Jump to content

PhoenixBR

Members
  • Content count

    97
  • Joined

  • Last visited

Everything posted by PhoenixBR

  1. PhoenixBR

    [CS1] Hazama Combo Thread

    http://zoome.jp/sculpture/diary/26/ Near the end of the video. It's also possible to just do 6D~A instead of j9D~A, and you can actually do 4D three times after 5C.
  2. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    Apparently it's true. Really sad indeed. That also explains why there were no videos of Zaki coming out lately...
  3. PhoenixBR

    [CS1] Hazama Combo Thread

    It works on Tao, Tager, Hakumen and Arakune as well. Just saying that I've managed to do a triple 4D after doing 5C, instead of 2C > double 4D. Also works on Jayoku combos.
  4. PhoenixBR

    [CS1] Hazama Combo Thread

    I don't know if it has been found out, but when I was practicing character specific combos on Rachel, I've managed to do 5C > 4D~A x2 > 4D~D > j214B# after j6D~D connected. Timing is actually pretty easy and it does a little bit more damage than the 2C > 4D~A > 4D~D > j214B# variation.
  5. PhoenixBR

    [CS1] Hazama FAQ

    Well yeah, that's what I've been doing, but it becomes predictable once you know the exact blockstring the training dummy is gonna use.
  6. PhoenixBR

    [CS1] Hazama FAQ

    Is there a good way to practice IB > Jayoku offline? I mean, it's pretty easy to do when you're sure your IB is going to come out next time the opponent hits you, but it's definitely not like that against other players. Or is there actually a decent window of time in between IBing and Jayoku, so you have time to confirm that you've IB'd?
  7. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    There's only one person I can play without lag at the moment, so yeah... you guys really shouldn't be complaining Just kidding. I'm pretty sure Aksys has said something about boosting up the ranked match speed when Makoto comes out. Also, waiting for the intro helps with sync. It really pisses me off that every damn person I face online skips it.
  8. PhoenixBR

    [CS1] Hazama Combo Thread

    Yeah, the same happened to me. But once they were so close to the ground that I thought "wtf, what if I close in?". To my surprise, j2C actually hit them and I thought I should share it with you guys.
  9. PhoenixBR

    [CS1] Hazama Combo Thread

    Okay... I think I've found out a new combo, or at least the beginning of one. It is possible to do 236236B > backdash > 5D~D > j2C (while they're still in the air REALLY close to the ground) > 5C > etc. I'm pretty sure I managed to do 236236B > 5D~D > j2C > 5C > JC > jC x5 > 2C > 4D~D > j214B#. Damage is quite good and it builds some meter. But I believe it can have o lot more potential than that. If someone's willing to play around with it...
  10. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    There are some pretty nice corner combos in that 10 min japanese tutorial, including the crossups with 5B and whatnot. It's worth watching.
  11. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    Really? They're my favourite combos with Hazama, lol. I just love doing them, maybe that's why it's so easy to me. They just come naturally.
  12. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    What would be the best 100% heat combo when out of the corner? Personaly, I find 236236B > 44 > 6D~A (or j8D~A) > 623D > 66 > 3C > 236236B > 214D~C > 5C > 2C > 4D~A > 4D~D > j214B# to be the easiest to execute and it actually does pretty nice damage. The only problem is that Jayoku whiffs sometimes after 3C when I'm facing a character such as Carl or Noel. Does it have anything to do with Jakou's height or should I just practice 236236B > 6D~A x3 > etc?
  13. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    Same here, rofl. Mirror matches with lag are just plain silly... and retarded. I can't even charge 214D~C, it's like I have to rush all the BnBs for them to actually come out, ugh. @Eclipse (3): How about throwing out Jayoku Houtenjis every time you land a hit (and have meter, obviously)? That would be fun. Also, use that Jakou > Rapid > 214D~C combo, even if it does less damage...
  14. PhoenixBR

