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[CP2.0] Hazama Combo Discussion Thread

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Information

Combo thread for Blazblue Chronophantasma Extend. If possible, add these to combos you are posting:
    
    -Damage Value
    -Heat Gain
    -Video Source

Collapsed: General Notations Used:

[table]jJump
sjSuper Jump
adAir Dash
IADInstant Air Dash
jc or (JC)Jump Cancel
sjc or (SJC)Super Jump Cancel
RC or (RC)Rapid Cancel
OD or (OD)Over Drive
CTCrush Trigger
CHCounter Hit
FCFatal Counter
(N)Attack must only hit on Nth attack.
[???] xNRepeat for N amount of times. (listed as "N" means indefinitely)[/table]



Mid-screen:


Collapsed: Normal Starters:

5A/2A > 5C > 3C > 214D~66B > 5A > 5C > 2C > 4D~A > j.8D~D > j.C > j.Cx5 > j.214B
Damage: 2734
Heat Gain: 21

5A/2A > 5C > 3C > 214D~66B > 5A > 5C > 2C > 4D~A > j.8D~A > 632D > 632146C
Requires 50 Heat
Damage: 3647
Heat Gain: -30

5A/2A > 5B > 3C > 236236B > 214D~C > 5C > 2C > 4D~D > j.214B
Requires 50 Heat
Damage: 2999
Heat Gain: -34

5A/2A > 5B > 3C > 236236B > 214D~C > 5C > 2C > 623D > 632146C
Requires 100 Heat
Damage: 4343
Heat Gain: -92

5B > 5C > 3C > 214D~66B > 5A > 5C > sj.Cx3 > delay j.C > delay j.C > 665C > 4D~D > j.Cx2 > j.Cx5 > j.214B
Damage: 3371
Heat Gain: 23

5B > 5C > 3C > 214D~66B > 5A > 5B > 5C > 4D > 214D~66A > 665C > 6C > 5D~A > 66D~D > j.Cx5 > j.214B
Damage: 3520
Heat Gain: 27

5B > 5C > 3C > 214D~66B > 5A > 5C > 5D > 214D~66A > 5C > 2C > 4D~A > j.8D~D > j.Cx2 > j.Cx5 > j.214B
Damage: 3667
Heat Gain: 29

5B > 5C > 3C > 214D~66B > 5A > 5C > 5D > 214D~66A > 5C > 2C > 4D~A > j.8D~A > 623D > 632146C
Requires 50 Heat
Damage: 4561
Heat Gain: -22

5B > 5C > 3C > 214D~66B > 5A > 5C > 2C > 6D~A > 4D~A > j.8D~A > 623D > 632146C
Requires 50 Heat
Damage: ----
Heat Gain: --

5B > 3C > 236236B > 214D~66C > 665C > 6C > 5D > 214D~66A > 665C > 2C > 4D~D > j.Cx5 > J.214B
Requires 50 Heat
Damage: 5103
Heat Gain: -21

5B > 3C > 236236B > 214D~66C > 665C > 6C > 5D > 214D~66A > 665C > 2C > 4D~A > 623D > 632146C
Requires 100 Heat
Damage: 6110
Heat Gain: -73

CH 3C > 214D~C > 665C > 6C > 5D > 214D~66A > 5C > 2C > 4D~A > j.8D~D > j.C > j.Cx5 > j.214B
Damage: 4352
Heat Gain: 35

6A > 236236B > 214D~66C > 665C > 6C > 5D > 214D~66A > 665C > 2C > 4D~D > j.Cx5 > J.214B
Requires 50 Heat
Damage: 4086
Heat Gain: -23

6A > 236236B > 214D~66C > 665C > 6C > 5D > 214D~66A > 665C > 2C > 4D > 623D > 632146C
Requires 100 Heat
Damage: 5070
Heat Gain: -75



Collapsed: Special Starters:

236A > 214D~C > 662B > 3C > 214D~66B > 5A > 5B > 5C > 4D > 214D~66A > 5C > j.Cx2 > j.Cx5 > j.214B
Damage: 2467
Heat Gain: 18

