Eclipse Report post Posted July 23, 2010 Well, it's not rigid. It's fluid once you get the hang of it. If you want an easy character, go play Tager or Ragna (combo wise), but anyone's going to be tough to compete with in the top tier. Share this post Link to post Share on other sites
LeFartknocker Report post Posted July 23, 2010 I see what you mean, now that I know what I was doing wrong I haven't messed it up once... Although followig up with the 5C spam is a little tough on some of the smaller characters (*cough*Carl and Noel*cough*) because if I wait too long to input it Hazama goes "Whoosh!" right over their heads D: but that's just a timing thing I need to get over yeah, Tagers combos took me like... 15 minutes to learn (except that damn 720) so maybe I'm just spoiled... Although I must say I thought Hazama would have a much steeper learning curve than what I've seen so far, which is nice Share this post Link to post Share on other sites
Eclipse Report post Posted July 23, 2010 Yeah, he's not terrible to learn. His options in a match are a bit more difficult. Since he can be very predictable, and has very few reliable overheads. Also, if you haven't started learning Jayoku FC combos yet, don't say the combos are easy just yet, haha. Some of them get a bit complex, but I find the corner shenanigans and combos entertaining and easy. Share this post Link to post Share on other sites
LeFartknocker Report post Posted July 23, 2010 Oh trust me, I know Jayoku combos are a pain in the ass (I'm still getting used to repeating 4/6D~A in a combo and adjusting my distance from the opponent while they're in the air) What do you usually use to lead into a BnB? I have a bad habit of repeating 2A>2B>3C or 5B>3C... Which works fine against the COM because it never learns, but I imagine will get predictable quick Share this post Link to post Share on other sites
Arifureta Report post Posted July 23, 2010 Frame traps are your friend. Specifically, 5B > 5B. Stance mixups also work, though prepare to run away/block when those get blocked. Share this post Link to post Share on other sites
Eclipse Report post Posted July 23, 2010 Yeah, every time 214D's attacks are blocked, you'll need to block repeatedly. But mixing up between 214D~C and 214D~A can work. The same goes for frame traps with 2A > 5B. You can throw in a 3C every now and then, but make sure you're safe after it. By using 236D at the extent of it's range. Or blocking/hitconfirming. Share this post Link to post Share on other sites
LeFartknocker Report post Posted July 23, 2010 Yeah, I think as it is playing the COM so much has made me overly reliant on 3C because they like, never block it, and it's large horizontal range makes it easy to go into 214D~C>shenanigans... Is it just me or is Hazama's command throw largely useless? I mean, it's range is so short that I'd rather just mixup into the BnB that it would permit me to do anyways... It just seems out of place when compared to all his other specials Share this post Link to post Share on other sites
Arifureta Report post Posted July 23, 2010 Whoa whoa whoa, Hazama's command throw is like godly, what are you talking about? Leads to oki and is pretty damned fast. It's really useful to throw it into blockstrings from time to time. I also have the bad habit of using it after I pull myself on a blocked chain. You'll get stuffed if they're poking, but if they don't try to counter your fly in, your command throw is sure to hit. Even beats out pokes. Share this post Link to post Share on other sites
Fireryda Report post Posted July 23, 2010 command throw has invul from frame 6-13.. :D use it in mix-ups. it's good, guaranteed combo for ~30 meter. Share this post Link to post Share on other sites
FlyingVe Report post Posted July 23, 2010 Use the command throw sparingly, the range is ass and it's animation is much more obvious than Bang or Tager's. Also, the invulnerability doesn't really kick in all that fast. Share this post Link to post Share on other sites
DF2K Report post Posted July 23, 2010 His command grab has actually saved me a few times from pressure. Share this post Link to post Share on other sites
Arifureta Report post Posted July 23, 2010 I don't really use it for the invuln. It's more useful for the MIND GAMESSSSS. :V Share this post Link to post Share on other sites
Ouroboros Report post Posted July 23, 2010 Hazama's command throw is just tricky. Nobody ever sees it coming because you dive in and they block, thinking that you are going to 5b them or something. And if you got good practice with it and know how to use it then it becomes really fun. Like Ari said, best use it in times like blocked chains, when you know the enemy is on the defensive. Just like any other throw really >_> the only difference is that this one leaves the enemy stun right in front of you, easy to do push around as much as you like. Share this post Link to post Share on other sites
DF2K Report post Posted July 24, 2010 Sometimes throwing out 5b, dash, 2a, 236c is useful for a blockstring. Just remember to delay the 236c so it's untechable. Share this post Link to post Share on other sites
Fireryda Report post Posted July 24, 2010 Don't need to delay after a 2a i think. theres not enough block-stun since 236c is kinda slow-ish. Share this post Link to post Share on other sites
LeFartknocker Report post Posted July 24, 2010 Huh, the range on the throw is my biggest problem with it to be honest... It never even occurred to me to use it after a blocked chain, that actually -is- pretty awesome and makes sense because an opponent blocking your chains all day is a pain in the ass... Wow, I've learned more about Hazama in this past two days than I have in like... A week lol Share this post Link to post Share on other sites
Arifureta Report post Posted July 24, 2010 Don't need to delay after a 2a i think. theres not enough block-stun since 236c is kinda slow-ish. Even without blockstun, you still need 7 frames of nothingess so the command grab is untechable. Share this post Link to post Share on other sites
Ouroboros Report post Posted July 24, 2010 I have just seen a Jayoku Houtenjin being countered and it didn't hit, I was like Share this post Link to post Share on other sites
Arifureta Report post Posted July 24, 2010 214D~B flies through counters sometimes too. I think its because of the corner. Share this post Link to post Share on other sites
Ouroboros Report post Posted July 24, 2010 No but really, like what the hell D: I mean, take a look at it, it probably hit during Litchi's move's invulnerability. That's one thing it would mess Jayoku up... Timing really does count when using it. http://www.youtube.com/watch?v=6_-jbRTPkag#t=3m6s Share this post Link to post Share on other sites
Arifureta Report post Posted July 24, 2010 Well he threw it out during counter assault. Terribad idea/bad luck on his part. And I thought you meant Hakumen's counter distortion didn't do any damage even on activation. My bad. Share this post Link to post Share on other sites
Ouroboros Report post Posted July 25, 2010 Oh... lol. Yeah, I meant that Jayoku was the one that didn't hit after it was countered. It's usually a double counter with Jayoku being fatal but it didn't connect this time around. I think Hakumen would be able to counter Hazama's Jayoku and land a hit with his distortion. However, he would have to literally be using it before Jayoku even comes out. Share this post Link to post Share on other sites
Arifureta Report post Posted July 25, 2010 Pretty sure it's bufferable during the super flash. And it didn't connect because of counter assault's hit property. Share this post Link to post Share on other sites
LeFartknocker Report post Posted July 25, 2010 I'm a little confused with Hazama's C drive followup, how exactly do you determine whether or not he ends up in front or behind the enemy? is it a simple matter of how far you're opponent is or do you cancel your momentum with an attack? because it messes up my inputs sometimes and i get punished for it Share this post Link to post Share on other sites
Eclipse Report post Posted July 25, 2010 Well, normally you should use the D followup and cancel the momentum with an attack. The C followup has it's uses to though. For crossups primarily. If you really want to cancel the momentum early, just make sure you use the attack at the correct time. That's really all there is to it. Personally, I reserve the C followup for crossups, and canceling the D followup's momentum for normal hit confirms with the chain. Share this post Link to post Share on other sites