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Dusty

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Everything posted by Dusty

  1. Going with your data assuming that bang is +12 lets look at bang's J.C move. The start up is 12 frames meaning that by the time it hits, both players will be at even but that's assuming that you do the move rising into the air which isn't going to hit anybody. So you have to wait till you jump allows you to come down to hit with the jump in by that time your imaginary super good +12 is gone and air grab and AA says hello. Looks like I'm not the one playing scrubs, and im pretty sure you have a pretty scruby mentality if YOU think the way you do. but i'm happy you think this way because the more players like you around the easier I can win matches braindead by people letting me get away with jumping all over their head like mario.
  2. Looks like someone doesn't know how to punish someone's shitty pressure/blockstrings. If you jump cancel a move 9 out of 10 times then I will air grab you or AA you 9 out of 10 times simple as that. The point we are trying to get across is bang HAS TO jump or get punished and you can punish him for jump canceling to move. Even if you jump cancel a negative move doesn't mean I can't come chase after you. Bang's pressure is BAD, there's really no fear involved when blocking bang in CS2, his pressure is predictable and negative, which doesn't make sense for a mix up character and command grab isn't all that great. but hey if YOU let someone get away with doing dumb stuff then they have no reason to stop doing it.
  3. Today is the last day to register appparently, but if you can't register today you could still play in side tournaments. Body huey? It's Almost impossible to body huey253, he plays way to stupid to get the "I bodied this guy" feeling. Whenever I play huey even when I win I still feel like I lose. Huey253 for EVO 2011 BB top 8!
  4. No character's pressure is endless in this game. And unforutantly nothing bang does in CS2 can really be safe sadly. His moves are so negative now that he has do something like jump or burn nails to make it safe, it sucks. Sure bang can open people up, but the only characters who I think have trouble doing so are Ragna and Tager and the reward bang gets for opening people up is like what, a shitty 1.2K-1.8K max (not in corner)? The risk reward for mashing out bang in CS2 is in most other character's favor. But this is a match up thread for tager so I'll get onto that. Bang's moves are super negative so he has to jump to get himself out safely when he puts tager in a blockstring or risk getting bustered. Tager players should look for patterns where bangs jump and collider them out of the air.
  5. I'm pretty sure you have an easy time blocking his strings because bang can't late chain (haha stay sad bang). If you meant overheads yeah they're kinda slow but 6B is quite unblockable haha.
  6. uhh don't mash the 6C? idk what else you could be doing wrong?
  7. That combo is Rachel specific, but you can do a universal character version by doing 214D~B fatal > jayoku while the opponent is in the corner. Don't mash the 6C
  8. Yeah i thought about putting that in here, but i decided that was not about zoning. If i write a Hazama offense guide in the future chaining in will be defiantly be explored and explained. But Chaining in is a very important concept with playing Hazama and people should ask questions if they are having trouble doing it. Yeah I also use those options as well. But the more options you have to run the better. If I used 2D~B all the time to get away I would get hit all the time. But when you use all the options available to run away in a match to stay unpredictable you'd be surprised how many times you can get away with 2D~B BTW: ABUSE 2D~B IN TAGER MATCH (makes for LOL fun times)
  9. Hazama Chain Zoning. Hazama's chain zoning to said the be the best zoning tool in the game, for it's ability to be so versatile, chains give Hazama the option to keep even the most hardcore rush down characters out and shut down most other zoners zoning game. Chain are a very powerful tool but only if used right. Chains have the ability to be incredible safe by using A cancels. Chain also have the ability to fly Hazama away from the opponent to a safe distance, or fly in on the opponent to pressure them. One reason why most Hazama's can't keep good players out is because the have the wrong mind set when zoning. The purpose of zoning with chains vs. a rush down character is to force them to take stupid risks or do something unsafe and capitalize on the free damage the opponent is throwing out, not to keep the other character at bay, I cannot stress this enough. The most effective way to use chains is to be as annoying as possible, to frustrate the opponent and force them to make a mistake. Think of chains as a fireball, a very very good fireball. If you throw one from full screen you're generally not going to get punished for it. If you throw one at point blank range and it wiffs you're going to get hit even if you A cancel as fast as possible. If you're about mid screen with you're opponent most Hazama's will throw the chains at the opponent to try and get them away from them, this is the wrong thing to do, because if the opponent guesses right and you wiff your chain you're going to get punched in the face. Use your "fireball" to force the opponent into a position you want them and where they don't want to be, think Ryu, throw the fireball so your opponent thinks it safe to jump when it's not. Another thing that most Hazama's don't understand and is something I did not understand for a very long time is HAZAMA'S MOVEMENT AND ZONING ARE THE SAME THING. I just blew your mind didn't I (Thank You Mu God). Using the chains to poke your opponent and using them to move around in sync makes for a very strong zoning style that is very hard to break. If you are mid screen with your opponent and you don't want to switch to close range combat, throw your chain, but don't throw your chain to try to keep your opponent away from you, throw it to get yourself away from the opponent, thus you can stay full screen again and throw your chains from a safe distance to continue to annoy and harass them until they choose to do something unsafe. The better your knowledge and understanding of chain movement the better your zoning will be. Vs. Other Zoners: Hazama is very strong against other zoning characters because of the fact that he moves VERY VERY FAST. It is very hard to pin Hazama down and make him stop doing what he wants to in neutral. Hazama can attack and move at very weird angles that most zoners simply cannot cover. Combined with the speed at which he flies, Hazama can fly in a out at most zoners as he pleases. Hazama vs. another zoner is one big guessing game with Hazama pulling the strings. The fact that Hazama can fake his chain by canceling it immediately or fly to a different spot on the screen to bait out a counter zone attempt is beyond nasty. Hazama can also fly in at his choice of different angels very fast and punish wiffed swords, steins, clouds, lobelias, and party bugs. Ground chains: 5D: The most risky of chains to throw out imo. 5D has the most recovery of all the ground chains (17 frames) and is the one the least likely to hit the opponent as jumping and blocking is the most effective way to close the distance vs Hazama. 