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Everything posted by Shazam
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Snakes eat party bug, fly around his smelly clouds, use tons of chains and stay aggressive. *********************** I'll be following Sey's formatting, generally speaking. Matchup Ranking: If I recall correctly, this match is in Hazama's favor. If you guys have any official numbers, be sure to post them, and I'll update accordingly. Recommended Playstyle: Depends on how the Arakune is playing at the moment. If he's got party bug and cloud out, your focus should be to evade them as soon as possible. Arakune, however, usually doesn't have a good answer to your chains. He can 5A you out of your pressure sometimes, but don't let that scare you too much. If you can, you want to lead this matchup. But, again, priority number one as with any Arakune match is to avoid curse and curse setups. General Strategy: I will break this up into four categories based on the situation: Ground, Air-to-air, Zoning and Approach, and Curse Setup Evasion/Counter-action. Ground: For this situation, we will be anywhere from throw to Jabaki distance away. Arakune's pressure isn't that scary on the ground, especially since 5D has such short range, as with most of his ground normals save 3C and 2C. Since his normal ground pressure doesn't gatling all that well, chances are he will do one of two things when he jumps in the air (typically): 1. continue his pressure 2. put out a cloud. We'll cover option 2 in the curse section. In the air, his j.A, j.2A/B/C, j.B and j.C are generally safe options on block. However, if you feel confident you can anti-air counter j.B, j.2A/B/C, or j.C with 2C on reaction, go for it, as you'll get paid for it if you follow up correctly. If he jumps back and does j.D you have a couple of options as well. You can either meet him in the air and counter or counter with ground chains/623D. Every now and again you might be caught off guard by 2D, but taking the offensive should be key in this match-up. Air-to-Air: There's really not much to do here. Your best bet is to block. If you're really lucky, Arakune will j.6A/B/C when he's too far away and you can counter with j.B/j.C, but that likely won't be the case. Once you land he will probably continue pressure. If you land before he does, however, you can either start up your pressure or try a quick AA 5B, 5C, or 2C. Zoning and Approach: Whenever you're full screen distance away, you're pretty much safe to use chains. There's not a lot Arakune can do besides teleport or try an air approach. However, you should not get eager with approaching, especially if its on block, or spam the same chain ad infinitum. Refer to Dusty's chain zoning guide for more info on what I'm talking about. That said, there are some safe approach options on block as long as you keep your opponent guessing. 5D: Whatever you do, don't follow up with D, as you'll probably eat an anti-air. Use B or C instead, as they can either confuse your opponent or cross them up. 6D: Best used as an option to keep them from using j.D from far away. j.6D: Great option to approach on the ground, but exercise caution just as with 5D. If it hits low and you use D follow-up (even on block), it will put you at about 3C distance away so you can continue pressure with 3C>236D/214D~A. j.5D: Also good for stuffing j.D attempts, but is bad on air block. Even if you A cancel (on block), the Arakune player just got a chance to get a ground approach for free. We now know that zoning is still safe when Kune has meter, if you can react to the superflash of f of g. When you see him going for the air super you have just enough time to use a D follow up out of your 4d or 6d and laugh your face off. Curse Setup Evasion/Counter-action: Thankfully, you play as Hazama, and can pull some Arcana Heart/Melty Blood style jump heights and movement. Not to say that this is easy, but you have it better than a lot of other characters. If they do manage to get Party bug and a homing cloud out, your safest option is to 4D~D(immediate) or 2D~B depending on your position, and get the hell out of there. Don't worry too much about negative warning, as it's nowhere near as bad as being in curse-land. Your other option in this situation is to try and stuff all curse setup and curse move attempts. Easier said than done, but certainly achievable. First of all, chains eat party bug, so as long as it's not behind you, you can kill it. Arakune's j.D and j.236D also have long start-up which makes them liable to be countered by chains. The cloud that hovers above your ahead is the most annoying, imo, so you'll want to get a hit in on him as fast as possible so you can regain your mobility options. Your Best Tools (For This Matchup): Make sure to zone appropriately, and use anti-airs whenever you have an opportunity. Personally, I abuse the hell out of 214D~B because not only does it stuff air normals and specials, it makes 2C-happy Arakune players regret being so... 2C abusive. Your other best tool is working your defense into offense as Arakune's pressure is rather poor without set up. Things To Look Out For: As I said earlier, j.214214D (the curse super) is your worst enemy when it comes to zoning. 5C and 2C can also be nasty fatal counters if you decide to either approach/pressure in the air or dash in. As Shazam said, don't get air-grabbed, cos that is the most surefire way to get a lot of curse meter tacked on you. I would stay out of the air in general (at close range) unless you're confident that you can chain in and continue air-pressure. That's about all I've got. I have nothing to say about what you do while you're in curse besides block to your best ability... or throw out a random Mizuchi. ********************** Just like to add that if you're feeling really ballsy and this Arakune is using lots of 2c or something while you're in curse sometimes you can mash out a hotenjin and and launch him off screen with it. This really screws with his curse time and can have pretty good results if you know how to mash hotenjin properly. Random supers are potentially Arakune's dismay! Remember that playing against Arakune is different from playing anyone else. Try to get a feel for his movement and basically try to keep him locked down - much like if you're fighting Mu - you want to always try and keep him either blocking a chain, or getting hit by one. Once you get in it's on!
