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Everything posted by Eclipse
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It only took a week or two, if that. It may be because I have a lot of practice with regular Hazama, so his moves are natural to me. Just don't be afraid to input the 66 very early on. Especially online, since the lag tends to screw it up a lot. Input it near the end of the chain movement.
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Yeah, thanks for the opinions. It's good knowing to not cancel the dash, but to just do it earlier. And keep the 2C at the end or mid-dash. I prefer getting the "perfect" combos, but I'll improvise when need be.
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This is going to sound dumb, since most people find this easy. But I have no trouble doing j.6D~D > (Dash) 6C in the relaunch combo. I don't even have trouble dashing under 236D for the new corner combo or 214D~C > (Dash) 6C in the corner. The only thing that gives me trouble is dashing 2C, no matter where I do it. Ex: After j.6D~D > Dash 6C > Dash 2C It always blue beats, or Hazama doesn't move at all and I do 2C standing in place. The same thing happens in the corner when I do dash 2C. I have no trouble with dashing 3C, which comes out sometimes. Or Dashing 5C. But I think since 2C's a slower move or something, it always blue beats, and I screw it up. Any advice guys?
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What combos specifically Zidane? I haven't had much trouble, and that's a very strange glitch.
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I was saying the netcode's good. Never perfect. But I had one 4.0 match, where the timing was just as good as training. I loved that match so much.
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The netcode's actually much better since CS2 was implemented. At least where I am, so I have no trouble with combos, pressure, etc.
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Thanks for the advice guys. I barely use CA. But ironically, I've been using it sparingly since CS2 came out, as opposed to CS1, when I never used it. I think CA has become a bigger part of BlazBlue now, thanks to the corner pressure system they worked into it. The game feels so much more balanced, diverse, and fresh. I love it. Hope when they make the next BB game, it's done just as well.
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Couple questions about Hazama and his pressure/ options to escape pressure. For some random reason I use mixup ten times more in CS2, so I'm glad I'm improving. But question 1: I often do j.B > 5B > 214D~A as a pressure string, and it surprises people. I've read that 214D~A is advantageous on block, and I usually follow it up with an immediate 2A. But recently I've noticed that Ragnas are Inferno Divider'ing immediately after 214D~A. If it was advantage on block, wouldn't there be no time frame for them to do so? I've even seen people 2A and 5A me after 214D~A, but it's possible I'm just not quick enough with the input. What can I follow it up with to create tighter gatlings, and not give my opponent's a chance to DP. (Obviously they'll always be able to DP during a stance I enter, but that's why you mix it up and don't use it after 3C.) Second question is what options does Hazama have in the corner when under pressure. Ragna and Makoto get out of my 2A range, so I can't wake up 2A anymore. They usually 5B or whatever Makoto has that keeps me in her range. The problem is when there's a gatling in their blockstring, I jump out. But they predict it and keep pressure on me by jumping in the air and attacking. I need another option to escape pressure. Don't want to use wake up Houtenjins since it's too risky, and 2A's range is too short to work in the situation I'm talking about. Advice?
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Actually, you may have to follow the throw up with a (Dash) 5C > 2C > 6D~A > 4D~A... etc. And take out the 214D~C in the beginning. I think the proration won't allow the entire combo to finish. Or it's an easier link, so pros tend to go for it more often. I've gotten used to a lot of the changes. Like using 6C after Jayoku instead of going for 214D~C, depending on the starter.
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If they're close enough to the corner. You can mizuchi rekkazan them as they bounce off the wall. I like to wait till they hit the corner. 5D, then Mizuchi for a little extra damage, and well, it just looks really flashy. Jayoku's almost always the better option, but now you can end nearly any jayoku combo with mizuchi since you build 50 heat. Love CS2 Hazama's diversity in combos and playstyle now. This game is 1,000 times better from my perspective. Somehow, I've gotten so used to CS2 Hazama, that I'm actually increasing my PSR.
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It's not that difficult to get 6D~A, 4D~A, j.7D~A, > Jakou. It's exactly as Kazukikafner said, depending on when you use 5C. Regardless, it'll come down to muscle memory, and it's much easier than CS1. The biggest problem is doing it during even the slightest lag. I usually opt out for the regular j.214B# followup.
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Delay the Jakou more, and it should usually catch him. Make sure you're delaying the 6D~A, 4D~A, and j.7D~A as well.
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That is far from being an easy link. It's actually one of Hazama's more difficult ones. You have to input 66C, and yeah, it's a moonwalk motion. Almost impossible to be consistent with online, even with the slightest lag.
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This post is full of win. Best answer ever!
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I'm here. And ready to destroy anyone with CS2 Hazama, if Sony/Aksys ever stops being a b***. Haha.
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Fails every time for me, lol. But it could be due to the terrible PSP D-Pads. This is why we need the CS2 patch as soon as possible on the PS3.
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Honestly, this parts pretty easy in CS2. The hardest part is the Dash 6C after j.6D. But make sure you're using 6D~A, 4D~A, and j.7D~A before 623D. Just hold up (9) during the ending animation of 623D, and as soon as you see Hazama leave the ground, press j.6D. I get it pretty much everytime using that method. Hope it helps.
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Yeah, that tutorial was nothing short of amazing. Even a rough translation would help immensely. Watched it this morning, and practiced for around a couple hours.
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Yeah, there are other mixups. Watch professional Hazama players, and you'll see the strategies they use. One of them Buppa tends to use is 5D~D followed by j.4D~D, or j.6D~D depending on your position relative to the opponent. Zidane often uses j.4D~D without letting it extend at all, which causes you to fly directly at your opponent if you're positioned correctly.
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Yeah, he's been buffed in many ways. But because he relies so much on heat and high risk starters, I think he was nerfed more than he was buffed. People can just burst out of any high damage combo he starts. Then he has to go back to using high-risk, high-reward moves. Maybe I'm underestimating his more technical aspects though. At the very least, he's harder to play now.
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Okay. Must be a really fast input. To me, Hazama's combos in CS2 are much harder intuitively and the timing is more strict. Could be my imagination since I don't have the muscle memory yet... But then again, every combo for Hazama in CS1 was extremely easy. The only semi-difficult one was the double Houtenjin combo.
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Now, I'm just confused, lol. But I'll try out the dash.
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Question about CS2 Hazama. In this combo: 5B > 3C > 236236B > Dash 214D~C > 6C > Dash 5C > 2C > 6D~A > 4D~A > j.7D~A > 623D > j.6D~D > 6C > Dash 2C > j.C x 5 > 5C > 623D > 632146C I have trouble connecting the 6C after j.6D~D. Do I need to dash as soon as I touch the ground, then 6C. Or is the direction I'm jumping during j.6D~D screwing me up? I'm performing the combo on Ragna. Any help is appreciated. (By the way, love how Hazama's 50 Heat combos mid-screen automatically become 100 heat combos, and exceed 6-7k damage. Jayoku really is more threatening.)
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So, basically it works on the entire cast the same way it worked on Tager in the original CS? It wasn't hard on Tager at all, but I had some trouble on a couple other characters.
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So it's not like 623D > j.6D in CS1? That was character specific on Tager, etc, and extremely strict timing. It's more forgiving in CS2, right? haha