214D~A > 665C > 6C > 5D~D > j.2C(whiff) > 665C > 2D~A > 4D~D > j.Cx2 > j.Cx5 > j.214B
Damage: 3529
Heat Gain: 29

214D~C > 665C > 6C > 5D > 214D~66A > 5C > 2C > 4D~A > j.8D~D > j.Cx2 > j.Cx5 > j.214B
Damage: 3961
Heat Gain: 32

CH j.214B > 5D > 214D~66A > 5C > 2C > 6D~A > 4D~A > j.8D~D > j.C > j.Cx5 > j.214B
Damage: 3148
Heat Gain: 33



Collapsed: Distortion Starters:

236236B > 6C > 5D~D > j.2C(whiff) > 5C > 4D~D > j.Cx5 > j.214B
Requires 50 Heat
Damage: 3708
Heat Gain: -37

236236B > 214D~66C > 6C > 5D~A > 66D~A > 664D > 623D
Requires 50 Heat
Damage: 3773
Heat Gain: -34



Collapsed: Throw Starters:

6B+C > 214D~66C > 665C > 6C > 5D > 214D~66A > 5C > 2C > 623D
Damage: 3610
Heat Gain: 27

4B+C > 214D~C > 66C > 5D > 214D~66A > 5C > j.Cx2 > j.Cx5 > j.214B
Damage: 3618
Heat Gain: 26

j.B+C > 6A > 665C > 6C > 5D~D > j.2C(whiff) > 665C > 2D~D > j.Cx2 > j.Cx5 > j.214B
Damage: 3720
Heat Gain: 30



Collapsed: Fatal Counter Combos:

FC 623D > j.6D~D > 665C > 2D > 214D~A > 665C > 6C > 5D > 214D~66C > 5C > 2C > 4D~D > j.Cx5 > j.214B
Damage: 4576
Heat Gain: 39



Collapsed: OverDrive Combos:

5A/2A > 5B > 3C > 236236B > 214D~66C > 6C > 5D > ODcancel > (OD)632146C
Requires 100 Heat
Damage: 4147
Heat Gain: -88

5A/2A > 5B > 3C > 236236B > 66OD > 5C > 6D~A > 5C > 4D~A > j.8D~A > 623D > (OD)632146C
Requires 100 Heat
Requires >60% Health
Damage: 4696
Heat Gain: -78

5B > 3C > 236236B > 214D~66C > 665C > 6C > 5D > 214D~66A > 665C > 2C > 4D > ODcancel > 623D > (OD)632146C
Requires 100 Heat
Requires >70% Health
Damage: 6257
Heat Gain: -73

(OD)236236B > 66C > 5D~A > 66D~D > j.Cx2 > j.Cx5 > j.214B
Requires 50 Heat
Damage: 4375
Heat Gain: -37

5C > 3C > 236236B > 66OD > 214D~C > 665C > 2D~A > 4D > 214D~66B > 623D > (OD)632146C
Requires 100 Heat
Requires >50% Health
Damage: 6340
Heat Gain: -69

5C > 236236B > 66OD > 66CT > 665C > 2D~A > 66A > 5C > 5D > 214D~44A > 665C > 6D~A > j.8D~A > 4D > 623D > (OD)632146C
Requires 125 Heat
Requires >30% Health
Damage: 7457
Heat Gain: -119 approx.

