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Eclipse

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  1. Eclipse

    [CS1] Hazama Combo Thread

    This is my first thread on Dustloop, but I have a lot of knowledge on Hazama and his gameplay. Also, a lot of us seem to agree that an up to date combo thread would be nice. Here's to hoping this isn't deleted in a day, haha. Well, this is going to be the resource for all of Hazama's combos in BlazBlue: Continuum Shift. I'm always welcome to additions/revisions or any form of advice. I'd also like to split up Hazama's combos into certain parameters to make it easier for beginners to understand. I'll start listing some of his more common combos here, but I guarantee that I'll add more when everyone makes suggestions. Well, I hope some of you can use this effectively as a tool to get better with Hazama. Note: Please post all of your questions in the gameplay discussion thread. This thread is primarily for the submission/discussion of Hazama's combos. The thread will be split up into the following sections: 1. Bread n' Butter Combos 2. Throw Combos 3. Drive Starter Combos 4. Jayoku Houtenjin Punishment Combos 5. Mid-Screen Combos 6. Corner Combos (Hazama in Corner) 7. Corner Combos (Opponent in Corner) 8. Character Specific Combos 9. Stylish Combos (Mostly Impractical) 10. Combos Into Astral Heat Notes before reading the Combos: - The BnB combos in green are generally the most common ones you'll find yourself using mid-screen. - Hazama's combos can be very difficult to complete successfully since a lot of them require exact timing and placement relative to your opponent. All of the characters have different hitboxes, and your position should be adjusted accordingly. - Improvisation is a key element to using Hazama successfully. Many of his starters can become one of the attacks in the middle of a combo depending on your opponent's position. An example would be attacking from 6D~A > 623D when your opponent is in the air and following up with the rest of the combo. - In any of the combos, 214D~C can be charged for a solid damage increase. Usually around an extra 200 damage depending on the proration. - Damage is subject to change for all of the following combos. Notations: (CH) = Counter Hit (FC) = Fatal Counter (JC) = Jump Cancel (RC) = Rapid Cancel (Dash) = Optional dash depending on distance from opponent. No Parentheses = Not Optional (Adjust) = Adjust Hazama’s distance from the opponent to connect the following attack. [??? x N] = Repeat the move N amount of times. j.214B# = [j.C x 5] > (JC) [j.C x 5] > j.214B 1. Bread n' Butter Combos 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~3011 (With 5C Starter) ~3270 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D Damage: ~2551 (With 5C Starter) ~2844 5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~3078 (With 5C Starter) ~3216 2A > 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2231 5B > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 4D~D > j.214B# Damage: ~3300 (With 5C Starter) ~3600 Note: 4D~A can only be used twice if you delay 5C until your opponent is about to tech. 2 . Throw Combos Neutral Throw > 6D~D > j.B > (JC) j.C > (JC) [j.C x 5] > j.214B Damage: ~2300 Neutral Throw > [6D~A x 2] > 623D Damage: ~2322 Note: Combo only works on Ragna, Bang, Hakumen, Tsubaki, Lambda-11, Tager, and Taokaka. Neutral Throw > 6D~A > (Adjust) 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~4956 Backthrow > 5D~D > [j.C x 2] > (Land) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2937 Note: Combo doesn’t work on Jin, Rachel, Carl, and Hazama. Backthrow > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4087 Backthrow > 5D > 632146C *50 Heat* Damage: ~2823 Note: 5D doesn’t work on Jin, Rachel, Carl, and Hazama. Air Throw > 4D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Air Throw > 2D~D > 2B > 5C > 4D~A > 4D~D > j.214B# Note: 2D~D is meant to miss the opponent so 2B can connect afterwards. 3. Drive Starter Combos 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2381 5D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2366 j.6D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2432 j.D~D > j.B > (JC) j.C > (JC) [j.C x 5] > j.214B 5D~A (CH) > 5D~D > (Any Drive Starter Combo starting from j.2C or j.B) 4. Jayoku Houtenjin Punishment Combos *All of the following combos require at least 50 Heat.