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Shazam

[CSE] Beginner's guide to being a snake! Hazama for dummies, bring your balisongs v2.1

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hazama-storyart2.png

Hello everyone!

:eng101:

First things first, welcome to my beginner's guide to playing Hazama, my name is Shazam and I'm here to help you get started playing this character

and trolling everyone who plays BB

...Picture a character with all the tools he needs to run circles around the entire cast...:zidane:

So you like Hazama? Want to open yourself up to his potential? If you feel like you have no idea what you're doing or just want to sharpen your skills you're at the right place.

It may take time but with practice and training you'll eventually find yourself a deadly opponent. The thing about Hazama (and BB/FGs in general) is that, even once you get comfortable with movement and spacing, you have to learn how to play each match-up. Hazama is not a free win card, nor is he an easy character, but he is scary. Now if you're still new to BB/ArcSys fighters in general he will no doubt be awkward at first. The basic things to learn are safe and unpredictable pressure, drive movement, and combos. This guide will go over everything from pressure to neutral game to drive movement, for combos you'll have to go check the combo thread.

Now, this is kind of an intermediate guide, that is it assumes you've played already played BB a little bit. If you have any specific questions or it's too much to read/take in you can PM me and I'll try to help you personally.

There's a bit of a learning slope, but IMO, the highest possible potential in all of BBCSE. While characters like Jin and Ky Kiske are jack of all trades characters, Hazama is an ace of all trades, who has just enough of everything to be the best. His pressure is free form and you can be really creative with how you play. He has multiple anti-airs. Much of Hazama's damage is meter dependent (outside of raw 214d~c) so you want to be careful with your meter. The all powerful Jayoku Hotenjin also known as Serpents Infernal Rapture (SIR) - commonly referred to as either simply jayoku or hotenjin - it's your only real reversal and your biggest damage tool. Now I believe you should try and confirm 1-2 normals into jayoku asap at 50 meter and get the momentum going in your favor. This is where the big damage combos come in.

Now you're probably asking yourself - so we have the good stuff, is there anything that sucks about Hazama? Honestly, not really. The big thing is the learning curve and the somewhat hard combos. The only real downside to Hazama is that you don't have many options at mid-range. Basically if you look at 3c, that's your longest ranged normal, so you want to be within that range or closer to start pressure. Generally speaking the best moves to start up blockstrings are 2a and 5b, so keep that in mind. Hazama's chains are simply bad at mid-range, they get less hit stun and you have less/no time to do gimmicks from chain momentum. The opponent gets in easier if you mess up your spacing and throw out chains mid-range. If you suck at defense you will get blown up, so learn how to block, don't mash jayoku on wake-up all the time because it's probably a bad idea.

Now, I could break down his normals, specials and drive but there's already a wiki page for that. I strongly suggest reading it before continuing on if you haven't done so already.

READ THE WIKI

http://www.dustloop.com/wiki/index.php?title=Hazama_%28BBCSE%29

Spacing, fundamentals, and getting used to dashing:

You should know all of Hazama's normals by now, or at least have a decent grasp of them.

The most important thing with any character is to know all of your tools and how/when to use them. This is generally known as your spacing. Spacing is invaluable in fighting games and indeed it's so when playing as Hazama. If your opponent is close to you, throwing out a chain can be risky. If you're not careful and just throw out whatever random normal you want whenever you want then there's also a good chance you'll get hit and then eat a combo. You need to time your attacks appropriately and know what situations to use what moves. It's also important to know when to block and when to try and hit them out of an attack or approach.

It's important to learn the combos and not drop them as this can screw up your spacing as Hazama. Get used to dashing both in and out of combos; while Hazama doesn't have a normal run his dash is incredibly useful for spacing and starting or continuing blockstrings, and it's basically a requirement if you want to land command grab as mixup. You can cancel it with any normal, special, or with barrier block. This would be a good time to mention that super jumping backwards is a pretty strong option as Hazama, especially if you throw in a j6d.