6D: More effective than 5D and more safe. Opponents will jump at Hazama to close the gap and this chain will stop their advance. It has less recovery than 5D (15 frames) and you have to option to fly into the air if you wiff it completely and the opponent is running in on the ground. Air Chains: Using jumping and chain zoning is a whole different animal than ground chains. J.D's are generally safer to use as the angle that j.6D shoots out is very hard for most characters to get around. J.6D: A low risk chain to throw out, generally used to stop the opponent from gaining ground. J.5D: is a very low risk chain. Throw it out to predict jumps. If you throw it out and it wiffs you could always just fly away. If they block it you can cancel the chain or you can fly in and pressure them to the floor. J.4D: Is a very under used chain imo. J.4D can be used to predict the opponent running in. If the opponent runs in and gets hit by the chain free combo. If they jump up in the air chain back to the floor immediately, now you have the option to get away or challenge them with an anti air. If they block the 4D on the ground, you have a couple options, Option 1: If you have 2 Oroborous stocks you can B follow up then shoot another chain while in mid air to get away and reset the situation. Option 2: You can try to fly in on them with a jump in and hope to not get hit by an anti-air. Option 3: Fly back to the floor and block. J.9D: Use this to get away. Not a very useful chain. J.2D: Typically used as a bait or to get back to the floor ASAP. Note: The recovery of all jump chains is 28 frames and if you choose to A cancel Hazama cannot throw another chain while still in the air making it easier to punish if you wiff it badly. Notable Chain Movement Options: 5D~D(Immediately): Using this follow up immediately after 5D will throw Hazama into the air. This can be used to get away from the opponent or bait out your opponent's advance or counter zoning attempt by flying to a different spot instantly. 6D~B: Using this follow up will cause Hazama to fly up into the air and comes back down to the ground, this is a very powerful option to fly at the opponent very fast and awkward angle. Very useful for getting past other zoners zoning attempts. J.6D~D(Immediately): This option will fly you straight forward in the air. It is a very good run away option. J.4D~D(Immediately): This option will throw Hazama at an opponent on the ground. This option is good for pressuring the opponent and get around zoning character's zoning tactics. 2D~B: This is one of the most annoying chain movement options. Doing this will fly you away at the top of the screen for the cost of only 1 Oroborous stock. Use this option to run away and frustrate an opponent trying to lock you down. (Note: Always, always,always pay attention to your Oroborous stock. Since the nerf to Oroborous in CS2 Hazama will usually have less chain options in neutral against a good opponent. If you don't pay attention to your stock in a high pressure/risky situation and try to chain around with no stocks you may have just thrown away the match.) Hazama can also cancel his momentum by wiff normals and throwing more chains. For example: Hazama can J.6D~D at the opponent but stop his momentum by throwing out 2D and follow up to change his trajectory. Hazama can also 5D at the opponent and if they block it, Hazama can fly in and cancel his momentum by wiffing J.A land and block their anti air attempt, go low, or jump away. The possibilities of Hazama's chain movement options are quite endless. More on this later. Capitalizing on the opponents mistakes: To capitalize on the opponents mistakes mid screen is you first must recognize when they are annoyed enough to take a risk. When you realized they are IAD-ing or running in and swinging wildly for the fences it's time to get your free damage. The most effective way of baiting out an opponent is to immediately A cancel your chain, if your opponent reacts by IAD-ing have your anti-air ready, if your opponent runs in you have a couple of options. Option 1:You can shoot another chain in their face. Option 2:You can jump back and GTFO and annoy them again from full screen. Option 3: You can stick out your normal before them. Option 4: You can block. The best part about baiting attempts to get in by your opponent is if they choose not to run in there is no risk in doing the A cancel, your completely safe to do whatever you want afterwards. Running away can make your opponent very hasty and impatience. Chaining from full screen to full for 20-30 seconds can even make the calmest of players want to rush in. Once you notice your opponent begins to disregard blocking from full screen you can wait and react your opponent. If the choose to just run at you shot a chain in their face. If they IAD at your from a non safe distance Anti Air them. If they are closing in at an uncomfortable rate then move, create more space between you and your opponent, remember be annoying. (Note: Never throw chains without thinking about why you're throwing them. Make sure each chain thrown has a specific purpose. Never throw chains just to throw chains. Your zoning will not get instantly better over night I guarantee your zoning will continue to get stomped on unless you keep practicing and trying.) Now you have a general idea of how to zone with Hazama's chains. Remember this is just a general idea as most zoning strategies are match up specific, but I'll add more about that later. Dusty Zoning tips: #1: Make it a habbit to look at your opponents character and not Hazama when zoning. If you don't do this now I suggest you start training yourself to do it in matches. The trick is to watch your opponents character and know where Hazama is to their relative position so you can easily react to your opponents movement. More tips coming soon. If you have any questions feel free to ask and I'll be more than happy to answer them to the best of my knowledge.