CH 3C > 665C > 2C > JC OD > (OD)236236B > 214D~66C > 665C > 2D~A > 4D~A > j.8D~A > 623D > (OD)632146C
Requires 100 Heat
Damage: ----
Heat Gain: --

OD > 5C > (OD)236236B > 66CT > 665C > 2D~A > 66A > 5C > 5D > 214D~A > 5C > 6D~A > j.8D~A > 4D > 623D > (OD)632146C
Requires 125 Heat
Damage: ----
Heat Gain: --




Near-Corner:


Collapsed: Normal Starters:



Collapsed: Special Starters:



Collapsed: Throw Starters:



Collapsed: Fatal Counter Combos:



Collapsed: OverDrive Combos:




Corner:


Collapsed: Normal Starters:

5A/2A > 5C > 3C > 236A > 214D~C > 66C > 665C > 2C > 4D~D > j.Cx5 > j.214B
Damage: 2794
Heat Gain: 20

5A/2A > 5C > 3C > 214D~66B > 5A > 5C > 2C > 623D > 5C > 2C > j.214B
Requires back facing the corner
Damage: 2696
Heat Gain: 20

5A/2A > 5B > 3C > 236236B > 214D~C > 665C > 2C > 2D~D > j.214B
Requires 50 Heat
Damage: 3062
Heat Gain: -37

5A/2A > 5B > 5C > 3C > 236236B > 623D > 5C > 2C > j.214B
Requires back facing the corner
Requires 50 Heat
Damage: 3242
Heat Gain: -34

5B > 5C > 3C > 236A > 214D~C > 665C > 2D > 214D~A > 665C > 6C> 665C > 2C > 4D~D > j.Cx5 > j.214B
Damage: 3931
Heat Gain: 30

5B > 5C > 3C > 236A > 214D~66B > 665C > 2C > 623D > 665C > 2C > 4D~A > 662D~D > j.Cx5 > j.214B
Damage: 3903
Heat Gain: 29

5B > 3C > 236236B > 214D~C > 5C > 6C > 5D~A > 6D~A > 4D~A > j.8D~A > 623D > 632146C
Requires 100 Heat
Damage: 5931
Heat Gain: -71

5B > 5C > 3C > 236236B > 214D~66B > 623D > 665C > 2C > 4D~D > j.Cx5 > j.214B
Requires back facing the corner
Requires 50 Heat
Damage: 5077
Heat Gain: -23



Collapsed: Special Starters:



Collapsed: Throw Starters:



Collapsed: Fatal Counter Combos:



Collapsed: OverDrive Combos:

5B > 5C > 3C > 236236B > 214D~C > 5C > 6C > 5D~A > 6D~A > 4D > ODcancel > j.8D~A > 623D > (OD)632146C
Requires 100 Heat
Requires >55% Health
Damage: 6184
Heat Gain: -70

5B > 3C > 236A > 214D~C > OD > 665A > 2D > CT > 665C > 6C > 6D~A > j.8D~A > 4D > 623D > (OD)632146C
Requires 75 Heat
Requires >50% Health
Damage: 4559
Heat Gain: -54


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Here is all combos shown in the Haz combo video Jourdal recently uploaded in order they are shown. [Heat Gains are approximates]
 

  • 2A > 5B > 5C > 3C > 236A
    (Damage:1426 Heat Gain:11)
     
  • 2A > 5B > 5C > 3C > 214D~C
    (Damage:1486 Heat Gain:10)
     
  • 2A > 5B > 5C > 3C > 214D~66B > 665A > 5C > 2C > 4D~D > j.C > j.Cx5 > j.214B
    (Damage:2619 Heat Gain:20)
     
  • [Corner]2A > 5B > 5C > 3C > 236A > 214D~C > 5C > 2C > 4D~D > j.C >j.Cx5 > j.214B
    (Damage:2670 Heat Gain:20)
     