Long list of random things that will help you out

  • You can keep people out with your chains AND get IN with them! Cancelling your ~d momentum with an air throw whiff or j.a is now easier than ever. Do this from a blocked j6d, land and score your free 3c counter hit against their anti air. Lots of damage.
  • Chain movement is incredibly important. Every time you move you are committing to a pull and losing a stock, you should always be mindful of your stock counter and movement choices. This will make or break your play. Try not to get hit out of the startup to a pull or do stupid shit like pulling yourself into a projectile or one of Hakumen's orbs.
  • Chains can be special cancelled on block or hit. This means you can use them after a blocked 5c and even use stance mix-up afterwords if they block it.
  • ANTI-AIRS FOR DAYS! 214d~b, 5c, 2c, 5a, 4d, 6d! All situational and worthwhile. Refer to the anti-air section below.
  • 6a is a great overhead and you can take about half a life bar if you land it with 50 meter.
  • Once you have 50 meter, your goal is to land 1 or 2 normals into hotenjin and do a huge combo after it. If you prefer to play defensively, want to make your opponent afraid of taking risks, and know how to IB and IB hotenjin then this is actually pretty viable, but I'm usually not patient *or smart* enough to do this. Just remember if you don't score a counter hit on hotenjin, your damage won't be as good. This technique also means learning frame data for other characters.
  • You shouldn't fish for raw 3c counter hits, it's a very powerful tool when properly executed but you can get blown up for throwing it out all the time.
  • Don't always use stance in a predictable way. Sometimes 214d~a is a better option against an airborne opponent than 214d~b. I also am saying instead of always using one move in the same situations, change it up. If you time it right for example you can 214d~c Tager and beat out Sledge, or if you think someone is going to 5a you out of 214d~a then try ~b or even ~c if you're feeling the spacing and yomi.
  • Hazama's oki isn't that strong outside of the corner but you can do dash > 2a, 2b, 5c, 6a, or even 5b when you get midscreen knockdown. Any of those. Pay attention to your opponents wakeup preferences, be mindful of reversals, don't get too greedy. I'd also like to bring up 2a (whiff) > 236c for reacting to their emergency tech when you have them cornered. Unblockable oki!



    Breakdown of Hazama's Anti-air options
    5a - Fastest startup but small hitbox and active frames. Harder to punish but easier to beat. Time it properly against sloppier air approaches, confirm into 5c/2c, 4d, air combo. Can also confirm into 5c>623d depending on where it hits.
    2c - 'Main' or 'true' anti air, there are a few frames of upper head invulnerability but this move will usually trade in your favor. Combo into 623d on counter hit. Learn when to commit to this for jump ins.
    214d~b - 6 frames entering stance, 7 more frames of startup. As long as you use this sparingly it's a very strong anti-air IMO, this is used to beat out stuff like Ragna air dash j.c, Tager j.2c, Arakune j.b or Rachel j.2c.
    6d - For farther away jumps, you basically have to guess that they're going to jump. Pretty useful chain. It will be blocked a lot but remember you can special cancel it into stance, cancel it with a, or cancel into 623d which is air unblockable without barrier. If hit you usually want to combo into 623d but if theyre in the corner you should just use ~d and air combo.
    4d - Although you shouldn't use this very often, there are times where it's a good idea. The angle hits really high in the air, it's a weird move, just remember the angle and don't use it when they're close. You might want to make sure you have a stock before you throw this out.
    5c - Has a unique hitbox and a lot of active frames. Bad on whiff. I recommend looking at the frame data and hitbox for this move and using it as an occasional anti-air, if you score a counter hit with it you get a huge combo into either hotenjin or 214d~c(1).
    623d - OUROBOUROS! "HUNGRY COILS!" This move is super risky raw, but if you notice your opponent likes to stay far away and in the air a lot this can actually help. Think of jumpy Tagers and Arakune. I don't recommend using this unless you're REALLY feeling it - even though they might be far and in the air, they will probably have time to punish you if it whiffs.


