Jump to content

Archived

This topic is now archived and is closed to further replies.

Raine

[CS2] Hazama Mid screen

Recommended Posts

tbh the only time I've seen a Hazama use it was Buppa... and he was trolling a low PSR Litchi... he did wakeup TK Hirentotsu. So yeah.

Share this post


Link to post
Share on other sites

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.:v:

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.

Share this post


Link to post
Share on other sites

Lol I said USE it. I didn't say "Use it often" or even "Use it more than once a day, if that"

It's an option

And again, what's with the sharp, condescending tone? Get a grip dude, you're really pissing me off. (Zeron)

Share this post


Link to post
Share on other sites

TK j.214B is fine if you want to break 2 primers nice and easy for 50 heat by RC and doing 2 in quick succession.

The hitbox is also pretty good so it can be used as an air-to-air move (super jump forward and input j.214B quickly to catch air dashes before they can start guarding) or as a primer breaking anti-air (opponent is on their last primer and has low Guard Meter and they tend to block a lot when they jump in on you). Stuff like that.

It's not a terrible move if you ask me, just a very situational one.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

Silius, most good players will use barrier if they're on their last primer. Barrier blocking in the air is smart anyway. Also, if I'm not mistaken, you can just delay the j.214B in j.214B# because there's a pretty quick tech time if j.C isn't followed up by anything. Then, one of two things could happen if they air-tech (in theory, about to go test this out): 1. They don't block, get hit by it, and you get oki anyway 2. they do block and you break a primer.

Edit: Nevermind, you also included low barrier meter to your claims. Still, using 50 heat to break 2 primers in a rather risky manner isn't exactly would I would think of as the best use for meter. Usually you would want to save it up for counter-assault or houtenjin. Plus, characters who have a strong air-to-air game or fast air normals can hit Hazama out of it easily.

Edit 2: my claim about j.214B delay was correct, but you have to be rather high up in the air and the timing is rather strict.

Share this post


Link to post
Share on other sites

6B is a better move if you wanna guard crush. Don't bother wasting heat on this move. Just my 2 cents.

@Dacid:

And again, what's with the sharp, condescending tone? Get a grip dude, you're really pissing me off. (Zeron)

Sorry I didn't mean to sound offensive or sharp. But now that I look back at my post I guess I put it in a really bad tone considering the situation although I would've worded it like that had it been someone else as well. So I'm gonna fix it and say: Just watch the JP Hazama players. They don't use this move for good reasons.

Share this post


Link to post
Share on other sites

All moves are good if you want to guard crush i.m.o., keeps you more unpredictable. Also, I'm not afraid to burn some Heat if I'll catch the opponent in a combo (especially when Hazama has very good Heat gain).

TK j.214B (x2) works because very few Hazama players do it (heck, as far as I know, only I do it) and even then I don't spam it. It works because it's so rare and people are unprepared for it. It breaks 2 primers fast and has pretty good reach as well.

It's a situational trick you do as often as the planets are aligned, but when you do it, it will pretty much always work (so long as you keep an eye on their Barrier Meter as well).

That's just the thing with this move, no one ever uses it apart from in certain combos, so people pretty much never expects you to throw it out during a match. It's not a great special at all, but it can net some nice rewards if you use it sparingly (I use it maybe once every 20th match).

Share this post


Link to post
Share on other sites

TK j.214B is good for mind games and beating out people online. Overall, it's very unpredictable, so I'll give you credit for that Silius. In professional matches though. It's mostly unsafe and shouldn't be used much, if at all. I may give too much credit to Buppa, but as people have said before, he's only used it once against someone with low PSR. It's a great troll move, and good for tricks. But I'm sticking with Zeron here and saying pro Hazama's should stay away from it outside of combos. And Dacid, you come into the Hazama forums and always talk like you know everything. Don't you main Bang bro? If you use Hazama and have a fair understanding of the character, that's fine. But don't make judgments where you don't have as much experience. Not trying to be condescending bud.

Share this post


Link to post
Share on other sites

I just wanted to say I appreciate the thread and information guys. Thank you.

Share this post


Link to post
Share on other sites
TK j.214B is good for mind games and beating out people online. Overall, it's very unpredictable, so I'll give you credit for that Silius. In professional matches though.

That's because the move is a big gamble. You usually don't want to do big gambles when it really matters (unless your name is Noel). But as I said, even I use it sparingly in casual matches.

It's not a great or even good move, but it's not completely worthless outside of combos. Then again, it's not even really needed outside of combos, so hey.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Well i finally have an answer for comboing 214D~A(CH) midscreen:

214D~A(2)(CH)(Airhit)>5A>2C>6D~A>4D~A>j.7D~A>623D>9j.6D~A>66C>665C(2)>2C>6D~A>4D~623D>663C>632146C (Exactly 4500 dmg)

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×