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MastaStef

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    MastaStef
  1. Oh, you know. I somehow didn't see your corner stuff. LOL. I'm not quite sure how I missed that at all. Those routes seem way better than mine xD I'll have to play around with them and see if I can't figure something else out with them. But yeah, the iad j2C safe jump is really good. I tested it with a friend of mine recently in person, just to see what options it covers. It covers a ton of them. I was going to try to make a Hazama combo video soon and try to include a safe jump section to try and show off things it can beat. You lose roughly 300-500 dmg from any route where you opt for the iad j2C, but in some situations it's negligible and more worth it to go for the safe jump over the damage.
  2. Personally, if I'm trying to quickly close the gap on someone, I'll use j.4DD. it sling shots him across the screen pretty fast, you can hit people with the infamous slingshot air grab if they jump to avoid blocking, give you the option of crossup if you're close enough and generally good for making them block/getting across the screen. Of course you have to watch out for anti airs. I almost never use j.6D~D. Barely ever think about it honestly xD Though, Another option I use to close the gap is 5DD > jDD. If you use this route and they block the initial 5D, they can't anti air you. If they try to anti air you, they get counter hit. And you're low enough to the ground so you're at advantage when you reach them, so if they try to anti air at close range they get hit instead. Really good movement option in my opinion as well. Though chain movement is a big thing all Hazamas need more work on. I'm trying to work on more movement/mixup options from chains atm...
  3. So! I'm back! I've been experimenting around with stuff and I've found a few new midscreen/corner routes. Some are swag, some are high damage but not sure if optimal and some go into the safe jump set up i made. Note: I further tested my safe jump setup and it perfectly safe jumps or beats out every reversal option that isn't a counter (i.e. yukikaze) It also auto baits bursts if they get counter hit by the j2C while still giving you time to confirm into another combo. Midscreen Routes: 5B starter: 5B > 5C (1) > 3C > 214D~66B > 5A > 5D xx 214D~66A(fully charged) > 66 5C(2) > 6C > 6DD >jC x 5 > j214B (3336 damage) [I know this combo is pretty standard already, but I found that at the beginning, if you let only 1 hit of 5C connect it makes the follow up more consistent because they don't fly as far away. It also makes it more consistent on smaller hitboxes like Jin, but it still doesn't work on tiny hitboxes like Makoto and Plat.] 5B > 5C (1) > 3C > 214D~66B > 5A > 5D xx 214D~66 66A (cross under) > 2A > 5C(2) > 2C >4DA > j.6DA > 623D > 66 3C > 214D~C > IAD j2C (safe jump) (3168 damage) > 5C(2) > 2C > 4DA > j.6DA > 623D > 66 3C > 214D~C > IAD j2C (safe jump) (3445 damage) [ This combo was inspired by Yuhoke's previous post about his slick midscreen combo. I realized with a slight modification it could go into the safe jump set up I made. It works anywhere midscreen where you can get the wallbounce from 623D. The top variation is if you don't fully charge the 214D~A and get the smaller groundbounce. It still works, you just have to add 2A and get slightly less damage. For consistency sake you can add the 2A to either version if you can't react to a non fully charged ground bounce fast enough. ] Small Hitboxes only(?): Ok. So for this next combo, I was trying to find a damaging BnB on Makoto and other small hitboxes. This combo works on Makoto, but drops on Platinum. It also doesn't work on normal sized hitboxes like Ragna/Jin/Azreal etc... I haven't tested it with other characters yet to confirm who it works on, but it works on Makoto. That's a start at least...lol. Maybe someone else can also experiment around with this? 5B > 5C(1) > 3C < 214D~66B > 5A > 5C(2) > 4D xx 214D~66A(fully charged) > 66 5C(2) > 6C > 5DD > j2C (whiff) > 5C > jC x2 > jC x5 > j214B (3550 damage) It does pretty decent damage and is full corner carry, but once again I'm not sure how consistent this on different characters. Work on makoto for sure like a charm so, this can be your Makoto bnb at least. Lol. EDIT: This combo also works on Hazama, but so does the normal Hazama BnB lol. 5C Starter: 3732 5C > 3C > 214D~66B > 66 5A >5C(2) > 2D xx 214D~44A(fully charged) > 66 5C(2) > 6C > 5DD > j2C (whiff) > 5C(2) > 2C > 4DD > jCx5 > j214B (3857 damage) Note: This combo also works from a 5B starter. just start like this instead: 5B > 3C > 214D~66B. You have to omit the 5C so they aren't pushed back too far away. [ This combo looks really fricken cool. I tested it on multiple characters and on certain hitboxes it doesn't work. Most character it does work on but character I know for a fact it won't work on are: Makoto, Plat, Amane, Hazama. I only tested those four. It probably doesn't work on other smaller hitboxes as well but in case you end up really close after the 214~D 66 B it's a good option to have for damage on characters it works on.] CORNER COMBO: Ok. So this is the last thing. I found a corner variation of the 5C combo I posted above. It works pretty much the same way but is slightly easier in the corner. 