[Corner]2A > 5B > 5C > 3C > 236A > 214D~A > 5C > 2C > 2D~D > j.C >j.Cx5 > j.214B
(Damage:2672 Heat Gain:20)
  236C > 5A > 5C > 3C > 214D~66B > 665A > 5C > 2C > 4D~A > j.8D~D > j.C >j.Cx5 > j.214B
(Damage:1581 Heat Gain:17)
  [Corner]236C > 5A > 5C > 3C > 236A > 214D~66B > 665C[1] > 623D > 3C
(Damage:1368 Heat Gain:15)
  [Corner]236C > 5A > 5C > 3C > 236A > 214D~C > 5C > 2C > 4D~D > j.C >j.Cx5 > j.214B
(Damage:1536 Heat Gain:16)
  [Corner]236C > 5A > 5C > 3C > 236A > 214D~A > 5C > 2C > 4D~D > j.C >j.Cx5 > j.214B
(Damage:1608 Heat Gain:17)
  [Corner]5B > 5C > 3C > 236A > 214D~66B > 665C[1] > 623D > 665C > 6C > 665C > 2C > 4D~D > j.Cx5 > j.214B
(Damage:3939 Heat Gain:29)
  [Corner]5B > 5C > 3C > 236A > 214D~C > 665C > 6C > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:3603 Heat Gain:26)
  [Corner]5B > 5C > 3C > 236A > 214D~A > 665C > 6C > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:3548 Heat Gain:26)
  6B+C > 214D~66C > 665C > 6C > 5D~D > j.2C(Whiff) > 5C > j.C > j.Cx5 > j.214B
(Damage 3561 Heat Gain:27)
  [Corner]6B+C > 214D~66B > 665C > 6C > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:3788 Heat Gain:28)
  4B+C > 214D~C > 665C > 6C > 5D~D > j.2C(Whiff) > 5C > j.C > j.Cx5 > j.214B
(Damage:3561 Heat Gain:27)
  j.B+C > 665C > 6C > 5D > 214D~66A > 665C > 2C > 4D~D > j.Cx5 > j.214B
(Damage:3598 Heat Gain:28)
  [Corner] j.B+C > 665C > 6C > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:3445 Heat Gain:26)
  6A > 236236B > 214D~C > 6C > 5D > 214D~66A > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:4014 Heat Gain:-23)
  6A > 236236B > 214D~C > 6C > 5D~D > j.2C(whiff) > 5C > 2C > 4D~A > j.8D~D > j.C > j.Cx5 > j.214B
(Damage:3989 Heat Gain:-22)
  6A > 236236B > 214D~66B > 6D > 214D~66A > 665B > 5C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:3867 Heat Gain:-26)
  [Corner]6A > 236236B >  214D~66B > 665C > 6C > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:4027 Heat Gain:-26)
  [Corner]6A > 236236B > 214D~66C > 665C > 6C > 665C > 2C > 623D > 2C > j.Cx5 > j.214B
(Damage:4210 Heat Gain:-24)
  [Corner]6A > 236236B > 3C > 236A > 214D~66B > 6D > 214D~66A > 665B > 5C > 2C > 623D > 3C > 632146C
(Damage:4490 Heat Gain:-80)
  5B > 3C > ODcancel > 5C > 4D > 214D~A > 665C > 6C > 5D~D > j.2C(whiff) > 5C > j.C > j.Cx5 > j.214B
(Damage:4120 Heat Gain:33)
  5B > 3C > ODcancel > 66D > 214D~C > 6C > 5D > 214D~66A > 665C > 2C > 4D~D > j.C > j.Cx5 > j.214B
(Damage:4204 Heat Gain:35)
  5B > 3C > 236236B > OD > 214D~66C > 66C > 5D > 214D~66A > 5C > 2C > 4D~A > j.8D~A > 623D > 632146C
(Damage:6100 Heat Gain:-69)
  5B > 3C > 236236B > OD > 214D~66C > 66C > 5D >214D~66A > 5B > 2C > 4D > 623D > [OD]632146C
(Damage:5944 Heat Gain:-73)

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S.Gasshou seems useless midscreen atm unless you wanna Jakou afterwards, but it apparently got its untech time buffed.

3C > Jabaki > J.Gasshou > 66C, and Throw > J.Gasshou > 6A are a thing

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Two Mitsurugi's >50% health OD combo:

 

Midscreen - Forward Throw > 5D > OD (midair) > j.5D~A > xx 6A > 5C > 2D > CT > 5C > 2C > Jakou > (OD) Mizuchi Rekkazan [5008 dmg] 

http://youtu.be/s2Fo5UxYdS0?t=30m50s

 

Corner - 6B > Houtenjin > 214D~C > OD > 5C > 4D~A > xx 6A > 5C > 2D > 214D~B > Jakou > (OD) Mizuchi Rekkazan [6151 dmg] 

http://youtu.be/s2Fo5UxYdS0?t=30m15s

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I was thinking of possible AA 2C routes involving S.Ressen, since everyone seems to just do chains > j.C for pitiful damage, but never thought of going straight into stance.

