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[CP] Hazama Combo Theory Discussion Thread

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I never mentioned any issues about the combo dropping if you're too close, on the contrary. You don't want to be too far when you 3C since even if you do 66 5A correctly it might not reach them.

That's why I proposed doing point blank 3C, so you wouldn't have to worry about the distance.

Makes sense, thanks, I'll have to go back into practice for a while when I get back.

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Unfortunately we can't rob people off our air throw just like Hakumen but I guess it's still worth noting that we do have something to play around with.

While playing around with air throw > air dash ODc > j4D > 6A > ... I started experimenting with iad air throw as a starter, turns out that we can still link 6A even if we are already use our air option.

iad air throw > j5D~A > dash 6A > 5C > 6C > ...

j5D~A > dash 6A is either chara specific or hard, I was testing this combo on Hazama as a dummy and to get it to connect I pretty much had to ODc ASAP and delay just a tad j5D~A.

I don't remember how much was I able to get off it but I don't think I ever broke 4k (meterless), dat S starter damage :psyduck:

I think the second route in the vid may also be character specific, I didn't get to test it much but I was trying it on Valk and I just couldn't get dash 5C > 2D > 214D~66B to crossunder Edited by _Sey

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Some close to the corner 2C AA/CH combos:

AA CH 2C > delay sj.C5 > 66 5C > 6C > 66 5C > 2C > 4D > J.Gasshou > 66 5C > 2D~D > j.C1 > dj.C5 > Hirentotsu

4066 damage, 29 meter

Alt version which doesn't need CH, it does work off grounded CH 2C tho off a frametrap or something:

AA 2C > 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > 4D > J.Gasshou > 66 5C > 2D~D > j.C1 > dj.C5 > Hirentotsu

4216 damage, 30 meter

Second alt when you're closer to the corner:

AA 2C > 5C > 4D > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hirentotsu

4369 damage, 31 meter

Also a couple of fun ones in the corner:

AA CH 2C > delay 4D > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hirentotsu

4224 damage, 30 meter

CH 2C > 66 2D > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.B > j.C2 > dj.C5 > Hirentotsu

4346 damage, 32 meter

And some impractical ones:

AA CH 2C > J.Gasshou > 66 5C > sj.C5 > 66 5C > 6C > 66 5C > 2C > sj.C5 > 5C > 2C > sj.C5 > Hirentotsu

4405 damage, 28 meter

2C CH > J.Gasshou > 66 5C > 6C > 66 5C > 2C > sj.C5 > 5C > j.C4 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu

4521 damage, 30 meter

:toot:

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Since there are not really any posts in this thread I'll share the combo's I made up. ( I did not see them on here but I didn't check video's)

First I'll share the exploits of 2 of my 5C overdrive combo's.

(d#-dash) (hj#-high jump) (GB- guard break)

1. You'll need at least 12 heat to start and it works from 10% damage.

5C-OD-d5C-6D-GB-d5C-5D-214-D-C (level 1) d6C-5C-2C-hj5C(x5)-d5C-2C-hj5C(x2)-j5C(x5)-214B

Heat gain: 28 (net +15) Damage: 5394 Life drain: full

This combo can be optimized to do 5444 damage if instead of 5D you use 4D instead which is character specific against tall hitbox's or characters with medium hitbox's that don't lean back to far. An example would be that you can substitute 4D instead of 5D on Jin but the 4D will miss on Ragna because of how his hitbox changes on it.

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My second 5C overdrive combo is a bit harder that first one is for more intermediate to beginners.

Minimum heat required is 13 and Overdrive works from 70% life.

5C-3C-OD-d5D-GB-d5C-6D-5C-4D-214D-66B-d5C-hj5C(x5)-5C-2C-hj5C(x2)-j5C(x5)-j214B

Heat gain: 27 (net +15) Damage: 5703 Life drained: Will vary depending on amount of time spent in the life draining ring. (usually spending more time outside the higher the level.)

Notes: You can also chose not to dash the 5D to the Guard break which will change how it is done because it will end earlier. The four options are (Posted by amount if damage done.)

1. End after you finish doing the (7)j5C's with some sort of ouroboros play since they will tech before the 214B for the most amount of damage.

2. You miss or cancel the 5C's second hit somewhere in the combo to allow you to do the rest normally. (I do this because it ends up with more damage than the dashing 5D with better oki than option one.)

