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Everything posted by MetalMaelstrom
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Pressure Speaking of jumping, when using jump cancellable normals, jumping back and using j.6D or j.4D is a good way to mix up your opponent, as you have several options from doing so. For example depending on whether you choose to use the D or C follow-up after j.4D, you can cross them up or just get back to the ground immediately to reset your pressure. Also for the D or C follow-ups to j.6D, it either forces them to block overhead or attempt a quick anti-air or DP if they have one. I prefer the C follow-up in the case of j.6D. And don't forget that you can just bait their anti-airs by either waiting to chain in or doing B follow-up and shooting another, adjusted chain at them. Question: Suppose I land a forward throw midscreen but lack the meter after following-up with 623D. I feel like 5D~x is a good option on wake-up since it doesn't require any adjustment and works regardless of what kind of tech your opponent does, but I want to know what you guys typically do after this. j.6D? IAD? Ground dashing seems like a rather bad option for closing the distance, as it barely puts you within 3C range. Let me hear your thoughts on this.
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I agree. Honestly, the combo thread is just temporary. Ideally, either Zeron, Dusty, you or myself would be the OP of the Guide thread and we'd all form consensus in what should be in it and be in contact with the OP to update it. The combo thread that exists right now would just be integrated into the guide. Perhaps we should start now on what to include in the guide, what the format should be, etc. My personal opinion it should look like: *Sexy Splash Header* Little introductory tidbit Movelist Drive explanation part 1: movement Drive explanation part 2: zoning Combo theory/hit-confirming guide Pressure and neutral game Actual combo list Maybe some advanced tech trap/oki explanation stuff at the end Feel free to go ahead and add to this list or perhaps change/curtail it as well as contribute your own thoughts as to what you might put under these sections.
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Nominees: IkeTakeda MadTeaParty Zeron Zakiyama On a serious note, I only started the combo stuff and tutorials because those are the only questions I see getting asked frequently. I can't recall the last time I came on here and saw someone ask "Hey guys, how do I play this character?" Plus it's much easier to post a bunch of stuff right away without me having to go to UFO, get my ass kicked by Marcell, Pozer, Scottie, Josh, or Kenneth, and then me going back home and trying to figure out why. But luckily, Scottie plays a lot of characters (even though he's aching to play GG and P4A), so perhaps I could post some match-up stuff about the characters that he plays... besides his main, Tager, of course. As far as just general good habits for the character goes? I'd say marksmanship and a deep understanding of movement are the two most important things. Hazama's pressure can be auto-pilot for the most part and safe as fuck, and his hit-confirms midscreen that don't involve Zaneiga are either just Normals > 3C > Jabaki/Ressenga or AA Normals > 4D~D > j.214B#. Hazama is the king of movement in this game (with Tao being the queen), but it can be difficult getting used to how his movement works and utilizing it to it's full potential. That, and aiming his chains and using it to bully people from afar takes both knowing how and where your opponent is going to move and good reflexes. I'll just stop there before I make a tl;dr paragraph of crap. Point is, I've heard your call, I'll start posting less about combos and more about set-ups/hit-confirms/movement options and all that good stuff. All in good time.
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[CSE-CP] Jin General Thread "Jin it to win it... again"
MetalMaelstrom replied to Yuushiro's topic in Archive
Boku wa Tomodachi ga Sukunai (Haganai for short). I think it's from the second or third episode when they're playing a VN on a playstation or something. Nice S;G avy you've got there. Edit: If only the whole Bayonetta discussion would have happened in the Platinum the Trinity general thread... It could have been a three-way pun in reference to Platinum Games, Platinum the Trinity, and Tsukihi's Platinum madness. So close, yet so far away from pure genius... If only I had the power of a genius like Yuushiro... >that feel when you will never see all the motives being crystal clear, clear as yukianesa's astral rengoku hyouya eien ni itetsuku... -
Did they change them from CS2 to Extend? If not, then you already have hitboxes in the CS2 frame data.