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Ahhh, the infamous "only bad matchup" outside of maybe Makoto. There's a lot going on in this match, Hakumen can be one of the harder matches for any character, and will definitely ruin your day if you let him. You have to remain calm, as you have an answer to everything This match I feel is about playing tricky, if you try to get too offensive or stick too much to any one approach you'll end up punished. From Haku's perspective: J2a will cut 6d 4c will cut 5d etc you get the picture, if you go throwing chains around like it's nobody's business you're gunna get a nasty orb which often mess up your escape, and if you run into one they have decent proration for combos although i'm not sure just how decent. You have to try and read the Haku. There's a lot that he can do with his meter and he's building it constantly. If they're overly friendly with the D moves you grab or bait and 3c ch. Try to bait his yukikaze counter super with a grab because this can cost you a match. Bait the shit out of yukikaze's with stance or just block if you don't want to take a risk. As mentioned in my vs Ragna guide it's pretty apparent that you should not mash out hotenjin against really anyone, and Haku is definitely not an exception. Want to get 5d'd, TK hotaru'd, or blocked? What about yukikaze'd? Air grabs seem really useful here but they always are. This match is very dependent on each players specific style. The key word is adaptation. You either have it or not and it will become apparent quick. Watch out for hotaru's or 623a grab shenanigans, run away from Mugen, remember that one wrong mistake means potentially losing the round. Try using a weird timing on your chains if they're good at cutting them. Cancel the shits and throw out another, or go in for an air grab. Definitely interested in seeing what other people have to think about this one because sometimes I get bodied by Hakumen players. Please contribute.
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One thing to note here is that Hazama has his drive and Ragna doesn't. This means that you can try and keep this guy with his decent but not amazing mobility locked down and basically consantly looking for an opening. 5d~a 5d~a 6d~a 6d~a 5d~a 6d~a blockstrings. Dat 4d and 623d yomi, accompanied with the occasional j5d means you should theoretically never lose this match. This is a good match for the epic d~b follow ups. Whiffed ID's bring a smile to anyones face! Except that poor Ragna. Don't use grounded chains when things are nitty gritty (or the poor kid's looking desperate) because you'll eat a nasty pair of carnage scissors. You can hit him out of it with a stance~b for the lulz or block it and hotenjin/3c ch Anyone else, please, feel free to add anything or tell me how much of a dumbass I am. Anything is welcome. Gunna go ahead and post my original sloppy OP for anyone who misses it. Alright, pretty basic match up here. His 5b is usually something you're gunna block, get used to it. Practice your instant blocking against Rags. I've found myself trying to get complacent standing there while they run up to you and look for a 3c ch but it definitely does not work like that, for one if they run straight at you you have 5d or 6d if they decide to jump, alternatively you can shoot yourself up with a chain and do whatever the hell you want. Back dash is good. Super jump backwards is better. Bait DPs. Use your 2c anti air, I imagine 5c is pretty godlike against j.b's and such. The only mixups that he really has are 6c, Gauntlet Hades(start blocking this, smh America including myself here), and maybe 2d. Tech (NEUTRAL, U SCRUBS) a little late to avoid primer breaks when they use dead spike and you're grounded/cornered. Jump over dead spike. Honestly, that move has a lot of startup, and if you see Ragna go for any sort of special (including his D moves, hells fang and deadtuspiken obviously; not talking about his supers here) you can just mash out a hotenjin. This match is definitely playable however you want, you can turtle all day or get in there like Buppa and handle business. Rags does have some decent pressure but guess what? You're Hazama! I feel like Buppa loses to Kaqn a lot in Nightmare Fiction because he basically never