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FlyingVe

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Everything posted by FlyingVe

  1. I would just list the long version. People should know that the combo would also work from any part of it. You might list damage differences based on starters if it's significant. Also, in Hazama's case, the starting move is somewhat important as it changes the combo. If you started with 5B you would instead do 5B>3C>214D~C>(dash)5C>(JC)>jCx5>(land)2C>4D~D>214B#, or if in the corner do the normal BnB with an additional 4D~A. You might note that you can use 5C instead of 5B at certain ranges for increased damage, and then note the damage. A combo thread doesn't need to note every single variation of a combo. Just listing the framework would be enough. People could figure out the other stuff on their own.
  2. I left a post on you profile page with thoughts. But given the nature of Hazama as a character i would organize the guide by starting move. So group all combos that can be done off of 2A together, and then the same for 5B, 3C, 5C, 236236B, 214D~A, 6A, etc... Within that I would organize by heat consumption and practicality. Maybe there could be a special section for combo vid style combos that are for flash instead of use (such as RC the first hit of 632146D).
  3. I have it, what do you need to know? Keep in mind I can't read japanese.
  4. Hey if you were volunteering to write a combo guide for Hazama let me know. I'll do anything i can to help and I have limited access to CS for testing. Thoughts on the guide, be sure to include comments any on notation for example, state in the beginning that #214B means jCx5>(JC)>jCx5>j214B (if you choose to use abbreviations). Also, be sure to organize it in some fashion, perhaps by practicality, or by starters (eg - 2A, 5B, 214D~B, Jayoku Hotenjin, etc), given the nature of the character I would organize by starting move. Again, if you want any help or would like me to write any parts of it let me know, and I would look at the ragna CS combo thread for ideas, it's one of the best on the site.

  5. Use the search function next time, but here it is:
  6. ~~~Deleted because I'm dumb and can't remember to navigate to the page I want to leave a message on~~~

  7. I'm all for playing some matches but I'm really swamped with work this week, and won't really be able to play until friday afternoon. Shoot me a message then and we will see just how rusty Halo: Reach and SSF4 have made me. :)