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[CSE] Hazama Combo Guide and Combo Discussion Thread
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
Do you mean 6C > dash 3C > RC > TK Loops? -
[CSE-CP] Jin General Thread "Jin it to win it... again"
MetalMaelstrom replied to Yuushiro's topic in Archive
Moy = my new favorite mod. Banning people for talking shit about Bayonetta? All of my approval. Also, all of you Jin bros are aware of this, right?: I will never let this go... -
[CSE] Hazama Combo Guide and Combo Discussion Thread
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
No worries, I wasn't my intent to force any work onto you. I just thought that the CS2 thread was really well-assembled and didn't want you to lose any of your work. Also, updated the combo thread with the corner CH 6B starter. -
[CSE] Hazama Combo Guide and Combo Discussion Thread
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
You mean works-on-half-of-the-cast combo? Updated. Also, I think there's an easy way to salvage your CS2 Super Tutorial, Zeron. Since this is now serving as the combo thread, your thread could serve as, you know, an actual tutorial on how to play the character (can be a group effort). Stuff like what to do on chain-ins, which of Hazama's make for a good pressure string , basic hit-confirms, miscellaneous combo problems like dashing houtenjin or cross-under 6C, etc. All you'd have to do is update some of the frame and damage data on the normals, rename the thread title to CS:E Hazama Super Tutorial, clear out the CS2 stuff, and add whatever else you want in there. -
[CSE] TK Hirentotsu/TK Loop FAQ and Guide
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
I think the funniest part is that the four reps midscreen isn't entirely Tager specific anymore. I know that I've been able to do it on Jin, Ragna, Platinum, and Valkenhayn. Edit: I'm about to test the level 2 Zaneiga midscreen four-rep TK loop combo on the cast. Will update combo thread and wiki with the character specific combo (unless it works on a vast majority of the cast which will likely be the case). Edit 2: works on the majority of the cast, but still listed it as character specific. On Jin, Hakumen, Litchi, and Hazama, the last rep is a little weird, cos the 2 hits in 5C take a while to connect. -
[CSE] Hazama Combo Guide and Combo Discussion Thread
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
So CH 5C then (lvl 1) 214D~C after it right? Three reps you say? Nice. Also, finally posted the TK loop guide since someone asked for it (thank you, maximum mcnugget). I'll start labbing (starter) > Zaneiga > dashing loop x 2 > 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 214D~B > (3C or 5C > 2C > 214D~B again) to see how much damage/meter it gets and also to see if the dashing loop x 2 is even possible off certain starters. My comment on the Mizuchi problem: I think it has to do with how early you decide to dash in the combo. If you dash when you're close to doing 5C > 2C > 214D~B > 3C, then you might be too close for Mizuchi's hitbox to connect. Do keep in mind that it extends a minimum distance from Hazama once he activates it. -
In this short guide, I will discuss three main things: how to improve execution on the TK loop, what you can use it for, and how many times you can do it based off of different starters. Before I begin though, I should congratulate you for checking out this guide. The TK loop is the biggest key to making CSE Hazama have truly optimal combos, and you'd be fool for being apprehensive and refusing to learn it. Part 1: Execution So if you're clueless on how to do it or if you're attempting to do it but have little success, here are a few things you should read/watch: A visual representation of aforementioned 'traces' on Hazama's 5C: For an abridged version of the explanation above, c0r was kind enough to point out the most crucial parts people tend to mess up on: And finally a video from nicovideo. If you don't already have a nicovideo account, now would be a great time to start. Just click the yellow button if you don't have an account and the rest of the instructions are in English. http://www.nicovideo.jp/watch/sm16877566?via=thumb_watch If you want to get better at the TK loop fast, I'd suggest grinding the following combos ad infinitum until your hands become stumps. These combos include all of the things you need to learn to execute such as connecting dashing 5C after TK j.214B, and connecting TK j.214B after 2C-ing an airborne opponent. 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C Part 2: Uses (and Adjustments) The TK loop is a great way to tack on damage and meter gain to an otherwise low-damage combo or hit-confirm. Whenever I say 'TK loop' sometimes I don't actually mean the loop itself but just the TK Hirentotsu (that's what j.214B is called, in case you didn't know ). The basic principle is, any time you can do an otg 5C > 2C string or if you can 2C an airborne opponent that's close to you, then you can use TK Hirentotsu to extend your combo. The 5C > 2C otg usually works after 214D~C/236D > 6C, air-throw, CH 3C, and of course CH TK j.214B. In the case that you're close to the corner when doing Jabaki but you're not sure that 6C will connect, then a dash-up delayed 5C > 2C string will allow you to loop your opponent. 