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Everything posted by Shazam
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Back when I was playing netplay, i'd get 2D'd all the time for using my 2a too sparingly. Just remember that Noel is dumb as hell, if you think you're using 5c too much you're likely not using it enough in this match =) There has to be a counter for her j4d, anyone have any ideas? I have a feeling just forward jump into j.c might work, or maybe an IAD or super jump backwards to get the hell out of there and make space. I dunno.
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YES! Thank you Dusty lol. This thread's gone unmoved for way too long now. BTW - this happened to me during score attack. I was fighting Arakune, he did a random f of g during my 6d. I used the d follow up and was not cursed!
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Personally the d~b follow up is one of my favorite things about Hazama and I like that they're making it better. However I hope they don't make it too much faster, it might make it harder to use to dodge attacks. We'll see. I hope they give us some sweet looking new combos for extend. Anyone else want a 4c? xP The 6b knockdown on air hit is confusing and imo pointless really, how often does 6b even connect with an airborne foe? edit; Actually this is something I don't like because after spending some time in training mode I remember having confirmed this into an air combo before and it felt pretty good. That said it's such a situational pick up that while I would like it to stay, I don't mind it leaving. I'm pretty upset about 236c as well, although it is a pretty OP command grab as it is... Thinking about it a bit more thoroughly, it's basically a "never get grabbed" card for Hazama...
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A few things i'd like to share with my fellow Hazama players that I recently discovered. For air grabs, there's a really easy way to make them happen. What you do is use your chain movement to go into one. Try out j6d, immediate d follow up, and then air grab. You'll see what I mean. You can use your other chains to try out different setups. The other thing I learned is a bit less important and extremely situational. If you can score a j2c 'air to air' counter hit with the opponent low enough to the ground you can go into either 214d~c or 66c hotenjin for some really nice proration, though if it's a small hitbox character you might have to squeeze in a second dash before the hotenjin. A better example for air to air would be either just as they are starting the jump or right when they're about to land. I had trouble confirming this consecutively with the training dummy set to jump because the timing is weird, but it's easy enough to get the feel for when you should be doing it. I'm pretty sure you can also do similar weird stuff like a low j.b counter into 66c and then dash 5c 2c etc but of course it's really situational and sometimes it's obviously better to just confirm your j.b counter hit into a 5c 4d air combo. tl;dr learn your proper hit confirms.
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Hey SoCal warriors... Anyone from the Riverside area up for some games? I'm pretty decent at BB and trying to learn the ways of GG and AH3. I'm also bored of netplay and as it is now I can't seem to even get online anymore, so i'm really itching to play and meet cool friends <3 PM me, respond in the thread, or whatevz.
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Thanks! Any other vids of him?
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JAYOKU HOTENJIN! Spacekick, 236236b. Japanese voice setting > English btw
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What a great Hazama, what is this guy's name?
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It's really stupid lol, if you don't start out with a high win ratio you have to work twice as hard. Plus once it gets at about 170 it takes forever to get a point. Ranked is jokes.
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Buff the input of the 6c with a dash as you're flying in. Le sigh. How many people are going to ask this?
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Well, I played some Guilty Gear by myself in my early teens, really enjoyed it but could never beat I-no, any of the missions, or really have anyone else to play with so my experience with it was limited. I heard about BlazBlue as the successor to GG so I kept an eye out for it and once I got it I was hooked. Good game all around, unique characters, amazing graphics, lots of story. I enjoy the visual novel type style that they use. Even though it seems like they have a really hard time bringing balance to the actual gameplay aspect it still usually ends up somewhat fairly balanced. The music is good, the voice acting is pretty solid. I do have some complaints of course but that's for a different topic. The more I play though the more I grow to appreciate all the different characters and the depth they add to both the story and fighting elements. It's a shame this game is so niche and relatively unknown in America. I bet we'll get a few new fans from Evo but who knows how many...
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Go to the Mu forums/Mu vs Hazama thread. There's a post that explains things from a Mu's perspective that he'd heard from Zidane's perspective so it's got some useful info. I have a hard time against that bitch too. Noel is a super troll in all her forms.
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I like to rapid cancel my throws with D and do some sort of follow up combo. Only for trolling though the damage isn't normally worth it
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Rage bursting is pretty dumb in Blazblue. You only get TWO BURSTS. I cannot fathom how some people choose to burst at the beginning of a match. Blockstrings are meant for IB, not mashing.