3.Do the combo the same except don't jump cancel the final j5C's and end with 214B

4. Skip a dashing 5C while leading up to the rising fang (or skip the one after you use it.) ending with (7)j5C's and 214B

Also if you have above 70% life you can still do the combo but don't dash into 5D after wake up following the four options.

Edit: I forgot to add that you can do a dashing 6D instead of 5D (just switch their places in the combo.) it's harder to do but you can get 8 more damage off of it. (Follow the 4 options.)

Edited by Blackwing55

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When comparing the two combo's both are completely valid surprisingly since the life drain of the first combo makes it do nearly the same amount of damage and giving you more life back meaning it's more effective when more damage has been taken.

Both these combo's are extremely useful when you lack the heat for a 246246B (Terumi) and have been taking more hits from them.

Please this is the only second time I have ever posted combo's before so let me know of there are better ones or just your thoughts on them.

https://m.youtube.com/watch?v=GC5ReNuye1Y&feature=g-soc the video.

Edited by Blackwing55

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BnB 5C-3C-214D-66B-66.5A-5C-j5C(x5)-5C-6C-66.5C-2C-j5C(x5)-5C-2C-hj5C(x2)-j5C(x5)-214B

Damage: 3937

Heat gain: 26

Notes: this string works with up to two moves before the 3C as far as I'm aware like 5C-2C or 5B-5C. This is also the most damaging loop I could find for now I'm doing this blanket statement because doing each combination would take quite a lot of time for the different start up options.

5A-5B-5C-3C-214D-66B-66.5A-5C-j5C(x4)-5C-2C-hj5C(x2)-j5C(x5)-214B

Damage: 2817

Heat gain: 19

Notes: Kind of a pointless combo because just a 5A to 5C does 8 more damage (lol chances of eight damage deciding a match though.) and is only possible if you're already dashing into an opponent otherwise you'll be to far.

Edited by Blackwing55

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On counter hit 2C grounded or if hit as an anti air you can do

2C-5C-hj5C(x5)-6C-66.5C-2C-hj5C(x5)-5C-2C-4D-j5B-j5C(x7)

Damage: 4066

Heat gain: 26

Notes: I highly doubt this is the best 2C follow up for mid-screen because I haven't really tried it seems pretty good. Also if you miss the 5C at the start you can add a rep of 5C-j5C(x4) before you end.

I also do this on a cross up from air dashing a 2C which you can only do on a counter hit 214B is.

214B-214D-C-66.2C-5C-4D-214D-66B-66.5C-hj5C(x5)-5C-2C-hj5B-j5C(x2)-j5C(x5)

Damage: A bit higher than 3496 because when I wrote the combo down I only stated that doing the j5B at the end was an option while the combo I had written down was with out it.

Heat gain: 30 maybe 31 if the jB would do anything.

Notes: You can end this with 214B but because of SMP they may be able to punish you. So depending on your height you can choose j5B with an ouroboros play that won't hit him or just do the j5C's and end with 3D which would hit him or some other ouroboros play.

The other 214B option is

214B-66.214D-C-6C-5C-2C-4D-214D-66B-55.5C-hj5C(x5)-5C-2C-hj5C(x2)-j5C(x5)

Damage: 3667

Heat gain: 31

Anyone else notice as Hazama you use A LOT of C moves? You have well.......... good.

Edited by Blackwing55

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These combo's tend to follow this pattern of advents 214D-A-(5B-5C, 5A-5C or 5C) to 3C-214D-66B-66.5A-5C-j5C(x5)-5C-2C-hj5C(2x)-j5C(x5)-214B so I'm just going to list the situations you do them in.

Off a level two 214D-A counter hit or on non-counter hit crouching you can you would use the 5C option since it does miniscule more amounts of damage then 5B-5C at the same heat gain. 5B-5C would do 3262 damage and have 22 heat gain.

At level one 214D-A off of counter hits standing you have to do 5B-5C because they'll tech before the 5C would come out. Though on a counter hit crouching confirm you can do 5C. On a 5B-5C it does 2922 damage and has 20 heat gain.

Level two 214D-A can connect 5A-5C on a standing non-counter hit confirm for 2850 damage and 19 heat gain.

Level one a non counter hit standing can't be combo'ed while a non-counter hit crouching confirm can be combo'ed into a dash 2A though you probably all knew that. Though still it does 2540 damage and has 17 heat gain.