 

I wonder how big S.Ressen's vertical hitbox is, since it was often hard to get a decent combo off a high CH AA 2C > 4D > Gasshou in 1.1 because they were so high up before Gasshou.

Ojii-san hit him fairly close to the ground, but canceled into stance immediately so he was either autopiloting it (which seems kinda safe even on block), or just knew that it'd work. I'm hoping for the latter

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I was thinking of possible AA 2C routes involving S.Ressen, since everyone seems to just do chains > j.C for pitiful damage, but never thought of going straight into stance.

 

I wonder how big S.Ressen's vertical hitbox is, since it was often hard to get a decent combo off a high CH AA 2C > 4D > Gasshou in 1.1 because they were so high up before Gasshou.

Ojii-san hit him fairly close to the ground, but canceled into stance immediately so he was either autopiloting it (which seems kinda safe even on block), or just knew that it'd work. I'm hoping for the latter

In 1.1 I just did 2C, 5C, 4D and it worked like a charm. If the vertical hitbox is good enough (which I doubt because I have seen Hazama's dropping midscreen bnbs involving the move since they were too high) then it would fix the problem.

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Again, though it's off a CH 2C (Ground) into s.Ressenga. Could be optimized better.

 

 

CH j.B > jc > j.A > j.B > Hiren > RC > j.A > j.B > Hiren x2 

Useful to know but probably doesn't work off after a long combo. LolSMP

 

 

5A > 5C > sjc > JC5(probably delay last hit) > Jakou > Mizuchi Rekkazan

Probably in some 2.0 combo vid but no harm posting again.

 

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I had no idea we actually had a CP2 combo thread already up and going, I'm pleasantly surprised loll, this has to be a first for the Hazama forums.

 

I can't wait for the game to drop, I think grounded ch 2C may have gone back to being a godlike normal for frame traps just like in CP1 (as in, we won't have to commit to IAD'ing to be able to convert a counter hit).

I randomly saw a dude link ch 2C > 5D (which works already in CP1.1 but hard/unreliable to convert into meaningful damage), I think we should be able to convert it into xx 214D~66A stuff quite easily, at worst it could be character specific.

 

I think 214D~66C midscreen and 214D~66A in corner could prove interesting as enders to setup safejumps or meaties/OS' to catch rolls.

Actually I'm pretty sure I saw Noze end something into 214D~66A and then doing nj.B (or nj.2C), which looked awfully similar to CSX era 214D~B corner setplay!

To end combos into 214D~66A we may have to lose some damage off conventional starters though, although I think <stuff> with back to the corner will lend nicely to 214D~66A oki.

 

It's not combo related but I also saw Noze mashing j214B vs. Valk whenever he'd end up blocking wolf normals while airborne, I wonder if they changed j214B somehow or if it has always been an option that no one ever did lol.

 

the 23rd can't come soon enough!

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I've actually seen a couple of Hazamas use (tk) Hiren rather unconventionally, not just Noze. I do remember the set you're talking about though.

 

Grounded CH 2C is probably better yeah, but as an AA... it seems rather lackluster when we could get at least 3.8k anywhere on the screen until recently.

 

3C > Zanei and Ressen ender in the corner could be better, but Hiren looks so bad lol

It was already hard to catch people doing stuff afterwards midscreen, now it's a pretty much a guaranteed return to neutral. Even in the corner I'm not sure if you can do much, since I've seen people roll out of it even though the Hazama was pressing 2A. Could be a mess up though, so I'm leaving it at that.