    Now let's work out a few blockstring ideas, and now we have a full pressure guide below, courtesy of our mod Lich:

    • Condition your opponents to block low with 2b/3c (2a>5b>2b)or high with 214d~a (2a>5b>214d~a) early in blockstrings, and switch it up so that they are constantly guessing. Change it up with stance cancels and throws as well, or simply jump cancel 5b.
    • 3c is bad to just use without making them afraid of ressenga, as anyone worth their salt will block low by default and this will end pressure and leave you at -6. Your only safe option after this is 236d which if you delay it a bit you might catch them.
    • Use blocked normals to jump cancel into an instant airdash for crossups. Very strong tool and also has option select capabilities. IAD 3a+b.
    • 5b is +2. Since this move is so quick and non committal you should be using it in blockstrings a ton and take full advantage of plus frames - i'll just quote Guymam on this.

      A great way to keep opponents on their toes is to use 5B to its fullest extent. Being +2 on block means that you can hold 1 to automatically bait a reversal, wait, then continue pressure. It can also be jump canceled, so you can use it with IAD to crossup or to jump barrier a reversal then fall down with a j.a if one doesn't come. You can also do pressure strings like 2A 5B 5B as a frame trap or do 2A 5B then dash and grab, or if you are all up in dat ass you can just wait a second then grab them for a pretty tricky tick throw attempt. It's a very important staple of his pressure.
    • With 2b being only -1 you can dash right after it is blocked (normal block; not IB)and reset your blockstring, allowing you to start fresh with either 2b again, 2a, or 5b. You can get pretty creative with this.
    • 2a dash 2a command grab.

    Special thanks to our mod Lich for this pressure guide, very good info for both new and old players alike.

    Lich's Pressure Guide

    Hazamas pressure is very free form as he has many tools to keep the opponent blocking and mix them up. The most important rule about pressure/mix-up as a whole is don't be predictable and don't have auto-pilot pressure strings.

    Stagger Pressure and frame traps:

    2a is +1, 5b is +2 and 6B is +3. These normals leave Hazama at frame advantage and because of the speed of his normals allow for very easy stagger pressure. An example would be: 2a>5b- 2a.

    Stagger pressure blows up mashers.

    Aside from stagger pressure Hazama has many ways to blow up mashers.

    2c>delay5c, or 2b>3c gatlings.

    2c>214D~A blows up everything thats not 5a.

    Those are some options but he has many.

    Stance:

    Hazama can cancel into stance off of any normal.

    Throwing out Rasenga mid block-string fucks with people and makes his mix-up all the more deadly.

    Can immediately go into command grab if Rasenga hits a crouching opponent.

    On block 214D~A leaves Hazama at +2.

    As stressed before, don't be predictable, 5a will blow up Rasenga at any point in your blockstring.

    Possibly the worst time to do Rasenga is after 3c as it has so little frame advantage the opponent can blow up rasenga with much more than a well-timed 5a.

    214D~C Is also a good mix-up tool, but use it sparingly.

    214D~C gives Hazama much more reward but it leaves him at -1 and pushes the opponent relatively far away; pressures over, welcome to neutral.

    Mix-up and Jump ins:

    Primary mix up tools: 2b, 3c, 6a, J2.C 236C(command grab) These are generally the starters you're going to be confirming into houtenjin.

    5b, 5c, and 2c are all jump cancel-able and allow for Hazama to easily continue pressure.

    Overall, Hazamas best jump in button is J.2c, can be used as a normal jump in or to cross up.

    Cross up J.2c is very effective and opens a lot of people up.

    2b Gatlings after 2a and 5b.

    Will occasionally tag people with 2b while rolling through a pressure gatling, especially if Hazama has been conditioning them to block high with stance.

    2b is very good as an empty jump low.

    Use 3c only when you want to end your pressure as it is in fact the pressure ender.

    Again, the move is -6, the only thing that makes it safe is 236D.

    It is occasionally wise to delay it as it becomes part of a mix-up in itself. If they hit a button, they get hit by 236D and knocked to the other side of the screen.

    After conditioning them it is occasionally okay to attempt to continue mix-up after 3c with stance, but it is very risky.

    It is always smart to delay any input after throwing out 3c as, 3c catches many off gaurd and 3c straight into Houtenjin makes big damage.

    6a gatlings after 2a, 5b, and 2b.

    5b>6a is a perfect gatling as it is nearly unmashable unless 5b is instant blocked.

