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[CS1] Hazama Combo Thread

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Question. If I hit someone in the air with j.5D or 6D, what are something I can follow up with? I apologize if this has been discussed before, and if it has, a link to the related post(s) would be awesomesauce.

EDIT: Wait... Should this have gone in the FAQ thread? If so, could a mod move it to the correct place please?

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6D can be followed up with jB > djCxN > dj214B

It's the same with j5D unless it was used after a double jump, in which case all you can really do is jB > j214B

Also, if they are close enough to the ground, you can do jB > djCxN > (land) 2C > 4D~D > jCxN > djCxN > dj214B

NOTE: In some cases, the timing of the jump from jB > djCxN can be tricky as you still have the forward momentum from the D chain followup. I find that it helps to hold down jump during the move's hitstun.

EDIT: Oh yeah, you can follow 6D with 623D a lot of the time.

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Well, if you hit with 6D, you can D pull up there and cut them a lot OR you can 6D again to adjust and then 623D to slam them into a wall and combo from there.

j.5D? I'd like to know that, too.

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I didn't notice the character specific throw combos anywhere

Tager:

B+C, 6D~A, 6D~A, 623D, 7j.6D~D, 2C, 4D~A, 4D~D, j.214B#

pretty easy and straighforward

Taokaka:

B+C, 6D~A, 6D, 623D 8/9j.6D~D, 2C, 4D~A, 4D~D, j.214B#

have to cancel 6D into 623D late, if you try to 6D~A, 623D she'll be too low...couldn't get the j.6D to work when I jumped back, but up and forward were fine

Rachel:

B+C,(slight delay) 6D~A, 623D, 8/9j.6D~D, 2C, 4D~A, 4D~D, j.214B#

she flies far and fast...again same as tao, jumping forward seemed to work better

I remember getting it on hakumen before, but if I remember it's extrememly hard to do...and probably not worth it.

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the general rule of thumb for any character specific move is that any combo following 623D can usually be continued with j.6D~D rather than ending it with dashing 3C

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Just a quick question...

The BnB we've been seeing for so long (3c -> 214d-> c -> 2c -> air combo with loads of j.c xN) is less damaging than the listed combo that has 2 4d chains in them and ends with a 214b, correct?

Just wondering why the combo we've seen a lot of has a much easier version that does more damage...or if I'm mistaken...

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If you mean what you've been seeing online, then it's possible that a lot of Hazama players simply don't know his BnBs (or at least, not the most efficient variations).

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I'm new to Hazama and having trouble with his BnB of 5b > 3c > 214d~c > 5c > [j.c]x5 > jc > [j.c]x3 > j.214b. Every time before I get in the jump cancel he tends to hit the ground. Are there any ideas to what I might be doing wrong?

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Just be sure to jump when that 5th hit connects. Also, you should have no problem getting all 5 hits on the second series either.

On another note: you may want to upgrade to

5B > 3C > 214D~C > 5C > jCx5 > [land] 2C > 4D~D > j214B#

j214B# = jCx5 > djCx5 > dj214B

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EASY!

STEP 1: RUN AWAY! (You may want to use Oroboros because hazama can't run)

STEP 2: THROW RANDOM CHAINS

STEP 3: KEEP RUNNING AROUND THROWING CHAINS

STEP 5: JAYOKU HOUTENJIN!!!!!!!!!!!!

STEP 6: TIME OUT (WIN)

STEP 7: PROCEED TO NEXT MATCH AND BEGIN TROLLING SOME MOAR!

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Just be sure to jump when that 5th hit connects. Also, you should have no problem getting all 5 hits on the second series either.

On another note: you may want to upgrade to

5B > 3C > 214D~C > 5C > jCx5 > [land] 2C > 4D~D > j214B#]

j214B# = jCx5 > djCx5 > dj214B

Guess I'll just work on getting the feel for it then. I'll work on the combo you mentioned once I can get the j214B# down.

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I don't think this has been posted before but I feel any Hazama player should take note.

In any combo which requires

6D~A, 623D, 66, 3C > whatever

if the 6D~A can only be done once on said character, put a slight delay in between the 6D~A and 623D, it should still snag most but leave them higher and give you more time for the 66, 3C follow up. This should also increase the chances of landing a Houtenjin if desired into more damage.

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EASY!

STEP 1: RUN AWAY! (You may want to use Oroboros because hazama can't run)

STEP 2: THROW RANDOM CHAINS

STEP 3: KEEP RUNNING AROUND THROWING CHAINS

STEP 5: JAYOKU HOUTENJIN!!!!!!!!!!!!

STEP 6: TIME OUT (WIN)

STEP 7: PROCEED TO NEXT MATCH AND BEGIN TROLLING SOME MOAR!

pfft. the godlike strategy, at least according to Zakiyama, is to IB everything until you have 100heat, and then perform a double jayoku houtenjin 8k combo

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Question about a corner combo:

5B, 3C, 214D~C, dash under, 5C, 2C, 4D~A, 623D, 2B, 5C, j214B#

I'm whiffing 623D on a lot of the smaller characters. Is this character specific or am I just doing it wrong?

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Well, if delaying the 5C doesn't help, then it probably can't be done on smaller characters.

EDIT: Actually, if you eliminate the 4D for the smaller characters and just go straight to the Jakou, then it'll probably connect.

That's what I do when I 2A someone trying to roll out of the corner.

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If you're doing the corner combo, going straight to Jakou slams them behind you and resets/drops the combo. 4D~D on characters with smaller hitboxes (i.e. everyone not in the 5 5C OTG characters) is pretty situational in corner.

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Here is a combo that works on Tager when his back is to the corner.

214D~B FC > (dash) > 2D > 2D> Astral works lol. You can actually do a lot of things with this. I have been able to do 2D~A > 2D~A > 2D~A > 4D~D > [j.C x 5] > JC > [j.C x 5] > J214B for trashy damage but I think you get like 36 heat.....(i can't remember). Also you can do the astral during any of the 1st and 2nd 2D's. I have not checked the 3rd 2D and I have not checked the 4D.

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Why would you do 2D~A>2D~A>>2D~A>4D~D when you can go 6D~A>6D~A>623D>j.6D~D>2C>j.214B# for better damage and meter?

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The combo I mentioned above is just a unique combo that I thought was slightly worth noting because it is possible and you can Astral off of the starting parts off it. It is what I like to call an impractical combo that is uniquely possible. I wasn't going for the most highest damage or meter with it.

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lol you can astral off a 3c, but it's a waste of 100 heat to look at CGI from 1999 when you can do a cool looking jayoku.

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