2C on an airborne opponent usually occurs after a j.C x 5 string or j.6D~C otg. Midscreen TK loop is your friend when it comes to corner carry and getting more meter. My advice to you is to be careful when doing it on the following characters: Carl, Rachel, Taokaka, and Makoto. Especially Makoto. In fact, midscreen 5C > 2C > TK j.214B will always whiff on Makoto no matter what you do. On the others, here's a way to increase your success: you have a long time before the opponent can tech after 6C (regardless if it came after level 1 or 2 214D~C). Take advantage of that by waiting to press 5C after you dash. That way, you'll be closer to them so the Hirentotsu is more likely to connect. Also, you'll notice that many of the combos in the combo thread have an optional dash before landing 2C. This dash may or may not be necessary to use on these characters (you'll have to do it for Makoto no matter what). Use your judgment and figure out if they're close enough to where you don't need to dash. You can think about it while j.C x 5 air-training them to the corner. Part 3: Repetitions The general rule of thumb is that you can do at least three loops and get a proper ender no matter what starter you get. As long as you're not too far into your combo, this should hold true even for low P1 starters like 5A, 2A, 2B, 3C, 6A, or even CH 214D~A. Sometimes you can only do two reps if you get a chain hit as a starter. It all depends on what normals you follow up with after your chain in. Midscreen, you can do dashing loop three times if you hit raw level 1 Zaneiga, and four if you hit raw level 2. Off of forward or backwards throw in the corner, you can get four reps and a proper ender. Air-throw has only three because you have to connect with only level 1 Zaneiga (though you could perhaps extend this by doing land > forward dash > gold burst > 214D~C > the rest). 6A > Houtenjin is four reps along with most other starters. If you don't do the optimal cross-under 6C after 5C > Houtenjin in the corner, then you can get five reps if you go straight into TK looping. Two normals (not A normals) > Houtenjin is usually four as well. The highest amount of reps currently known in any practical combo is six. That combo requires a fatal counter, level 2 214D~B starter. It does gain you 100 meter, though, so that's pretty sweet. Again, as long as there's a way to incorporate a gold burst into these combos, then there's likely a way to use that to extend the amount of reps you can do. Well, that's it for now, but feel free to post your thoughts, opinions, or experiences in this thread. I will update this post if I find it useful.
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[CSE] Hazama Combo Guide and Combo Discussion Thread
MetalMaelstrom replied to MetalMaelstrom's topic in Archive
I'm not sure if jumping back would help at all, but I'll keep it in mind. Usually the problem with smaller character's hit-boxes is encountered midscreen and not in the corner. -
I guess I could compile some stuff from the QnA and tidbits thread. An interesting one that that I've found is after ending a combo in [5C > 2C > 214D~B] x 2 you can dash and mash 5A. Usually, it'll add a little extra damage to the combo, and, assuming that they're teching as early as possible, it forces them to block on wake-up. This is especially useful against characters with DP's because they won't be able to mash it out in time because they're still falling. That is a thing that exists as well. Too bad not many are posting in the new threads right now, though. Pointing my finger to the wiki won't make anyone a better player, at least not directly. I only point my finger to the wiki because most of the posts I see where people are asking for something are either a) "What's the best combo for X starter?/What are Hazama's combos?" or b) "How do I TK loop?" (seriously planning on making a thread for this.) Playing against other people in-person, sharing conversation and commentary after the match, getting rid of bad habits, and learning new mix-ups are a few things that actually make someone better. You won't get any of those things unless you ask for it or engage in it, though. That's fine. They can go read the frame data guide under the Frame Data section. It's not like the 'Frame Data' button at the top of the page is completely invisible to newcomers. Isn't "not knowing shit about the character" a little harsh/presumptuous to say? All (s)he said was that (s)he couldn't find combos, and didn't even specify a certain time when (s)he was searching for them. It may be frustrating when searching for information, but it's equally as frustrating when seeing a question that has both been answered before and doesn't require much effort to research. I'm not really angry though. I'm just a tad frustrated. Having to come back to the forums after a few days only to read a rant that points out 'problems' but not asking for any help in the first place. If you really think those things were an issue, you could have at least asked nicely first. That, or you would have started working on a remedy for those issues, if you really cared about them. Judging by your original post, your main concerns are: 1) the Hazama boards are unorganized/don't look pretty enough, 2) That our mods don't play the character/hardly ever get on dustloop, and 3) There isn't a good Hazama in the U.S. besides kid_viper and you want him to be our new mod or something. Here are the ways you could have addressed those issues without posting a miniature rant. Issue 1) Create a thread consolidating the information you wish to have, make it pretty and eye-catching, and bug Dusty to sticky it. That way you can make it the way you perceive it needs to be. Issue 2) Tell shtkn what you think about our mods. It's that guy's job to oversee all of dustloop. Issue 3) Yes, it sucks that we don't have an American Hazamessiah (trademark) to admire, for the most part. However, we don't need the absolute best person at playing the character to be the mod. The mod only needs to be someone who will readily respond to complaints of others and archive/move/delete threads. It's your job to generate discussion and ask questions (but not really easy-to-answer/why-don't-you-check-wiki ones) amongst your peers. I hope this post serves as a message to anyone who feels the same way as Sadeyo but isn't upset enough to post a rant. I'd rather see the nitpicking and complaining cease now than see even more of it later.
