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kid viper

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Everything posted by kid viper

  1. yeah that's ora hazama
  2. you left out 1 small detail pozer: yukikaze =/= counter assault :O
  3. I don't see how fastfall will work with hazama since there's a brief period where the chain actually has to come out before you can cancel it which in turn completely stop your momentum
  4. i'll try that combo out in a bit Edit: combo works
  5. haha forreal atm: Ertai = best offensive hazama Esukui = best defensive Zakiyama = best punisher i've yet to find other hazamas that simply top them EDIT: the white hazama who was playin is a very solid all around player. good defense and offense (as seen when fighting/beating litchi/bang)
  6. on the j.Cx20 combo: i've been trying to do it extensively but have been unable to at all. i can get up to the 2nd 2C just fine but can never get the 4D to land. it really seems like it's not possible. @Ragnarok: yeah you have to backdash so that you're put in the right range for mizuchi to hit. the timing is pretty tricky though because of the slight startup that hazama has for it
  7. no 5c is just a normal counter hit
  8. those vids are really the only one's up but even now noone punishes like he does
  9. mizuchi and jayoku both have their uses. jayoku is used for close range punishing, mizuchi for long range. use both so they can't burst if going for the kill. if you have 100% and they're almost dead you can just jayoku > mizuchi for unburstable kill.
  10. Zakiyama plays a really great patient Hazama. His reversal Jayokus are by far the best of all the Hazama players. He's really smart in terms of which combo to use to put him at an advantage (even if it's not the most damaging, it leaves him at the best position). Although I don't really like playing like that, he's good at what he does with that character.
  11. really? it feels safe o.o
  12. 236D is quick/safe/covers a really big horizontal area. i've beaten tager wakeup 720 and bang wake up ashura with command grab. So long as command grab is already active before they do something he'll throw counter. it's so good~~~~
  13. the pink tsubaki player in the 12/7 mikado 2v2 is konan, a former jin player. keep a lookout on him, he's a very smart and creative player
  14. too much turtling not enough pressuring. especially against rushdown characters like ragna you have to get on the offensive asap because hazama doesn't have tools to stop their offensive game. also needs more chain pressure to aggrivate/close in. also you need more movement in your game.
  15. Watch Ertai in the Vamos tournament
  16. Yes rush with mixups who can fight from far away to force you to do something wreckless and allow him to jump on that to restart his rush game.
  17. Ertai is closer than zakiyama. Zakiyama plays more of a safe hazama. Ertai is aggressive and shows why the japanese put hazama so high on the tier list so early. Hazama is by no means a zoning/poking character given the moveset he has. Can he zone? Sure. Should he? I would hope not Chains can be cancelled into moves very quickly so you can't tell how he will fly/where he will land. Jasetsu stance is a mixup on it's own because you really don't want to do anything otherwise you'll eat flash kick, if you move he can close in with the overhead kick and put you back in block stun or he can cancel and throw chains to pressure you from a distance where you can't attack him. You can throw chains in their face given the right blockstring and because of the various followups they really don't have a choice but to sit and block, and when they get too comfortable blocking you can open them up with command grab which don't forget has invincibility on the latter half of it. Jayoku can be used in combos and to get the aggressive players off you and make them play more cautiously when you have meter.
  18. that jin in the first vid is nisepachi
  19. that's why you use it midscreen for mid-range. there's no other use for it but for mid range pressure. by that i mean since they're blocking at least force them to block when you're out of range to hit normals and puts him in a range that he can take advantage of while most other characters can't. it also keeps your game unpredictable so they have to respect hazama's mixups
  20. @ghaleon - no it doesn't work.236D is just used for mid-ranged pressure/get people out of hazama's face so he can apply pressure @NeonCrusader - no 214D~B doesn't have to be fatal counter for you to be able to combo after it any counter hit will do. Charged 214D~B just has untechable time until they hit the ground if fatal counter. @WUT - ffffuuuu i gotta try that combo later x_x
  21. you mean like ashura speed? no it's slightly slower but the slight invincibility makes up for it.
  22. well it's a matter of guessing right on how they tech. if they neutral tech you may eat some damage because hazama has a bit of recovery off the 6C. personally i just like chaining because if they tech either way they'll tech into the chain, and if they neutral tech you can just use any followup to apply pressure or just stay back. sometimes i'll move foward with a dash; but like i said, it all depends on how you feel they'll tech.
  23. the 6C should hit, i'll try it later today after class but i'm pretty sure it will since the knives are thrown closer to hazama after the first
  24. it does somewhere around 3k. it was worth the meter to me because 1)he's unable to burst. 2)it knocks the opponent away from hazama, leaving the positioning in hazama's favor. 3)it uses time.
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