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DF2K

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Everything posted by DF2K

  1. DF2K

    [CS1] Hazama Gameplay Discusson

    I only really use Mizuchi if it's going to net me a KO, the minimum damage on it is pretty solid, not to mention it's entirely burst safe. There's no oki, and it puts Hazama back to zoning again. Maybe below 20% health it would be useful to end a non-death combo since you gain meter automatically when you're below 20%, but that's pretty impractical. As far as openings, I'm with Arifureta, I play defensively and zone until I get a clean hit. I was messing with something today. Remember Hazama's Mission 10 combo where he needs to use j.b+c after 5d-d to stop the vertical momentum? I think this could be utilized as a mind game. For example, doing 5d and then d right before it hits the opponent, then using b+c midair to get him on the ground quickly again to psych them out and dashing in for a throw or quick 3c, etc. What do you guys think?
  2. DF2K

    [CS1] Hazama Gameplay Discusson

    6b is the god of uselessness. Unless you want to be a dick and guard crush someone that way.
  3. DF2K

    Omg I love that word.

  4. DF2K

    [CS1] Hazama Videos

    http://www.youtube.com/watch?v=HZGARmDxalE&feature=sub Video of a friend and I playing.
  5. DF2K

    [CS1] Hazama Combo Thread

    Can't see how it would annoy you but it's ok.
  6. DF2K

    [CS1] Hazama Combo Thread

    Then don't read it. Oh wait, you didn't, because I was talking about 5c, 2c, 6d-a, 4d-a, 623d.
  7. DF2K

    [CS1] Hazama Combo Thread

    The 5c, 6d-a, 4d-a, 623d combo actually works for other characters, too (Tao, Ara, Rachel, Haku). Although it isn't as easy to do as Tager for obvious reasons.
  8. DF2K

    [CS1] Hazama Gameplay Discusson

    IB throw vs. IB Jayoku: If you have meter and your opponent is pressuring, they may try to bait Jayoku, that's when you go in and throw (or command grab). :P j.5d-d cross-up: If your opponent blocks j.5d-d, do one j.5c when you get close, dash underneath, and cross them up. There's a couple.
  9. DF2K

    [CS1] Hazama Combo Thread

    It would definitely have to be near the corner since the 214d~~c has to be early. You can pick up Tager again with 5c after Jakou mid-screen, but the Jayoku after 5c would launch them horizontally enough where you would need to dash to connect 214d~~c, not allowing you to do it early enough for the height you need for the remainder of the combo. When I get home I'll test this and if it works I'll record it and post a video. Also, think about adding 6c CH to the beginning to make it: 6c CH, 5d-d, b+c (whiff), Jayoku, 6d-a x 3, 623d, 665c, Jayoku, (early) 214d~~c, 5c, 4d-a, 4d-d, #j.214b. Alternatively: 6c CH, 5d-d, b+c (whiff), Jayoku, 6d-a x 3, 623d, 665c, Jayoku, (early) 214d~~c, 5c, 4d-a, 4d-a, 623d, Mizuchi. If my math is right, it could do up to around 9k. Ugh, so much theorizing. I'm a projectionist and I have to screen Twilight two more times before I can go home. Crappy movies make you do math.
  10. DF2K

    [CS1] Hazama Combo Thread

    Something I'm fiddling with vs. Tager: jayoku FC, 6d-a x 3, 623d, 665c, jayoku, (early) 214d~~c, 5c, 4d-a, 4d-d, #j.214b Haven't fully tested it yet since I'm at work, but the early 214~~c is to keep Tager just high enough for the 4-d to stick without using 2c and ruining the proration. Would keeping 5c, 2c still be better damage wise?
  11. DF2K

    [CS1] Hazama Gameplay Discusson

    Like buffering any other quick dash mid-combo, go forward once during the very end of the animation and again right when the animation finishes. It's just a matter of practicing it a lot and committing it to muscle memory.
  12. DF2K

    [CS1] Hazama Gameplay Discusson

    Remember with j.2c you can link jayoku when you land. The damage isn't very solid but it's a cross up none-the-less.
  13. DF2K