* 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~4676 236236B (FC) > (Adjust) 214D~C > 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~4583 236236B (FC) > (Back Dash) j.9D~A > (Land) 623D > (Back Jump) j.6D~D > 5C > 4D~A > 4D~D > j.214B# Damage: ~5755 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 632146C *100 Heat* Damage: ~5949 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage: ~6641 236236B (FC) > (Adjust) [6D~A x 4] > 623D > (Dash) 3C > 236236B > (Adjust) [6D~A x 2] > 6D~D > j.214B# *100 Heat* Damage: ~7039 5. Mid-Screen Combos 6C (CH) > 5D~D > Air Throw > (Land) 236236B > (Adjust) 6D~A > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *100 Heat* Damage: ~7990 Note: The Air Throw is meant to miss, canceling out the momentum from 5D~D. This allows 236236B to connect when you land in front of your opponent. 214D~B (FC) > (Adjust) [6D~A x 3] > 623D (RC) > (Dash) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4434 214D~B (CH) > (Adjust) [6D~A x 2] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~3706 5B (CH) > 6A > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~3680 236C > 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~1848 [Far] 6C (CH) > 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~3321 [Close] 6C (CH) > (Dash) 3C > (Any BnB Combo starting from 214D~C) 214D~A > 2A > (Any BnB Combo starting from 5B) Note: 214D~A can only be followed up with 2A on CH, Charged, or if your opponent is crouching. 6. Corner Combos (Hazama in Corner) 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~5606 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > (JC) j.214B > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat* 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* 214D~B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~4090 Neutral Throw > 6D~A > (Adjust) 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~3736 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~3683 7. Corner Combos (Opponent in Corner) 236236B > (Adjust) 214D~C > Dash 5B > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat* Neutral Throw > [4D~A x 3] > 4D~D > j.214B# Damage: ~2895 236D (CH) > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2912 8. Character Specific Combos 6C (CH) > (Dash) 236236B > (Adjust)[ j.C x 5] > (Land) 236236B > (Adjust) [4D~A x 4] > 623D > (Back Jump) j.6D~D > 5C > [4D~A x 2] > 4D~D (Gold Burst) > (Land) 6D~A > 6D~D (Gold Burst) > (Land) [6D~A x 2] > 623D > 632146C *100 Heat* *Both Bursts* Damage: ~10103 Tager specific. [j.C x 5] should be started early so all hits miss except for the last one. 5C > 3C > 214D~C > {[5C > 2C > (JC) j.214B] x 5} > 5C > 2C > 623D Damage: ~3700 Tager specific. Loop combo, 5C > 2C > (JC) j.214B is repeated five times. 5C > 3C > 214D~C > 5C > 2C > 6D~A > 4D~A > 623D > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# Damage: ~4663 Rachel, Tager, Taokaka, Hakumen, and Arakune specific. 236236B > (Adjust) [6D~A x 2] > 623D > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Rachel, Tager, Taokaka, Hakumen, and Arakune specific. Can only be successful when Hazama is in the corner. 9. Stylish Combos (Mostly Impractical) 236236B > (Adjust) 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage: ~5582 236236B > (Adjust) 632146C *100 Heat* Damage: ~4325 236236B > (Adjust) [2D~A x 2] > 2D~D > j.214B# *50 Heat* Damage: ~4620 5C > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 623D > 632146C *50 Heat* Damage: ~4432 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D (RC) > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4432 214D~B (CH) > (Dash) 236236B > (Adjust) 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~2975 5B > 3C > 214D~A > 5A > 5C > 4D~A > 4D~D > j.214B# Damage: ~2763 214D~B (CH) > (Back Jump) j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2037 Backthrow > 2A > 5B > 2C > 4D~D > j.214B# Note: Can only be successful when Hazama is in the corner. 10. Combos Into Astral Heat *All of the following combos require 100 Heat and Astral Conditions.* 236C > 2A > 5B > 3C > Astral Heat Backthrow > Astral Heat Note: Can only be successful when Hazama is in the corner. Neutral Throw > 6D~A > (Adjust) 623D > Astral Heat Note: Can only be successful when Hazama is in the corner. 5D~D > j.2C > 3C > Astral Heat Note: Must purposely miss with the j.2C in order to follow up 3C with the Astral Heat. Edit: BBCS out now. Hope you all decimate the old men and little girls you'll inevitably be fighting against.
  2. Eclipse