Also on a level 2 Counter hit from in the air you can continue the combo with a 5A all though it's no where near as reliable as it was in extend which I find unfortunate. Also it doesn't appear that you can combo off it with 2A or 5B depending on their height like extend.

Edited by Blackwing55

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I came to add my improvements to my 2C combo's to find out that putin has already done them though there is this one.

2C-5C-4D-214D-66B-5C-j5C(x5)-5C-6C-66.5C-j5C(x4)-5C-2C-hj5C(x2)-j5C(x5)-214B

Which does a damage of 4534 heat gain 32 but is character specific to Azreal, Tager, Hakumen and Relius.

Edited by Blackwing55

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Just wanted to tell Blackwing good shit for the continued pursuit of optimized combos for a silent audience. I'll get to actually practicing them someday... I'm still over here practicing stuff like 214D~A > 66.2A, being precise w/ 5B > 66.2A frametraps, TK Hiren enders, chasing tech-rollers... ah well.

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midscreen lv2

214D-C-6C-66.5C-2C-4D-214D-66B-66.5C-hj5C(x5)-5C-2C-hj5C(x2)-j5C(x5)-214B

Damage: 5070

Heat gain: 36

Notes: level one starter 4273 damage 30 heat gain, 3C-214D-C is 4322 Damage and 31 heat, 5C-214D-C 4428 damage and 32 heat gain j5B is possible in some of these combo's but I forget which ones and if I accounted for their damage in the combo's.

While in corner level 2

214D-C-5C-2C-6423D-5C-6C-66.5C-2C-hj5C(x5)-5C-2C-hj5C(x2)-j5C(x5)-214B

Damage: 5649

Heat gain: 38

Notes: To continue of the 5C it needs to be delayed till about Hazama's chest level.

While the opponent is near the corner lv2.

214D-C-6-5C-4D-214D-66B-6423D-5C-2C-hj5C(x5)-5C-2C-hj5C(x2)-j5C(x5)-214B

Damage: 5637

Heat gain: 41

Notes: if you are to far from the corner to continue with a 5C do 3C-246D plus dash 6C into 5C-2C-hj5C(x7) it will still do more damage than the straight midscreen combo.

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Just wanted to tell Blackwing good shit for the continued pursuit of optimized combos for a silent audience. I'll get to actually practicing them someday... I'm still over here practicing stuff like 214D~A > 66.2A, being precise w/ 5B > 66.2A frametraps, TK Hiren enders, chasing tech-rollers... ah well.

Thanks bro I was starting to think about just quitting posting combo's because I didn't know if they where at all optimal or helping anyone. Plus having tons of posts in a row doesn't look to great.

Also I tried to do a TK hiren on one of my 2C combo's because then it would have turned into a better combo but they teched out before the Tk hit off the 5C.

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Just wanted to tell Blackwing good shit for the continued pursuit of optimized combos for a silent audience. I'll get to actually practicing them someday... I'm still over here practicing stuff like 214D~A > 66.2A, being precise w/ 5B > 66.2A frametraps, TK Hiren enders, chasing tech-rollers... ah well.

Well here is a combo just for you!

While the opponent is in the corner and trying to tech roll out.

2A-5C-2C-6423D-5C-6C-66.5C-2C-hj5B-j5C(x2)-j5C(x5)-214B

Damage:3923

Heat gain:27

Notes: Although I know this isn't the most optimal combo for the 2A starter on their role out because I accidentally did 4.1K I only remember how to do this one though 3.9K from a 2A is good none the less. Very useful after 214B since if they quickly try and get out you will always hit.

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BnB 5C-3C-214D-66B-66.5A-5C-j5C(x5)-5C-6C-66.5C-2C-j5C(x5)-5C-2C-hj5C(x2)-j5C(x5)-214B

Damage: 3937

Heat gain: 26

The damage value you listed is for the j.C4 > 66 5C > 6C version, the j.C5 one does 3973 but it's kinda iffy so I never use it.

I came to add my improvements to my 2C combo's to find out that putin has already done them though there is this one.

2C-5C-4D-214D-66B-5C-j5C(x5)-5C-6C-66.5C-j5C(x4)-5C-2C-hj5C(x2)-j5C(x5)-214B

Which does a damage of 4534 heat gain 32 but is character specific to Azreal, Tager, Hakumen and Relius.

