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Thread: [CSE] Hazama Technical Gameplay Discussion

  1. #21
    OS in corner vs quick rise/roll = 2a>2a+2c> 2a~5c

    if they roll/quick rise then they eat 2a > 2c and have enough time to confirm into 5c. emergency tech = 2a all day.

    combo if they quick rise = 2a> 2a+2c>2a~5c > 214d~b > 6c > small hiren loop

    combo if they roll out of corner = 2a> 2a+2c >2a~5c > 623d
    Last edited by kid viper; 04-09-2012 at 07:07 AM.

  2. #22
    since none of you guys can come up with anything here's a video demonstrating 2b> 4a+b os

    http://www.youtube.com/watch?v=GjAqkq5JoPw
    huey253: is Ragna considered the best character in Japan? or Hakumen?
    [2:15:48 AM] ドラバング: HAZAMA

  3. #23
    (╯°□°)╯︵ ┻━┻ _Sey's Avatar
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    Sey789
    Just thought I'd share some setups I've been playing around with lately:

    [vs. Tager] Fuzzy Guard
    Hazama can setup a fuzzy guard on pretty much most of the cast off a deep j2C > rising j.A/j.2C.
    Because of how his air normals work it's useless against 99% of them though.
    But! vs Tager you can do deep j2C rising j.A and go into the standing loop.
    So it would be something like this:
    deep j2C (Tager blocks it) rising [jA jB jCxN dash 5B 5C]xN 3C 236D.
    The loop should max out at 2 or 3 reps.

    @Corner safe jump
    end any loop with 5C 2C 214D~B dash 3C 214D~B or 5C 2C 214D~B dash 5C 2C 214D~B

    5C 2C 214D~B dash 3C 214D~B:
    wait a few frames (you can hold 6 for a very short time to help with the timing) and then do j2C or jA.
    j2C: safe-jumps all DPs and catches forward roll/quick tech (can go into 5C 2C 623D...)
    Can buffer dash 5B into it so that you won't get blown up by random late neutral tech 2A/throw mash (the 5B will be meaty).
    jA: safe-jumps Bang's Ashura (I guess you could buffer 2B or 2C to catch rolls or something, I haven't tested this too much since I haven't fought many Bangs lately).

    5C 2C 214D~B dash 5C 2C 214D~B
    walk forward a bit (a lot more than the previous setup) and then do j2C or jA.
    j2C: same stuff as above except that on late neutral tech you'll end up in the corner (kinda ambiguous when it happens).
    jA: same stuff, won't cross up though.
    Note: hit with the dash 5C as close to the ground as possible, otherwise the opponent will tech in the air after 214D~B.

    Of course if they start to respect these setups you can mix up it with empty jump 2B / jump iad jB / etc.
    I'm pretty sure these setups always work except after something like, 2C (ch) 214D~B (2) combos in the corner, too many 214D~B in a combo will mess up the last two 214D~B.

    I don't really have any (well, not ghetto) means of recording myself doing these setups so just play around with them in training mode to understand the timing.
    I find the dash 3C setup to be pretty strict as far as the timing goes, so you may want to test the other setup first.

    @Midscreen safe jump
    I think I've already posted how to safe jump DPs off 214D~A or 214D~ so I won't talk about those.
    Instead, watching some JP matches I've found an interesting setup off 236D.
    [starter]>236D
    jump neutral/forward/backward j6DD j.A whiff [stuff]
    [stuff] = dash 2B / dash 6A / command throw / input AD right after j.A to faint empty low etc.


    If done right this will safe jump Bang's Ashura (well, it's not really a safe jump, it will just whiff).
    It will also safe jump Hakumen's Hotaru as well as make every counter whiff (if done right the j.A will stop Hazama's momentum early enough to make hotaru whiff or to block it, as well as stop Hazama at such a distance that 6D/5D won't get hit by j.A whiff).
    Can substitute j.A with air throw.

    Just to make it as clear as possible: the safe jump is the j.A whiff.
    Something like j.A whiff AD j.B won't safe jump anything.

    You can see Roccha doing the setup here (match starts at 3:50):
    Last edited by _Sey; 07-21-2012 at 07:01 AM.

  4. #24
    The safe jump with throw whiff works in corner as well. it'll beat everything but ashura.

    another setup that works is

    5c > 2c> 214d~b > jabaki > super jump throw whiff > j.2c

    - if opponent tries to dp hazama will be behind them and controls will be flipped. if they roll/want to quick rise then j.2c pops them.
    - can mix this up with an air dash back j.2c after throw whiff once the mixup has been respected.
    Last edited by kid viper; 07-06-2012 at 07:55 AM.
    huey253: is Ragna considered the best character in Japan? or Hakumen?
    [2:15:48 AM] ドラバング: HAZAMA

  5. #25
    Saw this in a jp match, unfortunately I didn't keep the link:

    corner loop > 5C > 2C > 214D~B > dash 5C > 2C > 4D~D > j.2D~D > j.2C

    Didn't get the chance to try it in an actual match, but it looks promising. You do j.2C pretty close to the ground, so you can easily swap it with a 2B to mix it up.

    Would you guys mind checking it out? I'll also try to test it and post results, but they won't be really accurate since I'm a scrub who plays scrubs.
    Quote Originally Posted by ZeroRaider View Post
    MASH j.C FOR A GORILLION DAMAGE

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