    [CS1] Hazama Combo Thread

    After a couple of training mode sessions I've managed to get the 7911 combo off semi-consistently. However, messing it up is BAAAAD (especially off of j.9d, which would seem more likely) since your opponent gets to run away for free, so I'd prefer just doing more orthodox combos to maintain control. Pretty cool combo, though.
  14. DF2K

    [CS1] Hazama Combo Thread

    You just have to be quicker with the follow up. Not much more to it.
  15. DF2K

    [CS1] Hazama Complete Guide

    2c is better if it trades since you can dash backwards and 623d. If 2c is a clean counter hit you can really only 4d-d, #j.214b.
  16. DF2K

    [CS1] Hazama Combo Thread

    Something I did vs. Tager yesterday: 5c, jayoku, 6d-a x 3 , 623d, 665c, jayoku, 214d~~c, 5c, 2c, 4d-a, 4d-d, #j.214b. Did roughly 8.2k. Poor Tager.
  17. DF2K

    [CS1] Hazama Combo Thread

    I just tried this and I couldn't get the second loop off because of the push back from 2b, 5c, 2c. However 2b, 5c, 2147b connects and you can barely link Jayoku. The damage isn't too solid because of the proration, but it's definitely a show-off combo if you want to humiliate your opponent. XD
  18. DF2K

    [CS1] Hazama Combo Thread

    What I mean is pressing forward once as the animation is about to end, and again when it actually ends. It helps the dash be more "exact" I suppose. Another example is buffering a dash after RC by going forward, RC, forward. So the dash is almost immediately when you RC, making the follow-up slightly faster and precise.
  19. DF2K

    [CS1] Hazama Gameplay Discusson

    My theory is that everyone will play Hazama because he's a pimp, then find out that his movement is odd and find another character who has a dash rather than a hop. I used to play a lot of 3rd Strike so I'm accustomed to "hopping" characters like Johnny, Carl, and Hazama.
  20. DF2K

    [CS1] Hazama Combo Thread

    1. It depends on how far in the combo you are. Relaunch combos like 3c, 214d-c, 5c, j.cx5, land 2c, 4d-d, #214b will only connect if the 4d is on the 12th hit or lower (sometimes 13, I think it's character specific). Anything higher will blue beat. 2. You're right about that, the higher the Jakou connects, the more time you have to follow it up. The timing on the follow up should always be a buffered dash as the animation for Jakou is ending, regardless of how high you catch them. Fireryda: I'm not sure, what is the proration like on 5c vs. 5b?
  21. DF2K

    [CS1] Hazama Combo Thread

    This is actually helpful if you get them with j.5d pretty high in the air: j.5d-d, j.214b, RC, 44, 4d-d, 5b, 2c, 4d-a, 4d-d, #214b
  22. DF2K

    [CS1] Hazama Combo Thread

    That combo is actually pretty good in the corner if you plan to use 214d-a in a block string and your opponent gets eager and tries to jump out. Edit: Well obviously not the WHOLE combo listed above, more like: 214d-a, 5a, 5c, 4d-d, #j.214b
  23. DF2K

    [CS1] Hazama Combo Thread

    Hazama's Mission 10 combo: 6c CH, 5d-d, j.b+c, land, jayoku, 6d-a, 623d, 663c, jayoku, 214d~~c, 5c, 2c, 4d-a, 4d-d, #214b (7990) The j.b+c is to stop the forward momentum from 5d-d so he can fall to the ground and Jayoku. Sorry if this has been discussed already, just thought I'd post it here for those who haven't seen it yet. SOURCE: http://www.youtube.com/watch?v=sa9eWn6Zqxc#t=2m30s
  24. DF2K

    [CS1] Hazama Gameplay Discusson

    Today something amazing happened. My friend was playing Tager and he did wake up MTW. In response I did 3c, the first hit of MTW clashed with it and I canceled into Jayoku. The second hit of MTW and Jayoku traded and I ended up doing around 5.5k. XD I love Space Kick.
  25. DF2K

    [CS1] Hazama Gameplay Discusson

    I have no problem with doing dash-3s if I'm facing left, but right is a different story. If I plan on using dash-3c, jayoku, I just make sure the 623D is relatively high to buy more time, not to mention prorate the combo less to make the super worth it. But like Kid said, if you have 100 heat there's no harm in using jayoku mid combo just to add some additional damage, especially with Hazama's heat gain.
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