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Zidane

[CS2] Hazama Combo Thread

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I think you can dash 214D~C after CH 214D~B if it's used as an AA. I think it leads into relaunch. I'm not sure. I'll check later.

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It's not hard at all. You cross under and 5C. The timing is easy. Just delay the dash.

Yeah but I'm usually too close after the 2C to 623D properly.

It misses nearly all the time.

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I can't seem to nail this part in the relaunch combo:

... 623D jump forward j6DD 66 6C 66 2C jCx5 ...

6C always whiffs. When I look at combo vids I can't even notice that they do 66 6C (looks like they're just doing 6C), but when I try that I just whiff, which means I have to make a super short dash into 6C (but when I try that 6C always whiffs, as previously stated. Be it that it whiffs because that short dash doesn't register or that I dash too far before 6C comes out).

I've read the tips Tong posted, but no luck so far.

This is the only part I have trouble with, everything else I can pull off flawlessly.

But do you guys have any tips or pointers on how to make this work?

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Input 66C, do not be hasty in inputing it though.

Wait for Hazama to reach the ground/just a tiny bit before.

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Ah thank god for this thread. Only just picked BB back up to find Hazama's been flipped all over the shop x_x

Time to hit the lab again.

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I can't seem to nail this part in the relaunch combo:

... 623D jump forward j6DD 66 6C 66 2C jCx5 ...

6C always whiffs. When I look at combo vids I can't even notice that they do 66 6C (looks like they're just doing 6C), but when I try that I just whiff, which means I have to make a super short dash into 6C (but when I try that 6C always whiffs, as previously stated. Be it that it whiffs because that short dash doesn't register or that I dash too far before 6C comes out).

I've read the tips Tong posted, but no luck so far.

This is the only part I have trouble with, everything else I can pull off flawlessly.

But do you guys have any tips or pointers on how to make this work?

Either do what Sey said...or you can do what I do. Buffer the dashes when he is extremely close to the ground then press 6C. He normally connects the dash for me. Takes time and practice to adjust to and keep it muscle memory.

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I think you can dash 214D~C after CH 214D~B if it's used as an AA. I think it leads into relaunch. I'm not sure. I'll check later.

yeah you can, and it can be done from just about anywhere, the timing can seem tight at times when done outside of training. The damage really isn't too great either, but this is situational damage anyways, so it makes no difference. I dont think you can relaunch of of it though.

It's really fuckin annoying though. And I don't think you can do that off a Lv2.

yeah lv.2 makes them fly too far away. :v:

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This is going to sound dumb, since most people find this easy. But I have no trouble doing j.6D~D > (Dash) 6C in the relaunch combo. I don't even have trouble dashing under 236D for the new corner combo or 214D~C > (Dash) 6C in the corner. The only thing that gives me trouble is dashing 2C, no matter where I do it. Ex:

After j.6D~D > Dash 6C > Dash 2C It always blue beats, or Hazama doesn't move at all and I do 2C standing in place. The same thing happens in the corner when I do dash 2C. I have no trouble with dashing 3C, which comes out sometimes. Or Dashing 5C. But I think since 2C's a slower move or something, it always blue beats, and I screw it up. Any advice guys?

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This is going to sound dumb, since most people find this easy. But I have no trouble doing j.6D~D > (Dash) 6C in the relaunch combo. I don't even have trouble dashing under 236D for the new corner combo or 214D~C > (Dash) 6C in the corner. The only thing that gives me trouble is dashing 2C, no matter where I do it. Ex:

After j.6D~D > Dash 6C > Dash 2C It always blue beats, or Hazama doesn't move at all and I do 2C standing in place. The same thing happens in the corner when I do dash 2C. I have no trouble with dashing 3C, which comes out sometimes. Or Dashing 5C. But I think since 2C's a slower move or something, it always blue beats, and I screw it up. Any advice guys?

As xlolxlolx said, you just have to do it faster (as in, input the dash faster, DO NOT cancel the dash earlier than needed, the 2C will just whiff).

Another option if you are not to obsessed over maximing the damage/meter gain is doing dash 5C 2C sj.B j.Cx2 j.Cx5 j.214B as the ender.

It pretty much deals the same amount of damage/hg (2C j.C x5 5C sj.C x5 j.214B deals about ~20ish dmg more and gains ~7 more meter or something silly like that, I didn't test it much since the difference just wasn't big enough to waste my time).

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Yeah, thanks for the opinions. It's good knowing to not cancel the dash, but to just do it earlier. And keep the 2C at the end or mid-dash. I prefer getting the "perfect" combos, but I'll improvise when need be.

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Just how tight is the ... 623D>j.6DD>66>6C>... link? I can't seem to nail it consistently. After like 30-40 tries I nailed it twice and since I wasn't really prepared to nail it those times I didn't even get the chance to practice the rest of the combo.

Just how long did it take for you guys to start nailing that part consistently? Feels like it's gonna take a month at least for me.

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It only took a week or two, if that. It may be because I have a lot of practice with regular Hazama, so his moves are natural to me. Just don't be afraid to input the 66 very early on. Especially online, since the lag tends to screw it up a lot. Input it near the end of the chain movement.

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Zidane, are you going to write down Jayoku combos starting from chains? Like 5D/j.6D~D 236236B stuff? Or is it simply not worth it to use Jayoku in a combo with chain as the first hit due to the 70p1 (can't get a relaunch)?