zones. I know it's not really his style but you should super jump backwards more and make them come to you, and go on the offensive when you're ready/if you're an offensive player. You want to be either far away trying to get in/stay out or right on him. At mid range (tip of Ragna's 5b or 5c) basically all his stuff beats all your stuff. These have all happened to me and you: Mash out a random hotenjin hoping for a fatal and you get baited and INFERNO DIVIDED Mash out a random hotenjin and get baited with a BLOOD KAIN Mash out a random hotenjin and get blocked Okay maybe not you but definitely me. See a pattern here? Don't mash out random hotenjins! It's basically the biggest risk you can take and if you waste that meter YOU NEVER GET IT BACK AND IT'S GONE FOREVER. THAT POOR, POOR DAMAGE POTENTIAL. YOU COULD HAVE WON THE MATCH. Pretty sure i've seen Buppa use a blocked hotenjin to break someones final primer and had 50 meter for another hotenjin. If you're a boss, by all means, please. Otherwise just save your meter and hit confirm into your hotenjins. Another thing to note is that if they do barrier block your hotenjin and save their last primer, you will have likely have to spend that remaining 50 heat on a rapid cancel and now you're meterless.
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Matchup Ranking:Undetermined, about equal. Possibly slightly in Hazama's favor Recommended Playstyle: No need to be too much of anything in this matchup, i'd say this is a good match for neutral play although you can go defensive or offensive and be successful in either of those aspects. General Strategy: IB his block strings, use 3c to punish when they try to mash and you're right next to them. 2b will stuff some run ins. Flying in from the air can often end up eating all kinds of anti airs including but not limited to his 6a, 5d, or DP. Keep him locked down with chains if you can. The key here is just don't let him come at you without reacting to it early. Don't just stand there and wait for your 3c to counter his grounded approach and even throwing out a random 2c for anti air isn't always the best bet (a lot of Ragna's bait your anti airs and hit you with Belial Edge.) You can hit him with a chain before he even gets to you. Any sort of move with Ragna's redish purple energy can be reacted to with a quick 236236b for a fatal. I definitely like to mash out hotenjin against dead spike spammers. Ragna's D moves are the biggest holes in his offense and are easy to punish/see coming most of the time as well. Your Best Tools (For This Matchup): 3c, super jump backwards, 2c if you see him attempting an IAD j.c. Chains are godlike and you can use them for defense or offense, if he likes to DP on your j6d~d's then give him a j6d~b or anything with a b follow up and laugh when his DP whiffs and you get a free counter hit. Jabs are good in this match as well. 5a anti air. You can mash him out of his 6b overhead or anything else with a lot of startup like a poorly spaced 6c or 2d Has A DP?:Very much so. DP WILL eat your random hotenjin and your silly flashkick so learn to stance cancel. If he divides the inferno too much start baiting it. I think one good way to bait it from a blocked chain approach is to try and use your air grab or j.a early on to stop momentum and then hold block. If he's persistent on IBing your chains then don't pull yourself in too hastily. Has A DP With Heat?: Watch out for the rapid cancelled DP's. if you block it then look straight at Ragna and watch out for whatever's coming next. Saftest bet is usually block but you can go for a poke if you're feeling risky. Things To Look Out For: 6c, 2d, Gauntlet Hades. If you are very close GH will whiff your crouching position though, so STAY CLOSE! In my opinion these are basically his only mixup options. 6b still overhead but is not only easy to block but has awful proration/followup now. If they throw out a random Blood Kain you can definitely run away with chain launches or barrier first if you're scared. He can bait your hotenjins, bursts, or a poke with a Blood Kain but if you're smart you won't get baited and he'll have spent 50 meter for 3k of his health. If you get too happy with your grounded chains against a Ragna with meter expect to eat some carnage scissors.
