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Zeron_X25

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Everything posted by Zeron_X25

  1. Hazama's 5a doesn't have the range of j.C. Or at least I don't think it does. You're right, my pressure isn't that good and I never said it was. I've seen good Hazama's get mashed out of their pressure by Bang. Hazama's attacks have huge push back which require you constantly dashing and canceling the dashes into attacks. 5a doesn't let that dash cancel to happen and an IAD j.2C crossup probably won't work too well with 5a getting in the way. D-nails are a great threat to his zoning game. It's not just "HURR DURR LEARN HOW TO BLOCK DEM NAILS". If he has to stop for even an instant while trying to zone with chains, Bang will catch up to him and Bang has lots of options against an opponent blocking the D-nails. We've seen command grab traps with those a lot. Also, it's not so easy to evade the nails while you're already in chain animation. Canceling it with A and blocking gets you in Bang pressure, with B you don't know if you'll get CH or not cause of the nails' bounce and C, again the same thing. Also note that in matchup charts, it's always considered that the best players are playing and they know how to use every tool. It's not that the Bang is just gonna waste the nails like a moron and die for it and neither is the Hazama just chaining like a madman. If the Bang uses it right, the player, even if very good with their chain canceling and chain movement, will be caught in a situation where they don't want to be as a zoner. If Hazama's 5a anti-airs Bang's attempts of jumping in, Bang's 5a's huge hitbox makes up for it. In the end, it's just my opinion on this matchup. I'm not trying to reiterate the whole worn out argument of "lol 5a" in matchups, but I believe it's a very effective tool Bang's got in a lot of matchups. Sorry if I'm too scrub to understand the truth about this matchup but this is how I see it. (P.S. Sorry if non of my post just now made sense. lol)
  2. Remind me again what isn't in Bang's favor? 5a stuffs all of Hazama's pressure. D Nails destroy Hazama's zoning. He far too fast to chain.
  3. Yeah but you can't improve on all of those issues in just 1 day. It'll take more I think...
  4. You won't be able to get better that fast. lol
  5. Yeah that was a basic mistake. Don't end your combos with 623D. You want meter as a Hazama player. Also, learn more combos and optimal ones at that. You're hit confirm was actually not that bad from j.B. Learn how to IB Jayoku or Jayoku in general when you're opponent isn't expecting one. Learn dash 3C Houtenjin after 623D. Also, I would like to point out that it's not exactly trolling to do command grab over and over against an enemy and then getting killed by a C spammer. Oh I also noticed how you rely on your chains way too much and are scared of close quarter combat. The only thing you should be afraid of is mid-range combat and you shouldn't be getting in that situation if you use your chains right. You kept chaining with the same angle in the air over and over. I actually had that problem for a long time and never really got over it till I played some other characters and came back to Hazama. Learning how to use the momentum of releasing a chain (D~D) or canceling into another chain is very important too. Use 2A a LOT more and do more of 214D~A. Try to pressure and don't just run away when the opponent blocks one or two attacks. Also, try not to Houtenjin after 214D~C. The damage you get off it is usually pretty bad. I personally prefer to Houtenjin after a 3C or 5B but that's up to you. EDIT: "On another note, I don't think your command grab trolling works. I think if this guy would have held up, or backdashed, it would have whiffed. I'll take a look into it, but odds are that he just sucks so that's how it worked." Command grab into command grab works in two situations: 1) Opponent doesn't expect it. It actually doesn't matter anyway since it doesn't get you heat like it does in CS2. 2) Your opponent sucks. I also saw it happen to a Tager who tried several things to see if he could beat it but he couldn't. 360A loses to Hazama's command grab if you're in range to do it on Tager.
  6. Sorry guys you are right. I was comparing the Ragna's dash cancels with Jin's dash cancels which feel a lot more stiff with Ragna. It might be just me. But I think I'm right on the part where I said you have to buffer the dash... sorta. I'll try not give wrong info next time <_< EDIT: @nstalkie: In CS2, the dash cancels are way different than CS 214DC, 5C one.
  7. Just like how you dash cancel Ragna's 5D. Except it isn't as stiff. Just make sure 6C doesn't come out instead. I find that 5B is easier to do.
  8. I know it means nothing. I just stated the facts. Knew there was something about crouching opponents but didn't know exactly what it was. Thanks for the info.
  9. I know that 236D now has 30f untechable instead of CS1's 17f and has the same startup and recovery as in CS1 so no difference in speed there. 214DA damage has been buffed, now grounds opponent on hit. I think startup and recovery has remained the same. Can only combo into 2A if it's a Lv2 or counter hit. j.214B is not an overhead. I think it's just there for the #j.214B meter gain and occasional troll TKing. Don't think anyone uses this as a pressure.
  10. What does a bitch combo mean?
  11. What do you mean? Mind giving an example? Like 214DC and dash 5C?
  12. Sorry not too sure on that one.I only know CS2 gold burst combos now since they actually do damage. I know 4D always works. Not sure of 214DC works. Houtenjin should work too.
  13. No they'll be high enough if they got anti aired with 5A. Hell even 3C> 214DC> 5A > 5C > 4D works. And yeah, this is for both CS1 and CS2. Edit: It might have to do something with which hit you're canceling 5C. Can't remember cause I haven't played CS1 for a while and I don't have it with me to check.
  14. You can hit confirm it into 5C. From there, you can do 4D 4D #j.214B or you could do a 623D after the 5C 4D. I'd just do the 4D #j.214B for the meter gain.
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