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Eclipse

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Everything posted by Eclipse

  1. Thanks for the numbers. But it seems a little uneccessary to put those combos in the compilation when they're all combos that already exist with 5A added in the beginning. Most people should be able to figure that out by common sense/looking at frame data, etc. The numbers do help me with my poking games, so I thank you for that, haha.
  2. When can we expect an up to date Matchup Chart for CS including Mu-12? Or even with the other 14?
  3. You see. 6B has never looked similar to 6A to me. I guess my eyes are too amazing to be deceived, :/ Haha. Anyways, Mizuchi Rekkazan (632136C) doesn't stop time. I know the auto-combo on hit doesn't anyways. And can be used to kill time if you're trying to win by timeout. The beginning may, but I'm pretty sure it doesn't. All Green definitely does.
  4. Awesome. All of those quotes are awesome except for the last two. I hope the others are done in his Terumi voice.
  5. Well, about half of his quotes are Hazama, and the other half Terumi, for the English voice. The english Terumi still sounds very good. I hope his Astral Speech changes against characters like Ragna, or Noel/Mu-12, etc. Or better yet, he has 2-3 sets of phrases he can say during his astral. I don't understand why they just kept his quotes the same from japanese. Think of Jin, he says freeze eternally in his english astral. And he hardly says the names of his moves. I think Bang should be the only one shouting his moves out in battle.
  6. Yeah, he has a bunch of new moves the normal one doesn't have. They're basically parts of his old moves without meter, charging, etc. And my favorite is 236C > 2nd half of Mizuchi Rekkazan, computer never uses it though.
  7. Well, I saw some comments about the lasers messing with Hazama's chains. But that was at a very low level. I'm not sure how professionals would match up in this. I'd imagine Hazama's mobility is a bit more limited. But I think he can do massive damage to Mu-12 once he hits her. Doesn't she have lower health than most of the cast?
  8. Perhaps. I don't know how helpful it'd be. But it would be interesting to say the least. Up to you guys in the end though I guess.
  9. Yeah, I don't want to be a jerk. Haha. I won't be on here much when the game first comes out, since I'll be focusing entirely on improving my Hazama, haha.
  10. Okay, check the second post of this thread guys. I compiled the list of questions so people wouldn't have to ask these questions. I'm sorry, but I just can't stand being laid back anymore... Also, if you were asking questions that I didn't answer thoroughly enough then I'm sorry about getting upset. I'm just sick of looking for new info, etc, then finding a bunch of questions that have already been answered a bunch of times.
  11. Probably gameplay based, but those sound about right. Those are kind of opinion questions though. I might try answering them later. And I'll add the note about 5C somewhere, haha.
  12. ^ Thanks, if anyone can think of any questions I've missed, feel free to submit them. Is there anything beginners would ask that aren't about timing in the combos? To be honest, I can't think of anything else right now.
  13. Thanks. I won't be on as much in a week or so, and these are my final efforts, haha.