    [CS2] Hazama Changes Thread

    214DC>6C>dash 2B>5C>2C>jyayoku>2DD>aircombo does approx 3800 Judging from that being possible, shouldn't it also be possible to do 3C > 6C > (Dash) 2B > 5C > 2C > 4D~D > new j.214B# That would be a reliable ground to air combo mid-screen. Or if 3C doesn't work as the starter, just use 214D~C as the starter. I don't know why you'd use Jayoku after 5C > 2C. But I could be missing some subteties of the changes.
  3. Eclipse

    [CS2] Hazama Changes Thread

    Haha, it was. But I'm one of those people who laughs at bad jokes. Ah well.
  4. Eclipse

    [CS2] Hazama Changes Thread

    Come on, ZONG_one. As an Arakune main, I assumed you would appreciate the quote for his specific level. I'm not trying to be a jerk or anything. I just think less arguing would be nice. ZhePrime really shouldn't be making judgments when Hazama isn't his main though...
  5. Eclipse

    [CS2] Hazama Changes Thread

    *sigh* Someone should just close this thread now. Whoever the Hazama section mod should probably delete a lot of these cluttered threads. Pointless arguments... Too many threads made about the same questions that could have easily been asked in another section. I miss when the console version wasn't out, and only a select few talked about the characters. Whatever... Hopefully someone can handle all of this immature folly. (Remember my friends, "Where ignorance is bliss, tis' folly to be wise.")
  6. Eclipse

    [CS2] Hazama Changes Thread

    Well, I don't especially support the idea of arguing over something that technically may not exist in the long-run. But I see nothing wrong with speculation. Theory-fighting sounds kind of stupid. But people can hope/dream or just speculate. Since it's something to do, and helps us understand the different directions and possibilities they could go in with the final result.
  7. Eclipse

    [CS2] Hazama Changes Thread

    I'd be all for them taking out many of his options, and replacing them with new ones that are just as stable. Like 3C > 214D~B > 4D~A > 4D~D > j.214B# Or making 236D comboable. As long as they balance him out in the end, and he can actually combo, it'll be fine. I'd be all for new combos and mixup since I love learning new things. I guess it's just a matter of how much faith we have in the company. And if we believe they really know what they're doing.
  8. Eclipse

    BBCS LokeTest 2: Oct. 8th, 2010 Discussion (NO COMPLAINING)

    Uh oh, Hazama's dead. I hope they don't keep these changes... Getting rid of every BnB he has for good.
  9. Eclipse

    [CS2] Hazama Changes Thread

    Wow, I never thought they'd take out something so important. I'm glad it's just a loketest, but if this sticks. We're more or less screwed. The only thing I can think of to balance it out, would be allowing 5B > 3C > 214D~B > 4D~D > j.214B#. Or something of that sort. He'd still be worse, but we should at least be able to follow up 214D~B without a CH or he has no BnB. Othewise, we'll have to start going for mixup and comboing directly from 214D~C. 3C will have no use though... Having the chains not replenish on block will also make it much more difficult to play Hazama, but still possible. I'll just cross my fingers and hope they don't keep this change.
  10. Eclipse

    [CS1] Hazama Combo Thread

    I'd say Mizuchi Rekkazan is only practical if you're killing them with it and winning the round. Wasting 50 heat instead of gaining 30-40 and knockdown is simply a bad idea. But hey, flashiness is awesome. So if you can manage to win everytime doing it, go ahead.
  11. Eclipse

    [CS1] Hazama Combo Thread

    I'm pretty sure he meant j.9D~A. But yeah, we've known that for a while now. Works on Litchi and Jin.
  12. Eclipse

    [CS1] Hazama Combo Thread

    Thanks for the find, I'll edit this out within a few days. And I put adjust there just in case Hazama isn't at the right angle at the given time.
  13. Eclipse

    [CS1] Hazama Gameplay Discusson

    It's easier to execute the 2A > 2B > 3C one, but I believe the 2A > 5B > 3C does slightly more damage. The pushback may be greater though, making it necessary to dash ater 214D~C.
  14. Eclipse

    [CS1] Hazama Combo Thread

    You want to input the dash at the last possible moment. And if you're getting 6C, try to Dash then let go of the D-Pad/Stick, and press C. What you want to be doing is: 66 > 5C not 66C. You can try inputting the first 6 during the ending of Hazama's 214D~C. If done at the last possible moment, it should work correctly.
  15. Eclipse

    [CS1] Hazama Combo Thread

    Well, haha. That combos is extremely situational and difficult to pull off so I wouldn't worry about it too much. But if you really want to know. I believe you high jump then time your last C hit to hit Tager as he's falling to the ground. It's usually (Always) better to go with the reliable 100% heat combos if you're interested in high damage.
  16. Eclipse

    What is the best FC in the game?