5C(2) > 3C > 214D~66B > 5A > 5C(2) > 2D xx 214D~44A(fully charged) > 66 5C(2) > 6C > 66 5C(2) > 2C > 4DD > jC x 5 > j214B (3886 damage) This combo does slightly more than more other corner combo and it looks a bit cooler. But once again it doesn't work on smaller hitboxes like Makoto and Plat. Ironically this one does work on Hazama though where the midscreen variant doesn't...Strange.... Also, just like the midscreen variant you can start this combo with 5B > 3C instead of 5C > 3C. ALSO 5B > 5C(1) > 3C also works but it's a bit more inconsistent and calls you for you have to microdash the 5A after the Gashou. The damage difference is negligible though so I wouldn't stress it. Lol Also before I go I want to shout out/say good job for Yuhoke for his corner combo: It's more optimal than the corner combos I found and easier. I didn't find it to be too inconsistent personally. You just have to get down the timing on the dash under 5C and you're golden. It's also a bit harder to land the 66 5A after the dash under 5C > 6C on smaller hitboxes like Makoto and ironically Hazama, but other than that, it's a really cool optimal route. Honestly, the only time I would go for my corner over this one is if I either want to set up a safe jump, or if I need to land 623D > 632146C at the end for more damage. I really like this route and it looks pretty cool. Anyway. This post was hella long, but I think that's everything I wanted to mention. Sorry if I forgot to post something. I've been testing things as I've been typing this up for accuracy and it's gotten pretty late so I'm pretty tired. If anyone has any questions about anything, or want me to post a video of a specific combo, let me know! Also if you find a way to make anything here better, or have any ideas don't be afraid to share! Anyway, until next time. Imma hit the hay for now @.@
  4. I mainly play Hazama, but Tao was my original main and I plan to pick her up and learn some stuff in this version of the game. I'll contribute anything I find when I get a chance to mess around with her and figure out any thing that hasn't already been discussed or discovered. Until then!
  5. I may have found a way to squeeze out a bit more damage from that corner combo! Not sure if it'll be worth because not sure on how consistent it will be, but it will definitely look cooler! Be back with more info after I've hashed it out!
  6. Oh also! For that optimized corner combo I posted last! If you need to kill you can spend 50 meter for more damage. 5B Corner Starter: 5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 5C(2) > jc. jC x5 (delay the last two hits) > land 5C (2) > 623D > 632146C (4684 damage) It tacks on about an extra 800 damage. The tricky part here is that you need to kind of delay the 5C slightly when you hit the ground so they're in the perfect position for the 623D to hit. It's not that bad once you get the timing and like the rest of the combo feels pretty consistent. Which consistency is key! so yeah. Just wanted to add that to my previous post. Carry on!
  7. So I was playing around with corner stuff and found a few things. Thought I'd share. Not sure if anyone else has found this yet. So I found two variants of the same corner combo, one that sacrifices damage for a safe jump and one that maximizes damage without using meter. Corner 5B starter (safe jump option): 5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 3C xx 214D~C > iad 2C This combo does 2897 damage and the IAD 2C at the end is a safe jump that catches forward rolls out of the corner. It doesn't catch back rolls though, but at least they stay in the corner. The next combo I found is the most optimal corner combo I could find without using meter from a 5B starter. 5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 5C(2) > jc. jC x5 (delay the last two hits) > land 5C (2) > 4D~A > 66 2D~D > j.C x5 > j.214B That combo does 3859 damage from 5B starter and builds about 28 meter. It's not really that hard and super consistent on Ragna's hitbox. Haven't tried it on weird characters like makoto and plat, but I'll test it soon. The best way I could find to squeeze out the most damage. The whole j.5C land 5C trick works pretty well in the corner. I've tried finding similar routes mid screen to reilve the glory days of C loops, but haven't found any consistent routes. Not that we need them with our new combos, but just wanted to see what was possible so far. Let me know if you guys like these combos. If you have any issues with them let me know, but they shouldn't be that hard. I'll try to post videos or something if anyone needs to see something and just to have a record of it. Also if you find anyway to improve upon these, or find a more damaging safe jump route let me know! i'm going to test/try to figure out some more things. Like how to stop rolls midscreen =_=
  8. I haven't had much time to actually hit the lab with Hazama yet. I've been playing matches a lot though, but I plan to go fully in and figure stuff out tonight. One problem I have been having is stopping rolls. I feel like on any knockdown people have been back rolling me for free. 66 2B and 66 2A aren't catching consistently and while 66 5C does catch more rolls, its a bit too risky to throw out on someone's wakeup. Maybe it's because I'm bad or haven't had a chance to fool around with it yet. I'll try to figure out some roll punishes tonight while looking into other stuff.
  9. I've never really used dustloop in the past. If I did, I would just glance over some forum stuff. I decided it would probably be good to start using to collect/share more information on the character. That way it'll help myself and others to understand Hazama more and continue to grow with him. I think the Skype call would be a good resource if used properly but it's not really an integral part of the overall information sharing. :3
  10. I'd like to join a Skype chat thingy if one's going on. I don't talk to enough other Hazama mains as it is xD
  11. Thanks for the reply! I appreciate it! I actually figured out what it did like immediately after posting this question xD but I do thank you again for the clarification! :D
  12. Ok so I'm pretty new to the forum. I've lurked around but never posted anything. I'm also fairly new to p4u. Didn't play the first one much and decided to get more into this version. So I just had a quick question about the 1HSM thing. What exactly does it do for Elizabeth. I apologize if someone has already explained it, but I looked all over and couldn't really find an answer. Thanks in advance for anyone who can answer me. :D
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