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IMO, A Jayoku combo isnt a Jayoku combo unless its a FC. And since the move is more or less a DP, I'd say learning when you can stick one in during a Blockstring would be worth more than any hitconfirm.

/2Cence

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Hotenjin has 50% P1 proration. If it's a regular hit you can't do a regular relaunch combo and you just wasted 50% meter. If it's FC, congrats, you took a huge gamble and did 4-6ishK.

Meanwhile, if you hit confirm any 1-4 normals dependant on variables I already listed, you get 5 - 8K depending on how much meter you have / want to spend and gain 50% back off any random hit.

Hit confirming > not wanting to block and flailing on 236236B.

(PS: Knowing when to hotenjin in unsafe blockstrings is ok at best and is only ok because smart people will generally adapt and not do those strings again and bait you)

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Still feels good to expose them with a FC Hotenjin though. The risk>reward for it is not as good, unless your not giving two sh!ts. Just stick to launching them with it, kids.

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Here's the transcript for the second tutorial video.

I've omitted midscreen houtenjin combos since Zidane posted better/more specific setups already.

I've also omitted those silly gold burst x2 combos, I've found 3 chara specific backthrow combos that requires no meter on the jp wiki though, so I've included those.

J6D~ -> is the basic 6DA 4DA j7DA 623D... combo

BnBs

5DD J2C 66 5B 5C 2C 3C 236D

236C 66 5B 5C 2C 3C 214D~A

[random string of normals] 214D~A

Best oki ender.

[random string of normals] 236D

Best way to push the opponent in the corner/can be used to get a wall bounce and keep the combo going and score corner oki.

Okizeme

If the opponent does not emergency tech:

[anything into 214D~A] 5C 2C J6D~

DMG:...+3101 HG:...+58

If you link too many normals the opponent will be able to tech before 623D/you'll drop the combo.

Combos from counter hits

2C(CH) 623D 66 3C Houtenjin 66 214D~C(2) 66 6C 66 2C JC5 2C 4D 623D 66 3C Mizuchi

DMG:7510 HG:19(-50)+25(-50)

214D~B(CH) 66 214D~C 66 6C 66 5C 2C 6DA 4DA 623D 66 3C 214D~A

DMG:2636 HG:47

2C (CH) 623D RC 66 214D~C(2) 66 6C 66 5C 2C 6DA 4DD JC5 J214B

DMG:4866 HG:12(-50)+25

3C (CH) 214D~C(2) 6C 66 5C 2C J6D~

DMG:4969 HG:81

Throw combos character specific

Tager 4B+C J6DD 2C 6DA 4DA J8DA 623D 66 5C 623D 66 5C 623D 3C 214D~A

Makoto 4B+C J6DD 66 6A 2C JC5 5C 623D 3C 214D~A

Valk 4B+C J6DD 2C 4DA 6DA J8DA 623D J6DD 6C 5C 2C 623D 3C 214D~A

Air Throw combos

Air throw 214D~C 66 6C 66 5C 2C6 DA 4DA 623D 66 3C 214D~A

DMG:3620 HG:47

Air throw 66 5C 2C J6D~

DMG:3999 HG:63

Corner combos

5C 3C 236D 66 6C 66 5C 6C 66 5C 2C 4DD JC5 J214B

DMG:3287 HG:51

5B 3C 236D 66 3C 214D~C 66(switch side) 5C 2C 623D 5C 6C 66 2C JC5 5C 623D 66 3C 214D~A

DMG:3584 HG:71

6B+C 66 6C 66 3C 236D 66 6C 66 5C2C4DD JC5 J214B

DMG:3063 HG:55

236C 5C 3C 236D 66 6C 66 5C 6C 66 5C 2C 4DD JC5 J214B

DMG:1909 HG:56

236C 66 5C 3C 236D 66 (switch side) 5C 2C 623D 5C(1) 6C 66 2C JC5 5C 623D 66 3C 214D~A

DMG:2068 HG:66

6B+C 66 3C 214D~C 66 (switch side) 5C 2C 5C 6C 66 2C JC5 5C 623D 66 6C 214D~A

DMG:3711 HG:70

Air throw 66 214D~C 66 (switch side) 5C 2C 6DA 4DA 623D 5C(1)6C 66 2C JC5 5C 623D 66 3C Mizuchi

DMG:5411 HG:67(-50)

Corner combos (Hazama in the corner)

4B+C 214D~C 66 6C 66 3C 236D 66 6C 66 5C2C4DD JC5 J214B

DMG:3240 HG:59

4B+C 66 214D~C 66 (switch side) 5C 2C 623D 5C 6C 66 2C JC5 5C 623D 66 3C 214D~A

DMG:3649 HG:67

2C (CH) 623D 5C 6C 66 2C JC5 5C 623D 3C 214D~A

DMG:4193 HG:54

Houtenjin corner combos

5C Houtenjin 214D~C2 66 (switch side) 6C 66 5C 6C 66 5C 2C 6DA 4DA 623D 66 5C 6C 66 2C JC5 5C HJC5 J214B

DMG:6972 HG:2(-50)+66

5C Houtenjin 214D~C2 66 (switch side) 6C 66 5C 2C 6DA 4DA 623D 66 5C 6C 66 2C JC5 5C 623D 66 3C Mizuchi

DMG:8121 HG:2(-50)+58(-50)

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disregard, I didn't see beginning of post, but you should name it something other than J6D... That can easily confuse anyone just glancing over it.

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