    Can tick throw with command grab many different methods:

    After stance overhead, 2a, a dash 2b, 6b, j.b, hell even an empty jump if your opponent is respecting you that much.

    It is easy to be very creative with Hazamas command grab, so do that, be creative.

    When attempting a command grab, it is important to note how your opponent is blocking your normals; barrier block generally pushes Hazama too far to attempt the command grab.

    Going Places With Ourobouros

    There's a ton of ground to cover here, or I guess in this case, air. You can keep an eye on your chain stock, but it's better to just have a feel for it and try not to let it run out.

    The ~d followup brings you straight towards whichever direction the chain was in at 100 mph. The trajectory changes based on how far the chain is.

    The ~b followup shoots you upwards and then you fly at an angle towards your chain's direction. The angle changes based on how far the chain is.

    The ~c followup allows you to cross your opponent up 'for free' and stops your momentum wherever your chain was.

    ~a will cancel your chain and 'retract' it.

    You can use two followups (pulls) in rapid succession, and put yourself in a great position or do something really tricky. You just don't want to end up in a bad place - the corner, with no stocks left, and the opponent getting in on you. Get really comfy with your movement options and zoning choices. Be creative, be thorough and try to learn everything that you can with your drive. There are a lot of situations where you should stop trying to get in and let them come to you. Make it hard to get to you and always have a chain in their face. It could be that your opponent is really scary up close and doesn't respect anything, maybe you lost the life lead, just keep in mind that you don't have to get in, you can make them come to you, giving you the upper hand. Your primary zoning tools are j.5d, 6d, j.6d. Other chains are good occasionally or for some matchups but these will be your go-to for annoying people. If you guess wrong with 5d and see them in the air you can try to ~d pull and air grab them if you're feeling it. Just be careful. When you use your pull you want to make a choice that puts you at an advantage, not the enemy.

    So to break things down more, ~d will be your primary movement tool for getting around the stage. You can do a lot of things with ~d momentum, like running away and zoning to be annoying, using it to approach, sometimes to get out of a sticky situation. There's a lot of leniency to manipulate momentum during your pulls, giving you greater freedom to stop yourself mid-pull. For example, if you just do 4d~d, you'll shoot way into the air but if you cancel your pull asap with j.a you'll barely move up at all. It doesn't matter what move you use, they all stop momentum, but stick to j.a or j.b+c for less chance of being counterhit. It's important to note that you can throw out another chain to stop your momentum.

    Now, just because ~d might be the primary tool, doesn't mean you don't use other ones. When you shoot your chain and it's still close to you, cancelling it with ~c has some interesting effects and follow up potential. You can use 6d~c and 4d~c as crossup shenanigans, you can do 5d~c and then shoot another chain in the air, you can use two ~c pulls and shoot yet another chain. Obviously at this point you want them to either get hit by it or block it so try to make the right read. A really simple thing you might do is pull yourself in on a blocked chain like j6d with ~c, but there are so many other options with it, better ones I think, that you can experiment with.

    The ~batman followup. Well, you can get really creative with this, but it's definitely something that you commit to, so you can get hit out of it. You mostly use this to evade things, you kind of have to get an instinct and a feel for when to use it. This option also allows you to stop your movement with another move after a certain point, it's good to use a chain right here. It's not bad for getting yourself on the other side of the screen doing stuff like 6d (full extend)~b. As far as baiting DPs it might feel kind of clunky, it is possible but a good player will be trying to IB chains and react to your pulls. I have the most success with j4d~b but don't rely on it or abuse it.

    Sometimes, you make a mistake with where you threw your chain. You have the option to cancel it, which can help you out in many situations. You'll be using this a lot when you're out of stocks. [x]d~a can get your opponent to think you're making a zoning mistake when you're really just baiting them. Do it right though, don't let it get punished by watching your spacing.

    +When to use it: When a pull won't save your ass, when you guessed wrong, maybe you want to bait a sledge or whatever.