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Awesome post and a good reason why concepts or certain moves shouldn't be ruled as useless. It has it's potential for shenanigans but it's really underused. Definitely nice to bust primers for 50 heat. Free relaunch combo if you guard break and you'll get that meter back. Good shit CS2. Thank you Silius for sharing some different ways to troll with this move :3
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So, this would be interesting for BB3 Chains have FASTER startup, speed, and cancel. Hell lets even make his drive movement faster. Chain is a little shorter but WE'RE GIVING HIM 3 STOCKS Stance cancel is now instant Stance all around buffed, flash kick replaced with a mini hotenjin-like dp but no followup. mixups buffed and stance now cancellable with jabaki. Buffed jabs and a 4c 5b(2) follow up where he extends his foot in a nutcracker kick Godlike jabaki and j214b Coils and hotenjin do 3k. Proration slightly less godlike on hotenjin but still good Now for the nerfs, 7k health that disappears at about 10 health for 30 frames(ballparking this not sure how this would actually end up) unlimited ring that drains opponents health about as fast as he would normally be losing it but it's not as big as the current ring Ahhh well that was a fun little experiment Oh right, and a new super where the fedora flies off and he turns into ghost form. Bonus points for picking it up afterwords or it just flies right back on his head or he stays in ghost form and it flies back on his head :D Actually I really hope they don't change him that much but it would be cool if they scrapped the whole CT/CS/2 package and made completely new movesets or at least tweaked them up and made things really nasty and certain characters get new outfits of course. Like everyone gets over 9000 because they found old instructional videos that Jubei made and now he's playable too but everyone is just as strong as him so its all good right? If this post was too much for you to take in it's cool don't think about it too much
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I picked my main as soon as I saw him. Unfortunately he wasn't playable yet; fortunately he was in the next game. Something about that fedora.... I picked Hakumen in CT just messing around with him and had fun, mostly just pretending he was like Sephiroth[dat B CT color]. I learned both characters at the same time in CS1 and now i'm still playing them both and having more fun than ever constantly trying to improve my skills.
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Heh, yeah, the weaker your opponent the better chance you'll have of this move working out for you. Basically everything about it has been stated now; if you know how to do relaunch then you can get really good damage off of it, but he has many safer options and of course the bad P1 means that your relaunch will do less damage than normal. There are good reasons why it shouldn't be thrown out very much if even at all outside of ending air combos and as you notice in pro JP vids it is very, very rarely used otherwise. It is however a godlike troll tier move and can definitely beat out sloppy air approaches. Another thing, this move removes a primer and can be useful to break that last one although things are different now that barrier blocking can save their last primer. TBH 6b > tk214b for that imo anyway so what the hell. As MetalMaelstrom mentioned the best thing you can do with this move is mess around with it in training mode. If you are new to Hazama it might be easier to do a double 6c corner combo if you use this, just remember to set to force counter hit.
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Yeah the only JP player i've ever seen use it is Teruwo. It actually worked too, although IIRC he used it as an anti air and I only saw him use it like once maybe twice out of the 10 or so matches I watched with him. It really is not a good move; I think it's somewhat underused personally but I can see why a lot of Haz players aren't really into it.
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J.9D: Use this to get away. Not a very useful chain. I disagree here, although against many opponents it might seem useless but this game can get pretty Arcana Heart'd with certain characters (Hazama being one of them) as far as being really, really high in the air. I like to use this mostly against Rachel players although generally speaking if you're in the air and they're above you *edit* when there is some distance* this is definitely an option select.
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Speaking of jump, another completely unreliable way to go into combos midscreen is to use TKj214b and successfully land a counter hit. You delay a second, dash, and basically do whatever you want. 6c 66 3c~, 5c2c~and it even connects into 214d~c, lol. Not really a good move to use (at least not a lot, it's very unreliable as I mentioned) but it definitely looks flashy. Also the gimmicky 214d~b has a few different options, mostly just a quick dash 214d~c (which won't always work) or the good old 6d 4d~
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Awesome, basically the CS2 version of the CS1 BnB.
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I find that for 5b they have to be really low to the ground for it to connect although you probably shouldn't be using 5b against an airborne opponent unless they already are pretty low. The 5c ch confirms are definitely gdlk but they're doable, 5c as anti air will usually connect to Zaneiga though. It's not too hard to confirm an AA 5c ch into 214d~c.
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Learn your anti air hit confirms. 5b can combo into 214d~c if you hit them from the air and so can 5c but these require specific spacing and a counter hit. Otherwise confirm into air combo of your choice. 3c ch will net you 5k anywhere if you know the character specific combo, as will anything with a hotenjin. Also with a grounded opponent 5c ch can confirm into 214d~c but it's pretty strict and will only be a level 1 214d~c. Not to mention just going straight into 214d~c as mixup instead of the overhead.