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Made for all of you who don't care to visit the wiki. All of this information was copy-pasted from the wiki page. However, there is a benefit to be had in this thread. For those of you who post in here with new or updated combos, I will update this post and then the wiki accordingly. This thread is also for the discussion of combo spacing and hit-confirming, e.g., what to do off certain anti-airs, what makes for an easy kill combo, what to follow up with if you wallbounce jabaki from a certain distance, how much Makoto's hitbox sucks, etc. Hopefully this will all go well. Will update later to make it look fancier. NOTATIONS: > = cancel into next move jc = jump cancel hjc = high jump cancel tk = doing a jumping special move as close to the ground as possible. Usually performed by a 2147 or 8/9214 motion with the joystick or pad. CU = cross-under (mainly for 6C after Zaneiga) (text) = whatever's listed in the parentheses is optional [text > text > text > ...] x N = repeat the string of normals and/or specials 'N' amount of times. Usually reserved for Hirentotsu loops or Gashoukyaku twice at the end of a combo. CH = counter hit starter [AA] = anti-air combo; opponent is in the air at the start of the combo Blue text = opponent must be crouching for combo to work Red text = requires 50 heat in order to use the combo Magenta text = requires 100 heat Green text = combo is character specific; check the notes to see who it works on Turquoise text = requires crouching and is character specific Yellow text = Fatal Counter combo Orange text = requires Fatal Counter and 50 heat j.214B* = j.C x 5 > j.214B j.214B# = j.B > j.C x 2 > jc > j.C x 5 > j.214B The last two notations are there because they are the standard, optimal air combos that Hazama has. i.e., you'll be seeing it a lot. Note: in all combos, assume that 5C hits twice unless stated otherwise. Also, [5C > 2C > 214D~B] x 2 requires a dash between the two reps. MIDSCREEN (236C) > (dash) > 2A > 5B > (2B) > (5C) > (2C) > 3C > 214D~A Damage: 1119, Heat Gain: 10 + 5C and 2C = Damage: 1482, Heat Gain: 15 + 2B = Damage: 1228, Heat Gain: 12 + 236C and 5C = Damage: 869, Heat Gain: 18 + 236C, dash, 2B, 5C, and 2C = Damage: 1054, Heat Gain: 22 2A > 5B > (5C) > (2C) > 3C > 236D Damage: 1022, Heat Gain: 8 + 5C and 2C = Damage: 1407, Heat Gain: 13 + 2B = Damage: 1145, Heat Gain: 10 5D~D > j.B > 2A > 5B > 3C > 214D~A Damage: 1327, Heat Gain: 14 5D~D > j.2C > dash 5B > 2B > 5C > 2C > 3C > 214D~A Damage: 1781, Heat Gain: 21 5D~C > j.A x 2 > 2A > 5B > 2B > 3C > 214D~A Damage: 1310, Heat Gain: 17 j.6D~D > dash 2A > 5B > 5C > 2C > 3C > 214D~A Damage: 1515, Heat Gain: 18 j.5D~D > j.B > 2A > 5B > 5C > 3C > 214D~A Damage: 1439, Heat Gain: 17 j.B+C > 214D~C > dash 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B* Damage: 3612, Heat Gain: 61 j.B+C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 3699, Heat Gain: 61 4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B# Damage: 2913, Heat Gain: 36 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 3204, Heat Gain: 47 4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B* Damage: 3220, Heat Gain: 49 *Note: guaranteed corner carry from any where on the stage (even the exact middle) 6B+C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 2C > j.C x 5 > (dash) 2C > 4D~D > j.214B# Damage: 4185, Heat Gain: -50+49 Net = -1 [AA] 5A > 2C > tk j.214B > dash 5C > 2C > 6D~A > 4D~D > j.214B#* Damage: 2281, Heat Gain: 44 *Note: opponent should be descending or not at maximum normal single jump height in order to connect tk j.214B [AA] 6A > 5C > 2C > tk j.214B > dash 5C > 2C > tk j.214B > dash 5C > 2C > 6D~A > 4D~A > 623D > dash 3C > 236D or (632146C)* Damage: 2845, Heat Gain: 47 + 632146C instead of 236D = Damage: 3870, Heat Gain: +45-50 Net = -5 *Note: 5C link is somewhat strict. Requires 5 or more heat to end with Mizuchi. [AA} 6A > 