    -When not to use it: When you guess right, i.e you press 6d ~a as your opponent jumps. :vbang:

    Finally, a couple more pulls to get you started.

    j4d~d: Get you in there, if you don't spam this, stopping your momentum with j.b will snag your opponent a lot or at least start up a blockstring. Can land and dash into whatever as well.

    j6d~b: Frustrates zoners and can make dps wiff, cancel with another j6d and you've just figured out Hazama.

    2d~d: Get in to the air and start to troll, mostly a GTFO move

    [*] > j.6d or j.8d to set up a pull in or a run away

    [*]j.2d~d> get back to the ground

    [*]j.5d- just something to consider. kind of a zoning OS.

    [*]

    6d~d: You fly up into the air, lots of options

    j.6d~d: Full screen airdash

    4d~d>j.6d~d- nice movement option

    Enjoy.

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Amazing guide man, thanks for it!

I think this guide is more than enough to introduce the character since there are several other topics that talk about combos, chain zoning and gimmicks.

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Damage is crazy with meter. I don't know where you're getting low damage from. No matter where you are Damage is a minimum of 5k, unless you're midscreen and you start the combo with 6a or anywhere with a command grab. Even then, command grab can still reach 5.4k in the corner if you're willing to spend the meter. Hell, even without meter Hazama punishes are a minimum of 4k. Please, don't tell people to throw out random 3cs as 'helpful tidbits.' I learned early in my play that throwing out random 3c's to try to get a counter-hit had me getting blown up more times than not. People should learn their spacing and try to utilize it best they can so they're not 'fishing' for a counter-hit, more so they know when they can get that juicy 3c counter hit. Shazam, you should also tell them what the different anti-airs are used for, because there are so many that you listed and all have a different use. I don't want to see new Hazamas hitting 5c on a jump in just so they get counter-hitted.

Your pressure section is the problem with a lot of peoples pressure. They get a few pressure strings that work and they just keep that handful and constantly use them. What you should be explaining is how free form Hazamas pressure is. You need to explain all his options more clearly. Point out key points in his pressure, 2a is +1, 5b is +2 and 6B is +3. These normals leave Hazama at frame advantage and because of the speed of his normals allow for very easy stagger pressure. An example would be: 2a>5b- 2a. What this allows you to do is reset your gatlings so you can use more options to pressure and open up the opponent. Although that is just an example, Hazama has many options he can use after any of these normals; however, generally speaking, 2a is the go-to button as it is his fastest normal that will hit a crouching opponent so it is easiest to continue pressure. 5b, 5c, and 2c are all jump cancel-able and allow for Hazama to easily continue pressure. Overall, Hazamas best jump in button is J.2c, but their are more options he has in the air. If Hazama is good enough with his chains he can even use those in pressure, but I suppose this is a beginner guide so I won't get into that.

Another important tool is that Hazama can cancel into stance off of any normal. The tip about being 'random' with stance is kinda okay but just a stupid way of putting it. Its not so much being random as switching it up. Again, don't do repeat block-strings, don't be predictable. Be free-form with your pressure. Back to what I was saying, because Hazama can cancel stance into any normal he can attempt to sneak an overhead at any point in the gatling. Especially since Hazamas moves have so much frame advantage, most of the time the only thing that will beat 214D~a is a well timed 5a. Also, 214D~a leaves Hazama at +2 so even if they block the overhead the opponent is forced to keep blocking. Now, using the overhead in pressure is great as long as Hazama is not too predictable with it. 214D~C on the other hand, gives Hazama much more reward. Use it sparingly, though, it leaves Hazama at -1 and pushes the opponent relatively far away; pressures over, welcome to neutral.

It is just as Shazam said, Hazama should not use 3c in his pressure that often. The move is -4, the only thing that makes it safe is 236D, so, pressures over, welcome to neutral. Although, if Hazama delays the 236D, it leaves enough frames for the opponent to hit a button, only to get counter-hit, therefore conditioning them to block. After that, sometimes its okay to continue pressure with stance~a, but again it is a risk. The best part about 3c, is when you never use it, people start yomi blocking so its mad easy to get that low for 80 p1 into houtenjin. Definitely don't disregard the option, but try not to use it too often. Use it when you want to end your pressure, or possibly get a beautiful combo starter.

