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Velvien

[CP] Izayoi vs Hazama

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Pros

Can keep pressure on him after a knockdown cause he needs meter to get out

5B out ranges his normals (except his Drives)

Cons

Mobility allows Hazama to be able to weave in and out of offensive and defensive play easily.

Can keep annoying amount of pressure.

Sonic sabre doesn't clash well against oroboros

he controls the air space really well.

Well I played a number of Hazama's today and this match forces you to be stay grounded just cause Hazama's D moves poke practically every angle in the air Izayoi would want to be. I found the neutral in this match to be difficult to deal with, he has just overall better space control then our character making it hard to counter zone him with fireballs, your best bet is to try and sneak a fireball in once in a bit and just instant block the chains as they come, I wouldn't recommend blocking them from the air as that does let him get in and try and air unblockable you. . Once your in its not to hard to keep the pressure going, just try not to give to much breathing space cause a big enough hole in the block string will let him do his flash kick move from his stance (do note I played this match online so I don't know if he even should be able to do that easily).

When getting pressured by Hazama he has 2 overheads to be weary off, the first one is that leaping forward strike move ressenga, and he can combo off this if you are crouching, the other one he drops his elbow on you and this is more commonly seen when he has meter to follow it up with hotenjin (or whatever that flash kick super is called). He also has a command throw so be very weary of it being a possibility during pressure, best to chicken guard if you think its coming. What some Hazama players will try also is after conditioning you to block overheads they might try and start sneaking in the low strike from the stance cause that leads to some nasty damage. Best way to deal with this is to try and react to the low cause it is a tad slower then its overhead counterpart.

I know there's some other things I'm missing for this match, I haven't sat in the lab yet to figure out how to deal with aggressive Hazamas that like to just go ham with the chain and go in. The match doesn't feel favorable like most of her matches, if anyone else has info for this match please chime in.

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Just a couple of notes I've been able to take home:

-I've managed to 6A out of Hazama's Stance overhead during his blockstring numerous times. If he goes for this a lot, it seems to be a good answer out of his pressure. Remember that 6A has a guard point. Likewise, if Hazama throws a chain at you and follows up with j.b, you can 6A him off of you.

-623B is probably your best friend here. Hazama's almost always in the air.

-214D (in GA) > stuff sometimes trips Hazama players up when they're chain happy in the air.

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I'm playing a Hazama now, and I can't help but notice. If he's not careful with his chains, we can stuff a lot of them on recovery with Sonic Sabre.

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I'm playing a Hazama now, and I can't help but notice. If he's not careful with his chains, we can stuff a lot of them on recovery with Sonic Sabre.

So you mean like block, then sonic sabre?

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Yeah, but more so if he grapples a whiffed chain. Basically, when he's flying through the air in that state when he can't block.

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Throwing out random Sabers against Hazama chains is a really bad idea, he will punish you hard with B pull if you get predictable about it. That's why Hazama is such a strong character, his chain movement makes it nearly impossible to just dial in a canned response to his zoning.

As both a Hazama/Izayoi player, there's a couple of things I'd note, though:

1) Hazama's chains look like they go everywhere but in practice you only need to watch for a couple of them. The thing is that while he can cover your approach at a FAR distance he can't do much when you're at about midscreen. His (j.)5/6D anti-approach becomes VERY unsafe if he guesses wrong AND if he reacts too slowly, even if he hits you with a chain, if you can get inside his minimum range, it's a free punish since his chain's level becomes crap. Once you are at around 5B distance he CANNOT use chains unless he wants to get blown up really hard on bad spacing (and it's really hard to space a 5D properly at that distance) and he's not close enough for his godlike close-range normals to kick in. When I am playing Hazama in a situation like that, I usually end up defaulting to block and waiting for a chance to airdash/chain pull out. Ragna's spacing capabilities really wreck him at this distance, I don't play the Hazama end of the Izayoi matchup nearly as much but proper spacing works wonders when I am playing as Izayoi.

2) If the Hazama is predictable about his stance pressure (i.e. you can guess when he's going to Ressenga) mashing 5B will wreck his pressure. It will stuff both Ressenga and Zaneiga (high and low) and he cannot stance-dash back to avoid the 5B without just eating 236C instead, so punish him a few times and he will probably give up on stance mixups or start trying unsafe shit like dash Gashoukyaku (flash kick). Bait that out and receive free huge punish.

3) Jayoku will wreck your shit, don't give him gaps to work with.

4) His 6A/6B mixup is really hard to distinguish since the startup animation is very similar. I usually just attempt to read the mixup by gauging his distance, 6A has very short range so if he's going for a mixup off something like 5B it will only hit you if it's a 6B. In other words, if it looks like he's too far out to hit with 6A, default to low block. Alternately, just mash Phorizer, trying to guess on a 50/50 mixup that leads to 5k is not worth it unless you think you can do it consistently.

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