 

 

I don't know if I'm getting the game atm, I spent so much time playing Bloodborne and GTAO with friends that I didn't play nearly as much Xrd as I wanted to

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Got the game so here's some things I tried:

 

CH 2C > 214D~66A for low to mid height is doable. For extremely high height, it's hard to hitconfirm which is needed to connect 214D~66A unless you just cancel into it immediately.

 

Having trouble with starters > Houtenjin > S.Zanei... probably need to grind it out.

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Got the game so here's some things I tried:

 

CH 2C > 214D~66A for low to mid height is doable. For extremely high height, it's hard to hitconfirm which is needed to connect 214D~66A unless you just cancel into it immediately.

 

Having trouble with starters > Houtenjin > S.Zanei... probably need to grind it out.

yeah I haven't grinded hountejin stuff yet but the changed the frames (startup iirc) on scoop so I was also dropping it way too much lol

I was also dropping going into stance a lot likely because of the new input buffer... fml

 

It's way easier than I thought, likely the easiest it has ever been to pick up from Hountejin actually ahah

Just go straight into stance and when 2P is close to Hazama's head do ~66C.

 

Anyone working on midscreen stuff?

I've been testing 5A 5C 5D vs. 5A 5B 5C 4D and it feels like the first route is a bit more inconsistent compared to the second one (it was a bit iffy at first vs. Celica but I've got it down now, so idk).

 

The reduced KD time on j214B setups a frame perfect meaty 236C if the opponent recovers asap, just sayin'

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yeah I haven't grinded hountejin stuff yet but the changed the frames (startup iirc) on scoop so I was also dropping it way too much lol

I was also dropping going into stance a lot likely because of the new input buffer... fml

 

It's way easier than I thought, likely the easiest it has ever been to pick up from Hountejin actually ahah

Just go straight into stance and when 2P is close to Hazama's head do ~66C.

 

Anyone working on midscreen stuff?

I've been testing 5A 5C 5D vs. 5A 5B 5C 4D and it feels like the first route is a bit more inconsistent compared to the second one (it was a bit iffy at first vs. Celica but I've got it down now, so idk).

 

The reduced KD time on j214B setups a frame perfect meaty 236C if the opponent recovers asap, just sayin'

 

Wow, thanks! Now I got it down lol. 

 

Yeah I have been trying some midscreen but failing hard. It's seem to be character specific. I tried 5A > 5B > dl 5C > 4D on Ragna and it worked but 5A > 5C > 5D whiffs.

Now I got both to work. 5B > 5C > 3C > Gasshou > 5A > 5C > 5D works on Ragna since 5C pushes you slight away in order for 5D's hitstun to take place. 

For 5B > 3C route, I did 5A > 5B > 5C > dl 4D and it seems to work. 

 

Urgh, this seems really inconsistent :/

 

edited: dl 4D*

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Makoto is, so far, the hardest character to hit with either route... I bet Platinum/Carl could be even worse loll.

Looks like d.5A 5C 4D xx 214D~66A is the most consistent route on her.

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Maybe we should compile which variation works on which characters?

 

On another note, stuff > 3C > Jabaki > S.Zanei > s.jump backwards > 4D~D

 

It will crosses up opponent if you let Hazama glides a little more than usual or just do a safejump setup off it. 

 

And if you didn't know already, when you Jakou an opponent into corner and he slides toward it, you can do the same to get a cross-up.

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5A 5B 5C(1) 4D seems to work on everyone but plat/carl/makoto.

for those three go with 5A 5C(2) 4D

 

Only using 2 normals (3 with 3c) as hit confirms seems to be a pretty good general rule too.

 

I'm going to play around with what's possible in those situation where 214D~66B 5A would drop but 214D~66B d.5A wouldn't, I think 5C dl.4D should let us convert to 214D~66A.

 

I was also strolling through the jbbs and found this wiki which looks like it has optimal stuff already (along with damage and hg values): http://www54.atwiki.jp/hazama_wiki3/pages/56.html

 

CH 3C CT is nearly as strong as 3C Hountejin as far as punishes are concerned (midscreen I got 4.7k off CH 3C CT compared to 5.4k off 3C Hountejin), confirming into hountejin has obviously more uses but it's nice to know we don't have to spend 50 meter to deal nearly 5k.