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~D > j.214B* Damage: 2738, Heat Gain: 56 [AA] CH 2C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B* Damage: 5379, Heat Gain: -50+53 Net = +3 [AA] CH 214D~B > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B# Damage: 4438, Heat Gain: -50+59 Net = +9 CH 6B > 3C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~A > 623D > dash 3C > (632146C) Damage: 4330, Heat Gain: 70 + 632146C = Damage: 5410, Heat Gain: +70-50 Net = +20 CH 214D~B > dash 6D~A > dash 4D~D > j.214B#* Damage: 2089, Heat Gain: 31 *Note: only works if very close to opponent and on ground. CH 214D~B > dash 6D~A > j.7/8/9D~A > 623D > dash 3C > 214D~A* Damage: 2315, Heat Gain: 26 *Note: jump forward backward or neutral depending on how far your opponent is away from you. Works on all opponents at any distance and regardless if on ground or airborne. 214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B# Damage: 3739, Heat Gain: 60 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B# Damage: 3869, Heat Gain: 60 214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C* Damage: 4000, Heat Gain: 69 *Note: guaranteed corner carry from any where on the stage (even the exact middle) (CH 3C) > (S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 2 > dash 5C > 2C > 6D~A > 4D~A > 623D > dash 3C > (632146C) Damage: 4682 Heat Gain: 60 + 632146C = Damage: 5778, Heat Gain: +60-50 Net = +10 + CH 3C = Damage: 4329, Heat Gain: 62 + CH 3C and 632146C = Damage: 5414, Heat Gain: +62-50 Net = +12 (S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 4 * Damage: 4487, Heat Gain: 60 *Note: does not work on Carl, Taokaka, Rachel, Arakune, Bang, Noel, or Makoto. In most cases, you'll want to land the 214D~C in a way that lets you to connect with a dashing 6C and make it easier. 6A > 236236B > dash (S)214D~C > 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C Damage: 4597, Heat Gain: -50+37 Net = -13 5C > 236236B > dash (S)214D~C> 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > (dash) 5C > 2C > 214D~B > (dash) 3C* Damage: 6202, Heat Gain: -50+50 Net = 0 *Note: "dash (S)214D~C > 6C > dash 5C > 2C" will cause the first tk j.214B to whiff on Taokaka, Arakune, Carl, and Rachel. Instead use "walk forward (S)214D~C > dash 6C > dash > 5C > 2C." the dash 2C after j.C x 5 is necessary on Rachel. This combo will not work on Makoto. 6A > [dash 5A > 5B] x 4 > 5C > 2C > 3C > 236D > 5D~D > j.214B** Damage: 1889, Heat Gain: 34 **Note(s): works on Tager and Hakumen. 236D must cause wallbounce in order for combo to work. CORNER (236C) > 2A > 5B > 3C > 236D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C Damage: 2216, Heat Gain: 40 + 236C starter = Damage: 1559, Heat Gain: 45 (236C) > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > [dash 5C > 2C > 214D~B] x 2 Damage: 3663, Heat Gain: 71 + 236C starter = Damage: 2132, Heat Gain: 76 5B > 3C > 236D > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 3505, Heat Gain: 74 + 632146C = Damage: 4585, Heat Gain: +74-50 Net = +24 CH 6A > (dash) 2C > 3C > 236D > dash 6C > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > (632146C) Damage: 2900, Heat Gain: 66 + 632146C = Damage: 3980, Heat Gain: +66-50 Net = +16 6B+C > (S)214D~C > dash 6C > dash 5C > j.C x 5 > 2C > 4D~D > j.214B* Damage: 3409, Heat Gain: 54 6B+C > (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C Damage: 3873, Heat Gain: 78 6B+C > (S)214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 3914, Heat Gain: 80 + 632146C = Damage: 4994, Heat Gain: +80-50 Net = +30 4B+C > 214D~D > j.6D~D > dash 6C > dash 5C > 2C > tk j.214B > dash > [5C > 2C > tk j.214B] x 3 > dash > [5C > 2C > 214D~B] x 2 (near the corner, not directly in the corner) Damage: 3919, Heat Gain: 84 2A > 5B > 3C > 236D > backwards jump j.6D~D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C (near the corner, not directly in the corner) Damage: 2182, Heat Gain: 42 2A > 5B > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > dash 