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Everything posted by Eclipse
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The follow up for j.5D if the opponent's also in the air is usually something like > j.B > j.C x n > JC > j.C x 5. Get as many of those hits in as you can since it builds heat and deals decent damage. Sometimes you can land and continue the combo with 2C, but that's rare since you'll need to be really close to the ground. Edit: Question about CS2 Hazama. I heard somewhere that 623D (Hungry Coils/ Jakou) lets you recover faster than it did before. Is this what makes the j.6D possible after it in the relaunce combos? And how easy is it to follow up a 623D with Dash 3C > Mizuchi Rekkazan, or j.6D etc in CS2?
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It's not mandatory in a lot of cases. Just necessary depending on the distance your opponent is after 214D~C. You can even get multiple chains without the dash. It's recommended to learn and polish your skills, not required.
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I checked out the frame data for CS1 as well though, and 5A still had higher than Houtenjin, or something. Regardless, I use Jayoku in combos primarily anyways, since it's safer, and usually more intelligent, unless you're IB'ing. Which isn't as viable in CS2 or online. So whatever. And you get 76 Meter off of 214D~C because you can relaunch them after 623D.
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Wait, according to this 5A has better starting proration than Jayoku Houtenjin? Does this mean combos starting from 5A will actually do more damage than a combo starting from Jayoku? Assuming it's 5A > Jayoku? Is that even possible? *I must be reading this frame data wrong*
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The second match between Buppa and Tetsu was much better though. And in response to what people said earlier. 3C CH does yield a lot of damage for Hazama, but that's only CH. His overheads are nothing to fear when he doesn't have heat. As some of the others have said, it's way too early to rant about characters being broken. And they're attempting to balance the game much more, so the discussion should probably end there. Back to video discussion: It seems like Tetsu wasn't trying as hard overall, but I look forward to there next matches. Now we just need a collection of Tetsu vs Buppa matches, just like Kaqn vs Buppa. Instead it'll be true ice vs snakes, haha.
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I don't think Hazama is as unbalanced as you guys claim. Without meter, he has one of the lowest damage outputs in the game. Even in the corner, he usually nets around 2.5-3k if you're lucky. His high damage combos are higher damage than they were before, but rightfully so, since he needs the metere to make a significant impact. Burst out of his high damage combo, and he'll have to gain that 50 meter back again. He's definitely not broken, possibly A tier, but people certainly won't be tier-whoring him.
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Eclipse replied to Lord Knight's topic in Archive
Interesting and good to know. Hazama seems to be more high damage off of Jayoku combos, or hardly any damage period. Occasionally some moderate damage in the corner. Anyways, thanks for the advice, I appreciate it. -
LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
Eclipse replied to Lord Knight's topic in Archive
LK, what do you think of Hazama's playstyle and tier placement in CS2? And what could I do to improve my CS1 Hazama, knowing his changes in CS2? (Ex: Should I practice different blockstrings? Change my focus from mixup to zoning, etc?) -
Now we just need to send it to the national newspapers...
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It'll get easier through time. Hazama's combos are all about positioning, not strict timing. Once you get used to it, his combos are relatively easy compared to most of the cast. His difficulty comes in his awkward movement and playstyle, that most people can't adjust to. Anyways, that 4D~A shouldn't be there. It only works if you go directly from 5C > 2C > 4D~A > 4D~D If you choose to relaunch, by doing a j.C x 5 in the middle of the combo. Only use 4D~D after that. Good luck picking him up.
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I find this matchup to be in Hazama's favor for the most part. It really is a zoning competition until you get cursed, or Arakune gets knocked down/Jayoku'd. I've faced some pretty decent Arakune's, and I find the best strategy is to keep your chains on him at all times. By doing so, you prevent him from forming clouds, and using his many curse shenanigans. If you do manage to get cursed, which you should avoid at all costs. IB > Jayoku works best. If you can't manage that I recommend waiting for an opening and going for it. Decent Arakunes won't give you a chance to play offensively when you're cursed.
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5C > 6C is only a gatling after the first of 5C. It only combos when done on an opponent off the ground.
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I see, I didn't know it was a translation. My apologies, I was just wondering what it meant. Thanks for clarifying though. I would assume that'd be the direction you'd jump in.
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I appreciate you trying to help, but j.7D~A and j.8D~A wouldn't make any sense. 7D is no particular direction in the air, and would come out as a 4D towards the ground. 8D in the air isn't a specific direction either. I can see 9D~A working on some characters in the air, followed with 623D > j.6D~D, etc. But that would only be Toakaka, Tager, Hakumen, etc. Nonetheless, 6300 damage off a midscreen Jayoku is threatening.
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Ah, 6C loops, you made me think of the good old days, when I'd main Arakune in CT, lol. Regardless, yeah, that does seem to be crucial. I want to figure out how much it prorates, and what combos 6C should and shouldn't be in.
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Did anyone notice that all of his stance attacks looks much faster, or going into the stance seems faster. 214~A/B/C It could be in my mind, but if it's faster, I can see them being much more useful during pressure.
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I believe it hits everyone on the ground after 6C, since they're binded to the ground in a strange sense now.
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I'm liking the way CSII Hazama looks thus far. I'm just hoping he had a reliable way to air combo from mid-screen, or do over 2K damage. Speaking of which, does anyone have the damage figures for the above combos posted by Stunedge, or any viable way to obtain them?
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As much as your excessive swearing bothers me. That gif made up for everything, haha. Christian Bale and Kermit for the win. Regardless, it's good to hear that Hazama isn't looking as terrible as everyone speculated.
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I'd be happy if you deleted them. Not sure how the other members on dustloop would feel though.
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I see. Honestly, I think it's best to wait for CS2 at this point. Even if it takes a while for us to get the patch. I'm sure a majority of people will be watching japanese arcade matches, trying to learn the changes. Even though we won't have the game with changes in front of us, I believe we can learn enough via observation, etc. And finally someone took initiative on this. I've mentioned it before in other threads. But yeah, this section is a mess. It definitely needs to be cleaned up. I'm so sick of people coming in who have no idea what they're talking about and creating threads, and cluttering up the forums. Nonetheless, a clean-up for CS2 would be very nice. Props to the good idea Zidane.
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214DC>6C>dash 2B>5C>2C>jyayoku>2DD>aircombo does approx 3800 Judging from that being possible, shouldn't it also be possible to do 3C > 6C > (Dash) 2B > 5C > 2C > 4D~D > new j.214B# That would be a reliable ground to air combo mid-screen. Or if 3C doesn't work as the starter, just use 214D~C as the starter. I don't know why you'd use Jayoku after 5C > 2C. But I could be missing some subteties of the changes.
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Haha, it was. But I'm one of those people who laughs at bad jokes. Ah well.
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Come on, ZONG_one. As an Arakune main, I assumed you would appreciate the quote for his specific level. I'm not trying to be a jerk or anything. I just think less arguing would be nice. ZhePrime really shouldn't be making judgments when Hazama isn't his main though...
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*sigh* Someone should just close this thread now. Whoever the Hazama section mod should probably delete a lot of these cluttered threads. Pointless arguments... Too many threads made about the same questions that could have easily been asked in another section. I miss when the console version wasn't out, and only a select few talked about the characters. Whatever... Hopefully someone can handle all of this immature folly. (Remember my friends, "Where ignorance is bliss, tis' folly to be wise.")