    [CS2] Hazama Online Play

    PSN: PhoenixBR Location: Rio de Janeiro (Brazil) I will probably have this by friday.
  15. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    In BBCT I used to IAD foward and grab them sometimes, it's interesting since it forces them to stay on the ground when the round begins. Once they stop falling for it, then you're pretty much free to apply pressure on the ground right off the bat or just 3C if you know they're going to dash in and try to hit you. You should, however use this sparingly, otherwise you'll obviously be AA'd. Don't know if this is a question that should go to the FAQs thread, but is it really possible to make Jakou hit all the characters after a 214D~C (either from 3C or Jayoku) > 5B (crossup) on the corner? Sometimes it just whiffs... I've noticed there are some who need to be hit with chains twice while others can only be hit once.
  16. PhoenixBR

    [CS1] Hazama FAQ

    Definitely a good idea. It's always good to learn from someone else who's trying to achieve the same goal as you are.
  17. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    I think we should make a compilation of FAQs before uhh... you know, creating a FAQ:vbang: All I can think of right now is the j6D combo and that somewhat new j9D combo. There's also that cross up thing with 5B when they're in the corner. Anything else?
  18. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    I think both ways actually work. In my case, I do cancel the 4D with A and then use Jakou, but if Fireryda says it works by canceling 4D directly into Jakou then it must also connect successfully. You must, however, wait a little bit before throwing Jakou out, as we said earlier.
  19. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    I think we should do a FAQ or something, things like this are always brought up. I managed to land this combo successfully by delaying Jakou a little bit. This way the opponent goes a bit higher before it actually brings them down. As kid viper and many others said, the chain must be extended to it's full limit, or something very close to that.
  20. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    Guess that's why I was dropping it sometimes today. Thanks for pointing that out.
  21. PhoenixBR

    [CS1] Hazama Gameplay Discusson

    It's pretty easy to do when the 214D~C comes after a Jayoku Houtenjin, you just have to do 214~C a little bit earlier, I think. Doing it from 3C, on the other hand, can be quite difficult. Try to follow Fireryda and Soriphen's advice and you should be fine.
  22. PhoenixBR

    [CS1] Hazama Combo Thread

    Thank you guys. But what exactly gave the combo enough height? Jakou apparently needs to hit with the tip of the chain... Edit: Okay, played around with it and managed to do it successfully a couple of times. I think I was doing 4D~A > Jakou way too early. If you delay it a little bit, the opponent will fly a bit higher. Please correct me if I'm wrong. But yeah, it's not always that I'll be able to land a 5C in the middle of the match like that, is it viable with 5B? I think I've read somewhere that it is supposed to hit from a certain distance from the target.
  23. PhoenixBR

    [CS1] Hazama Combo Thread

    What makes Tager go higher so that the j6D doesn't blue beat at this video http://zoome.jp/sculpture/diary/26/ (1 minute in)? Are the chains delayed or is it 5C? Also, is it possible to just use 4D~A twice after 2C, instead of 6D~A > 4D~A?
  24. PhoenixBR

    [CS1] Hazama Combo Thread

    Somebody help me out, please. I have a couple of doubts about some of his combos. I have to use my DS3 to play BBCS, that might be the problem as I'm used to playing with arcade sticks. Anyway, here it goes: 1- When exactly can I do [...] 2C > 4D~A > 4D~D [...]? Is that character specific or something? 2- How do I get stuff like (66)3C, 2B and 5C (on large characters) to hit after Jakou? I'm pretty sure it has something to do with the opponent's height in the moment you swing them down to the ground... what's the timing / spacing then? Sorry if those questions were already answered (probably were), but there are too many pages to go through... D=
  25. What are those options then? The opponent can easily escape after teching... If they tech the purple throw, it gives you many options to contiue the pressure. Of course, you'll have to react to your opponent's behavior accordingly. Moves that punish your airdash in usually have a lot of recovery frames or just enough to force them to block if they whiff something
×