  8. I can't stop... staring... at your... avatar...

  9. Stance recovery is, at its fastest, the same as the SD (-6) on the 3C, so it wouldn't do anything but put you in a CH state. 3C is already pretty safe on it's own (mostly due to range and the threat of gattlings), but you can throw out 236D afterwards to try and make it even safer.
  10. 3C is to Hazama what 5C is to Ragna. After 3C your pressure is basically over. The opponent will be very ready for 'mixup' via 214D. You can try to CH them with a delayed 236D, but if your 3C is blocked, GTFO, anything you do after won't really be worth the risk. If you must mixup using 214D (don't do it often) the at least do it at another point in your pressure string that isn't so obvious.
  11. That specific trap can be mashed out of, some jumped, others beaten with other things. The point is to maintain pressure in a way that is risky for the opponent to escape. However, Hazama's pressure game still isn't very good. After a few (or one) pressure string it is often best to GTFO and go back to zoning with chains.
  12. No frame trap is perfect. 5B>dash2A can't be mashed out of on reaction but if someone knows your going to do it they can will mash and poke you out of it. It's really fighting game 101, there is an answer to everything, and if your opponent knows what you will do, they will be prepared with that answer. Also, I updated my last post with a link to the Primer of Mixups thread by Henkai. It's really good
  13. A frame trap is a gap in a pressure string that an opponent cant mash or jump out of, but is wide enough that an opponent might thing he has a chance to escape. This usually means a 4 frame gap (as the fastest poke in BB is 5) but it can be a bit wider when you take human reaction time into account. This is why you see hazama players do 5B,5B,5B or 5B,2A or 5B,dash2A as a pressure string. But really a frame trap can be done with any move so long as you leave enough of a gap o get the opponent to try and escape pressure. Frame traps lose to DP's and good guesses so don't get predictable. Baiting is usually just doing nothing, but it refers to guessing how the opponent will escape pressure and react accordingly. If you've been spamming 5B,dash2A type pressure or doing alot of jump cancels, the opponent might try and DP, so instead of attacking you just block. If there is no DP go right back into 2A. This type of pressure is really about out smarting the opponent more than it is about testing his reactions. Also, you can bait anything from DP's to jumps (air grab/poke/air unblockable) to blocking (command grab). Also, this thread give's excellent mixup information http://www.dustloop.com/forums/showthread.php?t=8423
  14. I really like the command grab in mixup. After you have conditioned them not to jump out of pressure with 5B > Dash2A and other frame traps, its pretty easy to dash in for the command throw. It's also good on wake up, but when 2A is an option I don't use it much. It's important to remember that hazamas mixup isn't based around overheads and lows, it's about baiting, frame traps, and throws.
  15. 214D creates a reactionable (not 50/50) mixup about half the time, and a 3/4's of the time the opponent will block correctly (thankfully the moves have frame advantage and are safe on block. The other half the time the opponent will poke or DP you (not hard) and you will eat a big CH/FC combo. So by that math, it'll work about 1/8 of the time, while running the risk of getting hit and ending pressure. Stick with frame traps, throw mixups, 6A, and cross-ups. D~C crossup is a gimmick. ANY approach with a chain can be beaten with A-mash. This is why you see hazama players attach the chain a few character lengths in front of the opponent. That way they have recovered by the time their momentum pulls them into attacking distance. D~C/B up close is a gimmick, and not a good one, so use it very sparingly.
  16. You get in on her the same way you would with Tager. Lot's of jumping, blocking, and just inching your way forward. The lobelias are really only a temporary defense for Rachel (part of why she sucks in CS), it's the pumpkin you have to watch our for, and I can't help you with that.
  17. Hazama's mixup isn't stellar but he does have a few solid options. 1) 5B is a stellar frame trap as its SD is +2. This mean that if you're up close you can throw out an A attack or another 5B to catch people. Also, as long as they aren't mashing, 5B>dash2A is a really good frame trap. As with all traps, don't overuse them or people will adapt. 2) j2C and jB are both decent cross ups. Stuff like 5B>(IAD)>2C will catch people. 3)2A is a ridiculously good Oki move, it catches everything that isn't a DP. If you knock somebody down throw 2A right when you hear the tech noise and you will force them to block it and then you can do you other stuff. 4)This is a gimmick, but sometimes I can get people just by doing weird chain stuff. For example, 2B>5D~C>jB. It's easy to stop so save it for a overly conditioned opponent. 5) Fake people out with the chain cancel (D~A) make them second guess every attempt they make to get in on you. Fear plays a large role in Hazama's offense and staying unpredictable like this is a great way to build up that fear.
  18. You can still get her with TK GH. The best way to get damage on Rachel is just to keep pressuring her. She has very limited options to get out of Ragna's pressure. If you can bait one out, it's big damage. Of course being able to get in and pressure her is a monumental undertaking.
  19. Thanks for the upload. I was very proud of that win, Arakune is a terrible matchup for me and Skye knows the Ragna matchup better than any Arakune on XBL. Lucky or not, I was very happy that night.

  20. If you really must do it. On Shotos i trigger the Ultra right when they are under the life bars. Also, the ultra only hits in front of Juri, so sometimes that can screw it up.

  21. Thanks for the advice. Yeah the wall bounce timing is really character specific, and it changes when you hit them in the air, but practice will fix that. I've started working on some fireball stuff (fireballs are a bit new to me). I'm having trouble hitting the links consistently, stuff like s.lk>c.mP. Any advice on that or is it just practice?

  22. GG's in SSF4 last night. It was fun to play against some good players like you. I'm still figuring out how SF works, but I'll get their eventually. Any tips for a scrub like me?

  23. That was some unbilieveable crap right there. When the Japanese see that, Ragna will be like Quadruple S tier for sure. /sarcasm
  24. That's not quite true. Hitting with 6D~A pops the enemy up into the air a little bit, and sometimes they will be too low for 623D if you just do 6D>623D. Basically, if you opponent is in range, do the easy option.
  25. THis is another obvious execution note but, you can special cancel the chain. So on the last hit just do 6D>623D as opposed to 6D~A>623D.
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