2C > 5C > 4D > J.Gasshou > 66 5C > sj.C5 > 5C > j.C4 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu

4289 damage, 30 meter. Works on everyone I guess?

However, this route will often sideswap you. If you don't want that, this is the best alternative that you can't go wrong with:

2C > 5C > sj.C5 > 66 5C > 2C > 4D > J.Gasshou > 66 5C > sj.C5 > 5C > 2C > sj.C2 > dj.C5 > Hirentotsu

4155 damage, 27 meter. Also works of other stuff like AA 5C > 2C, AA 5B > 5C etc.

In the corner you can swap 4D with 2D for a little more damage, but I've listed better routes for the corner in the previous page.

Also, isn't it time to start adding the actually optimal combos in the OP? It's really outdated.

Someone could merge Blackwing's posts as well :v:

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With 8 heat starter and in the corner or with side swap you can get an easy 5k (50% od) or 11 and 15 (at 80% life and 100%) you can get around 4.8K if a 5A starter. currently I'm trying to find optimal combo's off of poor starters to win the round starting at max life and no heat. Im still in the process of doing optimal combo's mid screen and corner utilizing side swap when I can but unlike the combo's i posted before I'm not completely happy with these ones yet don't think they're as good as can be so Im not ready to share my findings.

I usually have a burst in the final round but can't get a good starter for high damage so i'm trying this out to improve my own game too. So far it's looking pretty good but im missing a lot of tricks to his overdrive so progress still needs to be made.

So far progress made Mizuki much better heat sink with small starters. (Kiding about of progress made though.)

Also Putin I forgot to add in my 2C combo that the timing is a little tricky on hakumen since he fets really low to the ground though you can save it with a 5B if necessary.

thanks for catching my mistake i should update it. I mainly do the j5C(x4) myself. It still ends up being the most optimal BnB though right? Or is there a better one.

Edited by Blackwing55

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(corner) 5B > 5C > 3C > d.5C > 6D > d.5C > 2C > 4D xx 214D~66B > sjC5 > 5C > 2C > jC1 > jC5 > j214B dmg: 4010

5C > 2C > 4D xx 214D~66B > sjC5 consistently leads to more damage (+~200) off any hit than doing d.5C > 2C > 4D xx 214D~66B > d.5C > sjC5

you can also setup a safe jump off sjC5: slightly delay all of sjC5 hits so that the opponent won't be able to tech mid-air and then go straight for iad j2C (it will also catch rolls).

should also be able to do sjC5 > 3C xx 214D~D > iad j2C to setup the same safe jump while tacking on a bit more damage but I actually haven't tried it out yet (3C xx 214D~D > iad j2C also works midscreen).

(corner) ch 2C xx CT > d.5C > 6C > d.5C > 2C > 4D xx 214D~66B > sjC5 > 5C > 2C > jC2 > jC5 > j214B dmg: 5135 hg: -25 +23 = -2

if you don't have enough meter you can do ch 2C 6A > same route, ~4.5k hg: ~30 (forgot to take notes).

Edited by _Sey

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Alright time to post the majority of my combos some might not be optimal but they're all pretty good in my book, I only believe some metered combos and OD combos could use more optimization.

First of all since the upcoming patch is pretty big slight against his combos I quickly say I have perfected the use of 5 j5C's in all situations just to make the combo's tighter and less likely to tech out because of the reduced untechable time.

Though some of you might already know I will say that it is best if you do 3 j5C's wait far shorter than you would compared to the 2 and 2 j5C's before finishing off on the last 2 into standing 5C and as far as I can tell so far it adds around 40 damage, also useable in the majority of the bnb's I don't know if it fails in some.

Alright on to the combos.

Edited by Blackwing55

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Corner

5A-5C-3C-236D-5C-6C-d.5C-2C-4D-A-d.2D-D-j5C(X1)-j5C(X5)-214B

Damage: 2950

Heat gain: 22

5C-3C-236D-d.5C-6C-5C-2C-4D-214D-d.6B-6323D-5C-2C-j5C(X2)-j5C(X5)-214B

Damage:4341

Heat gain:32

Note's: Be careful on the side swap, unlike BBCSEX you have to wait till you're on the other side of the opponent before pressing 5C or else Hazama won't correct his direction whiffing the attack.