  10. J.9D also works, it's just a spacing issue.
  11. This match is such a pain. That bitch runs WAY to fast
  12. soooooo who the mess pumped life into the hazama forums?
  13. haha sounds good. I'll probably have something up by the end of today or tomorrow. I plan to make this a bigger project with video and stuff, but that will probably have to wait until after evo, since I'm confirmed to go and will be practicing for the next week or so.
  14. I plan on writing up an explanation/guide on Hazama's chain zoning since it is one the harder concepts to grab with Hazama. But the Hazama forums are literally quite dead, so I've held off on writing it. So would anyone like to read it or should I not even bother.
  15. Ground chain hit approaches??? you mean if it hits or how to fly in in general?
  16. Dude don't playing straight forward characters like Ragna, Jin, and Makoto feel so relieving to you. It just feels so good. You don't have to work as hard, it's like I'm on mind vacation when I play them.
  17. Hmm sounds like you have trouble with people mashing and not respecting you, don't worry the majority of BB players on dustloop have the same problem. Maybe I should write up an essay about frame traps and block strings to help everyone out. Okay dude I understand you want to do what is easiest for you. Changing combos to make things easier is something I do all the time as well. Going from tager to hazama is a VERY big character mind set gap and nothing is going to come easy. If you really like hazama then just practice and keep asking questions, I'm sure we will help you out most of the time when we get tired of trolling Dacid,Huey, and each other. (Seriously Practice,Practice Practice.)
  18. Make the masher stop mashing. Then he'll respect you enough to sit and block 6B
  19. Well 214D~C is a low and people will block low by default, which is why this combo is done after Jayoku (kick super). The only way to make someone get hit by 214D~C is to train them to block high by using the 214D~A overhead alot. You can also connect 214D~C after a CH 3C. Or you can use 214D~C to punish. But seriously you need execution to play this character. Practice is required, unless your name is Wuku It sounds like you have alot of trouble with execution and playing in neutral. I really suggest picking another character to learn the game with. No disrespect to you or anything but hazama is no way the best character to learn the game with. May i suggest Jin his execution isn't very hard and he's alot more straight forward as a character and it should be easier to learn the game as him.
  20. How long has whiteboywilly been playing hazmat?
  21. but all trolling aside 6B is a great normal. Arguable his best normal imo. I don't feel like doing another essay on why 6B is so good but I guess we hazama players could just be split into hazama's who use 6B and hazama's who don't use 6B. I understand when people say it's slow which is a valid complaint (it is 25 frames of start up), but when you learn how to use it effectively it's a broken normal. Once your opponent blocks 6B they are in very deep shit.
  22. So are most overheads. Don't get hit.
  23. 214D~C(1 and 2): 6C (66 optional) 5C(2) 2C(delay) 6DA 4DA jump back j7DA 623D jump forward j6DD 66 6C 66 2C jCx5 5C 623D OR jC x5 j214B You have to do 6C after 214D~C for the combo you're trying to work. If the relaunch combo is really too hard and you don't have the time to practice it then you could always do 214D~C(1 and 2): 6C (66 optional) 5C(2) 2C(delay) 6DA 4DD J.C X5 J214B. But I suggest you practice the relaunch combo, without it you aren't playing an S tier character. And if you don't want to practice it I suggest choosing someone easier to play. And please check the CS2 Combo thread next time:
  24. dacid's tager is better than his CS2 bang imo
  25. Whiteboywilly for evo 2011 top 8 contender
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