 

I think the combo was CH 3C > d.CT > d.5C > 6C > 5D xx 214D~66A > 6DD > jC5 > j214B I actually didn't bother writing it down, my bad, I was just testing a bunch of routes and confirms.

Also I noticed ch 5C > CT works now, did it also work in CP1/1.1? I swear it did not but idk.

ch 3C xx 214D~66C maxed out at about 4.3kish I think, I was doing the same route as every other CP2 combo, d.5C > 6C > 5D xx 214D~66A etc.

 

Random tip on combo: when doing routes with 5D xx 214D~66A, you are supposed to delay ~66A a bit and charge the stance for a few frames, unlike CP1/1.1 where stance~66 would pretty much guarantee a lv2 follow up.

Same goes for ch 3C xx 214D~66C (there's a lot of time for charging/dashing after ch 3C, way more than what it may look like).

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5A 5B 5C(1) 4D seems to work on everyone but plat/carl/makoto.

for those three go with 5A 5C(2) 4D

 

Only using 2 normals (3 with 3c) as hit confirms seems to be a pretty good general rule too.

 

I'm going to play around with what's possible in those situation where 214D~66B 5A would drop but 214D~66B d.5A wouldn't, I think 5C dl.4D should let us convert to 214D~66A.

 

I was also strolling through the jbbs and found this wiki which looks like it has optimal stuff already (along with damage and hg values): http://www54.atwiki.jp/hazama_wiki3/pages/56.html

 

CH 3C CT is nearly as strong as 3C Hountejin as far as punishes are concerned (midscreen I got 4.7k off CH 3C CT compared to 5.4k off 3C Hountejin), confirming into hountejin has obviously more uses but it's nice to know we don't have to spend 50 meter to deal nearly 5k.

 

I think the combo was CH 3C > d.CT > d.5C > 6C > 5D xx 214D~66A > 6DD > jC5 > j214B I actually didn't bother writing it down, my bad, I was just testing a bunch of routes and confirms.

Also I noticed ch 5C > CT works now, did it also work in CP1/1.1? I swear it did not but idk.

ch 3C xx 214D~66C maxed out at about 4.3kish I think, I was doing the same route as every other CP2 combo, d.5C > 6C > 5D xx 214D~66A etc.

 

Random tip on combo: when doing routes with 5D xx 214D~66A, you are supposed to delay ~66A a bit and charge the stance for a few frames, unlike CP1/1.1 where stance~66 would pretty much guarantee a lv2 follow up.

Same goes for ch 3C xx 214D~66C (there's a lot of time for charging/dashing after ch 3C, way more than what it may look like).

Thanks for all this! Is that off ground CH 5C? Then yeah I believe it doesn't work in 1.0/1.1 too. Guess I'll boot up 1.1 later to confirm this. 

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Yeah, I was refering to grounded ch 5C > CT, I haven't played around with it much yet but I doubt it'll be a better starter than ch 3C d.CT anyway, just found it kind of odd.

 

Anyway, corner stuff:

 

2A > 5B > 5C > 3C > 236A xx 214D~66C > d5C > 4DD > jC2 > jC5 > j214B

any B/C normal > 3C > 236A xx 214D~C(2) > d.5C > 2D xx 214D~66A > d.5C > 6C > d.5C > 4DD > jC5 > j214B

any B/C normal > 3C > 236A xx 214D~C(2) > 5C > 6C > 5D xx 214D~66A > d.5C > 4DD > jC5 > j214B

unlike literally any other hazama combos in any other game you **DO NOT DASH 5C AFTER 214DC** if you want to combo 6C > 5D.

 

the first B/C combo is the optimal meterless corner combo but it feels a bit unstable right now/I want to test it a bit, it's not too hard to do consistently but I haven't tried it on some of the more annoying characters yet.

 

 

corner 214D~66A nj2C is indeed a safe jump that can catch rolls just like CSE 214D~B!