3C Damage: 2519, Heat Gain: 56 2A > 5B > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > dash 3C Damage: 2651, Heat Gain: 64 CH 6B > [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > [5C > 2C > 214D~B] x 2 Damage: 3793, Heat Gain: 90 (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 2 > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C Damage: 5077, Heat Gain: 94 Gold Burst > 3C > 214D~C > CU 5C > 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > dash 5C > 2C > 214D~B Damage: 3907, Heat Gain: 100 (S)214D~B > (dash) > (S)214D~C > (dash) 6C > dash [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B Damage: 5016, Heat Gain: 100 6A > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > 214D~B Damage: 5307, Heat Gain: -50+63 Net = +13 6B > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 623D > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 6456, Heat Gain: -50+59 Net = +9 + 632146C = Damage: 7536, Heat Gain: -50+59-50 Net = -41 5B > 3C > 236236B > dash (S)214D~C > dash 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 2 > 5C > j.C x 5 > 2C > 214D~B > 3C (with Hazama's back to the corner) Damage: 6089, Heat Gain: -50+59 Net = +9 5C > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C) Damage: 6801, Heat Gain: -50+67 Net = +17 + 632146C = Damage: 7881, Heat Gain: -50+67-50 Net = -33
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How many times does someone have to say this? The wiki was made for a reason. Instead of having a bunch of different threads about it, we've consolidated all of the basic information like move data, character summary, and combos into the Hazama wiki page. If you want to see really scattered information, I'd suggest visiting (some of) the Guilty Gear character forums. You'll feel a lot better about how our board looks. If you want specific information or something like a critique thread, either bug the mods or make it yourself. If you want a Hazama to look up to, good luck finding one in America. Zidane, kid_viper, and Pozerwolf are my personal favorites, but kid_viper is probably the closest to emulating what the Japanese do with Hazama. Otherwise, there isn't an issue here. Just because no one has been posting in the Hazama forums doesn't mean you need to bring up issues that don't exist.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
^racist -
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Not playing Wing Zero is a wise decision, as that suit is ASS in this game. Deathscythe isn't completely unsalvageable, but your best bet is Blue Frame. Best advice: don't main one gundam. In fact, you should be able to pilot at least three or four at a competent level. One for each cost tier. You've chosen three already, (though your 3000 choice is questionable) so now you should go ahead and choose a cost 1000 gundam to train with.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Battlefield: Earth will always be one of the worst movies of all time. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Fixed. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Maybe because you're playing a 3DS. Stop that. -
I think the only super in the game that deserves the name "Unlimited Blade Works" is Relius' 632146C (gear super). Archer and Relius have the same sexy voice actor (Suwabe "Suave" Junichi) so it works perfectly.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
MetalMaelstrom replied to PozerWolf's topic in South
Austin's fetish for girls with no arms... TO FIGHT BACK WITH. YOU FORGOT TO MENTION THE MOST CRUCIAL PART, SCOTTIE, MY BOY. OOOOOOOHH, NOW YOU'VE GOT ME STARTED. I CAN'T EVEN BEGIN TO TRY AND TAKE THOSE DELICIOUS STUBS OFF MY MIND. *slurpslurpslurpslurpslurp* IT'S LIKE A BASKET OF CHICKEN WINGS, EXCEPT I CAN HAVE SEX WITH IT. -
[CS2] Platinum the General #2: Now with 100% more mahou shoujos!
MetalMaelstrom replied to Cirno's topic in Archive
My worst match-up is Kenneth.