo List". I'll list all of the combos I know, and I'm sure other people can help me elaborate and come up with more. I won't make it until I know everyone's okay with it though. Since so often on forums... people say things like "wrong section", lock this, it isn't needed, etc.
  11. Lately, I've been watching a lot of Buppa videos. And I noticed he Rapid Cancels Jakou into J.6D quite a bit. I've started testing it, and for some reason I really like the feel of that combo. You can usually get around 3500-4000 damage off of it. I wish there was a more practical use for it, since it seems like it's better to save it for Jayoku. Nonetheless, I've seen it used effectively near the end of a battle, and you don't even have to RC on Tager.
  12. Found another combo video that some of you may be interested in. Unfortunately, it's not an entire Hazama combo video, but the three combos that are shown in the video are very practical. The last combo shows just how threatening Hazama can be with 100 heat in the corner. 7669 damage is nothing to scoff at. In particular, the second combo interested me the most, since I've never seen it done before. Normally, you can only pull of one 6D on characters like Jin after Hazama's neutral throw. However, by jumping after the first 6D and using 9D in the air, he was able to land and use a Jakou (623D). If this works on all of the characters who you can only use one 6D on after a throw, it may be a bit of useful advice. This may even be a way to pull of a super from a forward throw on characters like Jin. If you guys are already familiar with this tactic, ignore this post. But I've yet to see anyone actually do this. Here's the video link: http://www.youtube.com/watch?v=Bj8UlOkDqrA First Combo - 2:17 Second Combo (Throw) - 3:05 Last Combo (7669) - 4:06
  13. I've noticed that a lot of people tend to overlook 236D, even I myself am guilty of never using it. I mean, it's a good tactic to use a random points in a blockstring, or to catch your opponent offguard. As we've all been saying, being unpredictable is key to using Hazama, so using some of his underrated moves can work to the player's favor. The truth is, it's never going to do much on hit... But it's a good ending since it's quick and pushes you away from the opponent if they manage to block it. I still cross my fingers and hope that some day 236D (Jabaki) is somehow able to be incorporated into a combo. I remember back in my earlier Hazama days (not that the game's been out long at all) when I wanted to test CH Jabaki into Mizuchi Rekkazan. Still no combo potential, maybe the rebalancing can change that, we can only wait...
  14. Valid point taken. I'll look over the mixup thread, but make sure that pressure isn't the main part of Hazama's game that I focus on. I've never been one for pressure anyways. Thanks for all the useful advice on the strategies to use with Hazama in an actual match.
  15. Thanks for the reference to that thread, I'll definitely check it out. And so it can be mashed out of if they anticipate it, but it's impossible to do on human reaction time. Sounds interesting.
  16. I have to say, that really sounds like the type of pressure and mixup I could enjoy. My strategy has always been out witting my opponent as opposed to using good reaction time, etc. So, there's no chance for them to escape the frame trap... Why would you need to worry about being predictable with it, if it's always safe? Is it really impossible to mash or jump out of?
  17. Very true. And it is basic. Also, Two questions: One is the same Wolf Pup TK has: What are level 1, level 2, etc mixups? Second, I am actually relieved his mixup isn't about highs and lows, since something new is refreshing... But what exactly are Baits and Frame Traps? (I understand the basics behind baiting someone out, but what does a Frame Trap do, etc...)
  18. Well, to be fair, he has a little more than two, haha. Well, they're all similar variations of the same string of attacks. Anyways, yeah, his mixup isn't great... But as far as I'm concerned his command grab may very well be his key to success. I've seen it used sparingly, and I think it can really catch your opponent off guard. In my own opinion, his command grab is primarily used to build meter. After building meter so quickly, he can easily punish any mistake with a FC Jayoku to insane amounts of damage. That might be one of the greatest aspects regarding Hazama's mixup, since he can set his opponent up to play cautiously when he has 50 heat or more. This kind of adds to the whole fear aspect of Hazama's gameplay, and unpredictability, etc. I don't think his command grab can be canceled out of or countered if the opponent is blocking, but correct me if I'm wrong. Also, Any advice on his playstyle besides his mixups then. I appreciate all of the advice, but now I'm curious what other aspects you think are necessary to doing well with him. Obviously hit confirming with ouroboros is important, but what else do you guys do?