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Okay, well I'll just say right now that I don't have a ton of experience here but i'll throw a few general things out there. If you're fighting a Rachel that keeps turtling and using her wind to stay in the air and go from wall to wall you're going to get tired of chasing her really quick. It's almost like how other people get annoyed at us running around shooting chains all day, but for the most part your zoning is better than hers and if you wait for an opening you can get in while she's up high with a nice j9d. Maybe something like 2dd or 6dd j9d and then either hitconfirm or just fall back down with an a cancel. If you wait a second to try to pull yourself in this might be a good time to try a surprise air grab. However I find that instead of being overly aggressive and trying to fly in with lobelias all over and the pumpkin out you can make the vampire come to you. Obviously she can't get any good damage without getting in, and now you've successfully trolled back. You can just post up shooting air drives and 4/5/6d because otherwise it can seem like you're trying to chase a Tao. If she starts to get the picture and finds out that it's time to try get more in your face.... There are certainly a lot of aggressive Rachel options and any good Rachel is going to know how to rush you down. Stay on the offensive like Dusty says. 214d~b against j2c is gdlk. Be careful of her windy 3c, it always catches people at the end of the animation in CS2. Cat chair is usually pretty easy to bait, and if you get a read on them and feel like they're about to throw it out either command grab or just grab. I hadn't thought of the jump cancel into barrier but I fight cat-spammy Rachels so I just go in, post up for a second with block and get my free 3c counter hit. It's pretty easy to gauge how much one Rachel will use the cat reversal so you can be sparing when you're finally in and trying to approach. Respect it and know that she has the option and it can do ridiculous damage now (only off an air confirm I think...) Definitely like the jump cancelleable moves here though. Be careful about flying in on grounded Rachels from the air because of her anti air options. Bait them out and block or try to make them throw it out early for a free chain counter hit. If you instant block George for his 8 hits that's 24 meter. IB her 3c as well and if possible lobelias/sword iris. I don't think i've seen any yet but if we can have some Arcana Heart top of the screen air grabs going on in this matchup that would be awesome especially being able to follow up with a combo from that distance lol.
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Yeah Arcsys doesn't want us to get sandwiched lol. You gotta respect the top hat. One thing I feel significant to this match up is http://www.youtube.com/watch?v=Fznb-6Au6cA 9:34. Doing long combos ftw. Dat 6a
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This should probably go in the video section but posting things in the wrong places is what i'm all about with this thread. http://www.youtube.com/watch?v=7I8TRTEzd3s Pretty sure that's Kagetsu, only the first match is relevant to this topic http://www.youtube.com/user/GatlingSmash?blend=21&ob=5#p/u/0/8FcO-kHkfH0 Teruwo is always a fun player to watch. The vs Tager match is pretty funny too, though it looks like he felt intimidated, he definitely did a few things wrong. Good match though. Enjoy!
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Godlike thread I noticed this ^ but I didn't realize the potential that these moves had in this situation. Still, I've spammed them pretty hard against Carl/Nirvana sandwiches regardless because it just makes sense. I often get lamed out in this match due to inexperience and end up barely losing but now I see what's good here. I have some Carl playing friends and will be able to contribute to this pretty significantly in the future. 5b 5c jump cancel j2c on Ada
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Good stuff Zeron, that Tager specific 5c otg 623d loop has always been good fun. No relaunches vs. this character, just go for this. I like to pretty much always start this match with 3c and almost never get punished for it. I don't bother dashing because a lot of times they try to start with a move and end up stuffed and you get to start with a nice 4k or so of his health. If you notice him backdash or jump at the start then it's unwise to do it again against that Tager but you never know if he'll try to start off with a sledge or something else that you could stuff. There's no reason to do this every time however, super jumping backwards puts you in a pretty nice position as well. There are of course plenty of other options, do what you feel is necessary. Watch out for sledge 360 setups that happen in various ways. If you're someone who feels like you get randomly 720'd then you might just be getting jumped in on, rolled in on(buffer time), or just doing dumb shit while you're magnetized. Definitely run away when you're magnetized, it doesn't seem to last as long in CS2.