214D-A-d.5C-3C-236D-d.5C-2C-4D-6323D-5C-2C-j5C(x5)-j214B

Damage:3482

Heat gain: 25

Note: This combo can also be done with a level one ressanga counter hit crouching confirm for 3138 damage and 23 heat gain but be warned it does level you in the corner at the end of the combo since you don't have time to make it so they stay in it before the hungry coils.

If you don't like leaving your opponent outside the corner and care less about the damage you can do,

214D-A-5C-3C-236D-d.5C (do not side swap)-6C-d.5C-2C-4D-A-d.2D-D-j5C(x1)-j5C(x5)- j214B

Damage: 3371

Heat gain: 26

Note: I don't think this combo is the best it can be so please try and improve it and post your result.

j5B-d.5C-3C-236D-d.5C-3C-5C-2C-4D-214D-d.B-6323D-5C-2C-j5C(x5)-j214B

Damage:3609

heat gain: 26

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This are just minor option while using guard break after 214D-C and can only be done on counter hit level 2.

While in the corner

214D-C-GB-d.5C-2C-6323D-d.5C-6C-d.5C-2C-4D-A-d.2D-j5B-j5C(x5)-j5C(x2)-j214B

Damage:6320

heat gain: 32 (net of +7)

minimum heat: 17

214D-C-GB-d.5C-6C-d.5C-2C-j5C(x5)-5C-j5C(x5)-5C-2C-4D-j5C(x1)-j5C(x5)-j214B

Damage: 5749

Heat gain: 23 (net of -2)

minimum heat: 17

Notes: You can leave out a 5C on the second rep if you so choose for a bit under 5.7k or you can add a 2C and do the 5 j5C's for 5763 damage and one less heat gain then the one I chose to fully write out the one heat comes off of the fact you can not do 4D in that combo instead just do the 7 j5C's.

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The last combo's for today will be overdrive combos, like serpents infernal rapture combo's I don't think I have the most optimal of these combo's but they do well just the same.

In corner

5A-5C-3C-OD-d.5D-d.6D-4D-j8D-6323D-3C-mizuki

Damage: Max of 5067-4593

Heat gain: 42-32

Minimum heat: 8-12-15-16-18

OD level: works from Zero max damage at 50%

Notes: this combo is very volatile safest and highest heat gain and damage is done at 50% life left when using overdrive. Also depending on the spacing of the chain use the damage and heat gain can fluctuate so use of this combo even though it's 5k of a 5A starter caution is advised. This combo can side swap so as long as you're not directly inside the corner or they are you can do it.

Midscreen

5A-5C-OD-5C-6D-214D-C-6C-d.5C-2C-4D-D-j5B-j5C(x2)-j5C(x5)-j214B

Damage: 3317

Heat gain:26

Notes: Can be done at any level of overdrive is the optimal combo if the 5A is hit while overdrive was already activated and is easy to do for good damage.

5A-5C-3C-OD-d.5D-d.6D-2D-4D-j8D-D-j5C(x1)-j5C(x5)-j214B

Damage:3392

Heat gain: 35

Notes: can be done at any heat level, higher damage and heat gain a little harder to do and can only be done if the overdrive activates after the 3C with out the use of a rapid.

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5B-5C-3C-236D-d.3C-214D-C-d.5B(sideswap)-5C-j5C(X5)-d.5C-2C-4D-j8D-6323D-d.3C-Mizuki

 

Damage: 4633

Heat gain: 25

net gain: -25

minimum heat: 25

Notes: From what I have found if you have 25-40 heat this is the most damage using 50 heat since you would not be able to use Jayoku, I would recommend it to win the battle if you start the combo with that amount of heat.

 

Unfortunately this already NEAT combo is also character specific to Jin and Izayoi so have fun! (Might work against Kokonoe's increased hitbox after the patch.)

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I've managed to get the 5A to connect off of the 213D~B but in the follow up 5C j.C x4 I can't get the second 5C to connect I either whiff or they tech. Is there something I'm missing or is there a trick to getting the second launch to connect?

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So guess who just go blazblue and is total crap? Probably this guy! I'm having some trouble getting down some of the combos in the post can someone help me out a little here?

My problem where I get lost at is this 214D~B xx dash 5A from the first combo

Also what does lv 1 mean on this exaactly? OD Lv1 

If I'm asking dumb things, well I am dumb and crap at fighting games in general but I'm trying! 

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