  19. Thanks, and yeah... I've yet to find any video that shows the timing. In fact, the timing is so strict for 6D after Jayoku, and after a few other moves, that it'd be pretty hard to show. It's also character specific, which makes things even more difficult. Ah well, it's a key part of Hazama's game, and I'm sure I'll eventually master it, haha.
  20. There's a pretty good combo video by HammamBakr on youtube. Here's the link if you're interested: http://www.youtube.com/watch?v=CgT2Vz4dx14 It's hardly instructional though. It has some of the higher damage Distortion Combos in it as well. If you have a basic understanding of all of Hazama's moves, it's easy to know the inputs. As for other instructional videos... Unfortunately, they're all extremely outdated and only include his regular BnB's. Anyone else have advice on playing as Hazama for a "General Strategy."
  21. Just to get conversation started again. Anyone want to discuss the overall strategy to use when fighting with Hazama. I know it changes a bit depending on the character, but there are some general tips to play him by. I haven't seen any other strategies regarding his playstyle, so I'll start. Bear in mind, I don't have much experience versus human players, so other people can certainly contribute more than I'm able to. General Strategies: Obviously you can use zoning with his chain from a distance to hit confirm and move in for a BnB. When you're up to 50 Heat, it's best to Instant Block to Jayoku Houtenjin, and follow up accordingly for a high amount of damage. Also, if caught in a tight spot, it can be ideal to pull yourself out with Ouroboros. In fact, his chain would probably be the primary form of mobility, since his dash and air movement aren't the greatest. Manipulating your opponent to fight you in the corner can be ideal as well, since his damage potential skyrockets with the use of the wall and Jakou. You just have to make sure you're on the offensive, and your opponent doesn't get you stuck, since Hazama's escape options aren't that great if his heat's low. Anyone else care to develop more on his playstyle, I'm still new to figuring out how to use him. I'm mainly focusing on remember his combos for now. My main point of curiousity lies in his mixup. I want to know what options he has when the opponent's blocking low. There's 214D->A, and 6A. But does he really have any other options? Any and all advice is welcome, more experienced players who know a little more is greatly appreciated. Lastly, what's more difficult about his playstyle? Getting his combos down, or actually finding practical appplication for them in a real battle, and mastering the times when to use a certain move/combo starter, etc.
  22. Yeah, as Arifureta mentioned. It'd due to the charged Zaneiga. Hazama has a few little gimmicks that can add extra damage to a combo. Another one is the number of hits on 5C, allowing it to hit twice after Jayoku can add some damage as well. It also depends on the starting move in a combo since the entire proration changes, but that's probably obvious to everyone by now.
  23. Do you mean the tip of Jakou, so you'd be able to jump "cancel" and follow up. Jayoku is his high kick special. Side note: I'm finally starting to get the timing down for Jayoku Houtenjin > 6D->A x n. I've got up to four on Ragna, and 3 on Noel/Jin. It feels good to finally master something I could have never done when I started playing this. Next challenge... dash into 5C, 2C follow up. Thanks again for the great advice and help guys.
  24. I'm not quite sure what you mean by the first paragraph, but Hirentotsu loops usually aren't worth it due to the low proration it has. Now, I could be wrong on this, but I don't think you can jump cancel 623D, or the timing can be very strict on it. Also, jumping up to do 6D->D doesn't work on most characters, since they'll be able to tech before you can follow up.
  25. Here are a few of them that I like from mid screen: (Jayoku Houtenjin) 236236B(FC), 214D->C, 2C (jc) [J.C x 5], land, 2C xx 4D->D xx J.214B# [~4500] (Mizuchi Rekkazan) 5B 3C xx 214D->C, 5C 2C xx 4D->A xx 4D xx 623D xx 632146C [~4100] (Rapid Cancel for decent damage) 214D->B (FC), [6D->A] x 3 xx 623D (Rapid Cancel), short dash xx 214D->C, 5C 2C xx 4D->A xx 4D->D xx J.214B# [~4400]
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