    Thanks for stating this Zidane. People don't understand that Hazama hitting with a FC really makes almost no difference at all. It just has that "epic effect" and is known as a godly Fatal Counter, simply because it does Fatal Counter. In other words. Being a FC has nothing to do with it being so godly. The main thing that makes it great, in my opinion at least, would be the speed, invulnerable frames, and simply... the fact that it's such a good reversal that you can get massive damage off. If we're talking about what FCs are used the most, or which move is great in general, yeah, then it's wonderful. But it's amusing since it's power has nothing to do with the fact that it's a FC. (And wouldn't the "best FC" have to be because of what FC does, haha.) I'm done, but I agree with Zidane here.
  17. Eclipse

    [CS1] Hazama Combo Thread

    I haven't used 5B > 2C much in netplay, so I wouldn't know. But I would assume it'd be easier. I'm getting the timing down for two chains in netplay much better now though. And to be honest, the whole three chain thing is kind of dead. No one uses that I guess. Not professionals, no one. Even though it is possible, the j.C's and risk involved aren't worth it. Not to mention that after the patch, the slower speed of ouroboros will probably make it impossible.
  18. Eclipse

    [CS1] Hazama Combo Thread

    Fatal By Nature. I'm pretty certain that 5C in the combo does more damage as you can still follow it up with 4D~A > 4D~D. Also, maybe you're forgetting that you can hit with both parts of 5C yielding more damage. And maybe you haven't faced many good Hazama's, haha. Since most good players will go for that combo if they want to maximize damage. My only guess is that people are doing this: 5B > 3C > 214D~C > (Dash) 5C > JC [j.C x 5] > 2C > 4D~D > j.214B# Since it builds more heat. And it's easier to do in lag, since the netcode seems to be horrible right now. Lastly, and I'm with Zidane on this one. Most Hazama players just have no idea what they're doing, and don't do the full BnB's, etc.
  19. Eclipse

    [CS1] Hazama Gameplay Discusson

    I usually go for the j.214B at the end anyways. And surprisingly enough to my opponent, myself, and all lifeforms in the universe, it hits. Sometimes it hits even when you're facing the wrong direction anyways. You can always try to reset them into 4D~A's as well. And it's not for no reason. It happens to me sometimes too. It's because we accidentally positioned ourselves wrong for the subsequent j.C's.
  20. Eclipse

    [CS1] Hazama Combo Thread

    Just try adjusting the height ghost beef. That's my best tip. Get a feel for distance between you and your opponent. Sounds weird, but it's crucial with Hazama. And thanks for the info about the 5C launch Zidane. I knew it worked on everyone but Mu-12, so thanks for the find. If I'm not mistaken, you're one of the best Hazama's on PSN. If not the very best in PSR at least. Any advice I could use to improve my Hazama. I know you haven't seen him or anything. Just general tips would be nice, message me if you want. And I believe 214D~B only combos on CH or FC. I've never got it to work otherwise, not even mid-combo. Since Hazama takes so long to recover.
  21. Eclipse

    [CS1] Hazama Combo Thread

    Ghost Beef, Jakou to j.6D is nigh impossible on most characters. As for the combo with your back to the wall. It's easy to pick them up again if you mash 2B or 5C. If that doesn't work, you may need to hit them with Jakou at a greater height. Try this combo on Ragna and get back to me on your results. Neutral Throw > [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~D > j.214B# It should work out quite easily since they'll be more than high enough after Jakou (Hungry Coils). Try this first, then experiment with different combos, and change the amount of 4D~A's or 6D~A's you do beforehand. You can also delay Jakou instead of retracting the chain. Sometimes that helps.
  22. Eclipse

    [CS1] Hazama Combo Thread

    ^ It seems like it'd work on them, but are their hitboxes big enough to allow the dash 5C to connect?
  23. Eclipse

    [CS2] Hazama Changes Thread

    If it gatlings, combos should be just as easy, right? The only difference this would really make is with hit-confirming then? And Hit-stun, etc. This is only the first loketest anyways. I'd even be okay with them nerfing Hazama more since these changes are so slight.
  24. Eclipse

    [CS2] Hazama Changes Thread

    ^ So will we always have to followup 5B with 3C immediately now for the combo? I'm guessing because of the decreased level, you could no longer use 5B > 214D~A/C. No more serpent's benediction from that will change things a bit.
  25. Eclipse

    [CS2] Hazama Changes Thread

    I don't know Spinzaku. Ragna's looking a little desolate, haha. No wallbounce on ID just seems awful to me. I guess it still does a little bit in the corner. I just hate the characters who can get ~5K without a specific setup. And I thought Litchi was one of them. She may need the corner, but it's easy to carry people over there. Honestly, I'm not a Litchi main or sub, so I wouldn't know. Anyways, I just read 3C causes float now. Good or bad? Not 100% sure on that term. Would that work like 214D~C? Sounds kind of sketchy, but I'll post the link anyways: http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-Valkenhayn-DLC!-BBCS-2-for-arcades!&p=752791#post752791 (third post from the bottom)
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