 

I haven't found a good way to end combos with 214D~66A that would also not lose too much damage compared to jC combos... yet!

 

I think there could be some hidden tech behind doing corner swap 236A xx 214D~66B, although it would still be something you'd only do if the opponent was out of burst, but it could still be an interesting option.

 

It's also true that most reversal are (even w/ RC) somewhat harmless now, and safejumping a reversal when the opponent has 50% meter to burn anyway is... not that interesting as an option

 

I think a more interesting option could be going for "low" jC5, I've seen a couple vids where it looked like something that was done on purpose and it wasn't the Hazama player dropping the j214B input on accident.

It could be interesting because of the spacing you end up at, but unfortunately I don't think Hazama has the kind of tools a character needs to setup more than basic okizeme setups, so I'll probably just try to figure out the optimal roll punishes :eng101:

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Just clearing the CH 5C stuff. Apparently CH 5C(1) > CT works on crouching opponent only in both versions so yeah.

On another note, I felt that the horizontal hitbox of Houtenjin got nerfed slightly, Maybe it's just me.

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I haven't had much time to actually hit the lab with Hazama yet. I've been playing matches a lot though, but I plan to go fully in and figure stuff out tonight. One problem I have been having is stopping rolls. I feel like on any knockdown people have been back rolling me for free. 66 2B and 66 2A aren't catching consistently and while 66 5C does catch more rolls, its a bit too risky to throw out on someone's wakeup. Maybe it's because I'm bad or haven't had a chance to fool around with it yet. I'll try to figure out some roll punishes tonight while looking into other stuff. 

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So I was playing around with corner stuff and found a few things. Thought I'd share. Not sure if anyone else has found this yet.

 

So I found two variants of the same corner combo, one that sacrifices damage for a safe jump and one that maximizes damage without using meter.

 

Corner 5B starter (safe jump option):

 

5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 3C xx 214D~C > iad 2C 

 

This combo does 2897 damage and the IAD 2C at the end is a safe jump that catches forward rolls out of the corner. It doesn't catch back rolls though, but at least they stay in the corner.

 

The next combo I found is the most optimal corner combo I could find without using meter from a 5B starter.

 

5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 5C(2) > jc. jC x5 (delay the last two hits) > land 5C (2) > 4D~A > 66 2D~D > j.C x5 > j.214B

 

That combo does 3859 damage from 5B starter and builds about 28 meter. It's not really that hard and super consistent on Ragna's hitbox. Haven't tried it on weird characters like makoto and plat, but I'll test it soon. The best way I could find to squeeze out the most damage. The whole j.5C land 5C trick works pretty well in the corner. I've tried finding similar routes mid screen to reilve the glory days of C loops, but haven't found any consistent routes. Not that we need them with our new combos, but just wanted to see what was possible so far. 

 

Let me know if you guys like these combos. If you have any issues with them let me know, but they shouldn't be that hard. I'll try to post videos or something if anyone needs to see something and just to have a record of it. Also if you find anyway to improve upon these, or find a more damaging safe jump route let me know! i'm going to test/try to figure out some more things. Like how to stop rolls midscreen =_=

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Oh also! For that optimized corner combo I posted last! If you need to kill you can spend 50 meter for more damage.

 

5B Corner Starter:

 

5B > 5C > 3C > 236A xx 214D~C > 66 5C(2) > 6C > 66 5C(2) > jc. jC x5 (delay the last two hits) > land 5C (2) > 623D > 632146C (4684 damage)

 

It tacks on about an extra 800 damage. The tricky part here is that you need to kind of delay the 5C slightly when you hit the ground so they're in the perfect position for the 623D to hit. It's not that bad once you get the timing and like the rest of the combo feels pretty consistent. Which consistency is key! so yeah. Just wanted to add that to my previous post. Carry on!

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I may have found a way to squeeze out a bit more damage from that corner combo! Not sure if it'll be worth because not sure on how consistent it will be, but it will definitely look cooler! Be back with more info after I've hashed it out! 

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