  14. You still have to wait until they're about to tech for 5B, right? I'll add that now.
  15. Hopefully compiling these list of questions will make loooking around the forums for answers much easier. Anyone can submit questions they have here, and I'll try to organize a well-developed FAQ. I think this is a good start for the questions, and a lot of people should find this useful. Especially when the console version releases in the U.S. soon. I'm sure I won't be able to answer all of your questions perfectly, so help from Fireryda, Arc-IX, Ouroboros, Kid Viper, DF2K, etc is greatly appreciated. Thanks guys, hope this helps. Hazama Combo Questions: How do I get the 4D~D to connect after 4D~A in Hazama's BnB combos? It helps to press A right as the first chain hits your opponent. Sometimes pressing A a little beforehand is even preferable. After you want to immediately throw out another 4D~D. The key is to making sure the first chain causes it's hitstun, then you retract it fast enough to shoot out the next one. Why does [j.C x 5] (JC) [j.C x 5] j.214B (Also known as j.214B#) tend to miss on some characters and hit on others? Hazama's combos require you to change the timing on different characters in the cast. A character like Tager will be much easier to use j.214B# on than a character like Carl. It's best to practice his combos on all of the characters to get a feel for the entire cast. At the same time, depending on whether you use two chains before j/214B# or one, you'll have to change the timing slightly too. It's usually good to press C a bit early near the end of 4D~D to slow down the momentum a little. Hitting near the middle of every character's body usually works to complete the combo. Why can't I combo 623D into j.6D~D? It always blue beats or they tech before I can hit them. Well, first this combo is character specific, and only works on Tager, Rachel, Taokaka, Arakune, and Hakumen. If you're testing it on anyone else, it probably won't work. Second, they have to be near the very tip of 623D's range in order to connect j.6D afterwards. That is why this combo is character specific, the hitboxes of the aforementioned characters make it possible to hit them with 623D at weird angles that wouldn't be possible on the remaining cast. At first, try testing this combo on characters like Tager to get a feel for the timing. It's much easier on him than the rest of the cast, and it should help to master the technique on him first. In my own experience, it also seems quite easy to use Neutral Throw > 6D~A > 6D~A > 623D > j.6D~D on Taokaka. The key to timing the j.6D correctly is holding up/forward beforehand and as soon as you leave the ground, using j.6D. In this manner you're rolling your thumb (on a pad) from the upforward direction to only the forward direction and pressing D. How do I connect 6D~A x Number after 236236B? This isn't that difficult when you get the hang of it. Simply move back slightly after 236236B and press 6D~A. Depending on their distance from the ground, you can do another 6D~A or go straight to 623D. This is also character specific, since hitbox makes a big difference in this combo. Practice this on Tager and Ragna before attempting on more difficult characters like Jin and Carl. Everytime I use 214D~C after 236236B, it blue beats, what am I doing wrong? Well, if 214D~C is blue beatiing, you're probably pressing C a bit too late. Make sure you use 214D~C early if anything. It's surprising how soon you actually use 214D~C after 236236B. Pressing it early is usually much better than pressing it late. And it will certainly hit the character if they're still a bit above Hazama. After 623D, how do I dash and use 3C to hit them? In order to pull off this combo successfully, they must be high enough for 623D's range. And once again, this is easier on larger characters like Tager thanks to his massive hitbox. The difference between this link that makes it harder than other, is that they must be close enough to you after 623D for your Dash 3C to hit them. This can be solved by placing them near the corner, or preferably hitting them when Jakou is not fully extended horizontally. Ideally, you want a range that is high up, but not far away from you. You can also buffer the dash from 623D's ending animation, by pressing forward once at the end of the animation, and once again as it ends. This will let you dash early, and makes connecting 3C much easier. The key is muscle memory. Is it possible to connect 3 chains in Hazama's regular BnB? Yes, in fact it is. In order to connect 3 chains, you must use 5C just as the opponent is about to tech after 214D~C. If done correctly, after 5C > 2C in the BnB, they will be low enough to use three chains while keeping the combo red beat. Make sure you're quick enough on the 4D~A > 4D~A > 4D~D followups as well. The timing is stricter here than the normal BnB, so keep working at it if you want to master it. As an alternative, you can use 5B > 2C instead of 5C > 2C. The timing is much less strict, and only a little damage is sacrificed for 3 chains in the BnB. How do you charge 214D~C in the middle of a combo, it always seems to blue beat or they tech? The key to charging 214D~C is starting the 214D motion directly from 3C, instead of thinking of them as separate moves. It's best to do 3C214D~C. By linking them all together, 214D was brought out very early, giving it enough time to charge and add more damage while keeping the combo red beat. How do I dash underneath my opponent after 214D~C near the corner? You have to do 214D~C close enough to dash under...Also, you have to do the full dash as early as possible once the 214D~C is done (When the opponent is at peak of air before falling towards you). Once you do the full dash (which you need to get the animation of going under), find the right timing in when to input 5B. You don't even have to input 5B that early. What could be good for practice is to input it as slowly as you can and then go faster until you find the sweetspot. Train your muscle memory from there on out. Also, don't forget that it works best for Ragna/Bang sized characters and is much harder for Tager/Hakumen sized characters. Ironically, dashing under will usually be the hardest for larger characters in the cast, contrary to most combos, due to their hitbox. Can 5C connect twice in any of Hazama's combos? Yes, 5C hits twice after 214D~C for a slight increase in damage. Even after dashing during the regular BnB, it can still hit twice. You can delay 5C till your opponent is about to tech and still hit them twice. Moral of the story, you can always hit twice with it mid-combo, and should do so to increase the damage. The key is timing 2C after the second hit of 5C. It's mainly muscle memory and timing, and becomes natural after a few attempts. Edit: Just to give everyone a heads up, I'm not going to be around these forums quite as much in a week or so. Since the console version is releasing, I'm going to dedicate most of my time to improving my Hazama, etc. But I'll still come around here to submit more combos, etc.
  16. Will do. I'll try to create a combo specific section revolving around how to complete the combos.

  17. You didn't really bother me Tetra-k, I don't expect people to go through 80 pages of a topic. I just think a FAQ would make beginners' lives easier by having a place to go for learning the combos, and the veterans on the forum, but not having to continuously answering them. I'm sure most people don't mind though. Sorry, just a little tired out, haha. Good luck though guys.
  18. I don't mean to offend anyone. But I'm getting sick of the same questions being asked countless times. I'm almost tempted to take the Jakou > j.6D~D combo. Because everyone suddenly wants to do that combo, and the timing is extremely strict. I really think we should create a FAQ. If anyone's up to the task of creating it, I'd compile a list of several questions I think people would ask and submit them.
  19. Is this his english or japanese voice? God the art style in cinematics in BlazBlue always seems to be really weird. He's just Greed from FMA...
  20. Yeah, the combo is great, but the timing is strict enough, that it may not even be worth it online with the slightest lag. Ah well, time and patches will tell I guess.
  21. You can use 4D~A x 2 > 623D or 6D~A > 4D~A > 623D. Whatever suits your fancy.
  22. I don't know guys. Seems like a lot of these mixup comments aren't very "serious". Like TK j.214B, and 214D~D. I'd say stick with frame traps using 2A and 5B. Throw in an occasional 214D~A or 214D~C for the element of surprise and some solid lows/highs. 3C's great too, just know when to use it.
  23. Well, 214D attacks are great to use in your blockstrings. If you put them in with a bunch of frame traps, you can usually pull them off safely. They're all extremely slow in a sense, and easy to be CH out of it, so use them when you know your opponent well. I just like how you can condition your opponent with 214D stance. Example, for the first few times, keep using the C follow up. After you've conditioned them to block low when they see the stance, use the A followup. Simple, but it works, and your opponent will react on instinct if you condition them enough. (Classical Condition - Psychology 101, haha) This is more improvisation, but I try to j.5D~D to them in the air. Hit them in the air with j.B, land and follow up with 5C > 4D~A > 4D~D > j.214B#. If they're relatively close to the ground, this will almost always work. And nets you a lot more heat/damage than just j.B > j.214B in the air.
  24. Okay, thanks DF2K. Cross your fingers. It seems like Hazama has so much "hidden" potential with combos, the timing just gets insane for the really advanced stuff.
  25. I believe without 2C, the combo would result in higher damage by keeping the proration high, then again, it's 5C's mid-combo proration, not the starting one. And replacing 3C with 5C is definitely a good idea. It should still work if Tager's not in the corner, but Jakou and the 6D~A x 3 would need to be positioned correctly.
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