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It's unreliable really to go for a 3c on that note. He can start his first round with 4c and then use 3c on round 2 and get a free counter hit on you. A lot of online Haku's do start out their matches with 4c though, and if you feel like it you can go for a dash 3c but it's taking a risk. I'd say J2a is his biggest threat here, but the thing is not a lot of them know how to use it properly. Anyone have any ideas on what to do against a Haku who likes to spam super jump air dash j2a? This happened to me awhile ago and I could not figure out what to do and got owned, my chains would get cut or he'd use it in when I was in the air and it basically worked every time. Anyone want to volunteer to rewrite the first post? My post is not a solid first post and despite playing Haku I don't face very strong ones often so I think someone else should write up the 'legit' first post.
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Oh right spark bolt, this definitely can make Tager seem deadlier. A good Tager will not use this against you while you're in the air but most Tagers are not good. Super jumping right over it when you expect it (or even if you don't a super jump is not going to hurt you in any way). A pretty funny thing to do is 5d~b and you'll shoot yourself right over it and straight to the Tager depending on how far out the chain is extended. Spark bolt is definitely one of the fastest projectiles in the game but the nice shiny golden meter for it means that you should never be taken by surprise.
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Very true, just stating some ways to get around Tagers that spam super jump J6c and sledge thinking that they're scary. Good Tagers will just block hold and block a lot because he really doesn't have a lot of options. The thing is Tager is the one who has to get in here because you can get in how and whenever you want. If his blocking is getting frustrating then just stop approaching. It's not like he really has a lot of stuff he can do against you so if you have to try to start baiting sledge for a 3c ch then do it. Go for grabs or command grabs if you notice he has a stiff guard early on and if you're not smart with it you'll get jabbed. Once you have the life lead you can just run away the rest of the match if you want.
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This match up is without a doubt 7-3 or even more in Hazama's favor. If you watch some JP HZ vs TG you'll find that there's basically nothing Tager can do here except hope that you mess up. You can run away all day with a constant negative warning/penalty and he still won't get a hit in. I'm guessing you're playing online and not a lot of Tagers are that good online and here is how they get in: Jumping around like a madman with I believe it's J6c. Jumping around like a madman with j.d. Sledge, hammer. If tager likes to jump at you, you can pretty much 623d him any time and it'll rape his air approaches. To a scrub, Tager coming in from the air can seem pretty scary but 623d will hit him almost every time because of the way he has to super jump to get anywhere at all. Trust me, Tager is your least feared opponent in this game. When Tager comes in with sledge you can hit him with your 3c for a counter hit 90% of the time. Sometimes you will go for a 214d~b. The key to this matchup is staying out of sledge distance and watching out for him mashing out sledge on your chains. If you see him go for a sledge when you throw out a j6d your best bet is probably to cancel the chain. Another good idea is to use your j6d~b followup. Yomi his gadgeto fingaaahs and you have literally nothing to worry about.
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Marvel is pretty lulz worthy those games are and have always been a broken shitfest of who plays the gayest. If you have a hard time learning BlazBlue don't pick up Marvel Also Marvel 3 has the worst netcode in fighting game history Clearly you need to work more at the game obviously skill doesn't just come to you you have to truly earn it (especially with someone like Carl or Tao) and the more you play the more you'll get. I suggest making a player room and label it for beginners only and maybe you'll meet some people around your level who you can play with and constantly grow better with.
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I definitely tried to delete this thread with the edit button as soon as I saw that it was posted here but I couldn't find a way to. Again sorry for the threads being so sloppy/unorganized, I was definitely really tired and lacking sleep when I wrote these (especially this one if you couldn't tell) and a lot of the OP which I couldn't stop laughing about when I was writing it is definitely only about half as funny as it was last night. For air grabs I think if you're feeling scared you can mash out a quick j.c or 2-3 to try and poke him before he gets in but i'm really not sure how this all works out (could lead to grab counter instead of being able to tech the grab so idk) Actually decided against reposting the godlike troll tier post as a lot of it us fluff, but a few essential things remain when fighting against Arakune: *Eat his party/bell bugs with your 6d or low j5d, and eat them again because he has an infinite number of party bugs *Don't you fucking get air grabbed *F of G super gives him full curse so watch the hell out for that one. *Don't touch his clouds of ass *6d and 4d can be pretty godlike in this matchup but you don't want to use them too much especially when he's sitting on 50 meter