Now, on to frame traps. If Hazama finds his opponent mashing too often, some good options are: any of the stagger pressure I mentioned before, 2c>delay5c gatling, or 2b>3c gatling. It is too easy to blow up mashers with Hazama. Lastly, its time to understand Hazamas mix-up a little better. Primary mix-up tools are 2b, 6a, 3c, command grab, and the previously mentioned J2.c crossup that no one seems to be able to block. lol 2b Gatlings after 2a and 5b, while 6a can gatling after 2a, 5b, and 2b. It is important to note that 5b>6a gatling is nearly un-mashable unless the 5b is instant blocked. They have to have a quick 2a and have to be committing to the mash. You can set up a command throw very easily after a 2a, a 2b, 6b, or the stance overhead. And, as said earlier the stance overhead conditions people to block high, so its actually pretty easy to just be rolling through your block-string and tag them with 2b/3c.

Other than those few tidbits... this is pretty good for a beginner guide and it saves me time so... I suppose I will sticky it. EDIT: Oh and, I don't know if Kid Vipers OS is really suitable in a beginners guide, just my opinion. That should probably go in a high level play guide of some sort that I may or may not make at some point. Or maybe Kv will make it, either way, it feels a bit out of place.

Edit: Its good.

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Glad to help. Actually, special thanks to you for inspiring me to write this. Once again I've revised the first post.

We needed something like this...Someone new coming into fedora territory could feel overwhelmed, what with his learning curve, & quit him because they don't understand the basics & have no foundation.

Good stuff Lich face.

Keep up the good work guys!

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I definitely appreciate the input Lich, I've added an anti-air section and changed a lot of things around in light of your post and the sticky.

We needed something like this...Someone new coming into fedora territory could feel overwhelmed, what with his learning curve, & quit him because they don't understand the basics & have no foundation.

Good stuff Lich face.

Keep up the good work guys!

I agree, if it weren't for my love of this character I probably would've given up early on too. He was stupidly easy and braindead in CS1 though hahah (shoutouts to Zidane). That is another part of why I felt the need to make this though, and of course the lack of strong players both in Japan and America. I just hope this guide wasn't completely in vain with those 'new games' right around the corner :arg:. I'm hoping it's the opposite effect and those games will bring new players to BB but we'll see.

So the guide's pretty much finished now, until I come up with more ideas or someone gives me new info to put in. I might change small things here and there but for the most part it feels complete. Lich has been a great help in getting this guide where it needed to be, so thanks again to both of you, Chickzama for the idea, and Lich for everything.

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Just want to say that this is an extremely helpful guide for someone like me (who basically is a newbie when it comes to BB in general).

Thanks! :D

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So you made your account just to say thanks? Wow, now I can consider this guide a success. I'm glad to help, when I first started playing Hazama during late CS1 the only info thread was a more straight forward and basically wiki-like rundown of him, the good info was scattered but it was out there. Good luck to you, and keep at it!

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Thanks (again)!

Yeah, right now I'm focusing on learning the TK loop. Tough going, but I know what I'm doing wrong. All I need to do is condition my fingers to do it right.

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The one time I actually had it down it was due to following Zeron's help, you have to delay each 5c link a tiiiny bit more than the last. I pretty much gave up on it though, actually since P4A came out I haven't played BB at all. I'll be back to it soon, maybe I'll have better luck learning it properly this time. Though I've heard a rumor that hirentotsu loops don't even work in the new BB. Oh well, dat stance backdash is still making me happy.

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To be honest, I think the link is the same for every consecutive rep but it just feels longer which was my point anyway. So with a little bit more delay you should get the loop going easily.

The max is 7 if you were wondering btw.

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Chains section is much better... it still feels lacking to me, I don't know if I can satisfy myself with this, second update is finished. It's good for now.

I was thinking of adding a BnB/basic hit confirm chart. I'll probably do that later. I might need someone's help for loop combos though, I'm still not sure how/when to confirm those. I don't want to go too in depth, just a place for people to start.

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I'm horrible at fighting games and i took a long break and i started playing bb again this week actually and i decided to pick up hazama now so i thank you for this thread really useful hopefully i won't suck nearly as bad :D

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Lol, u gaiz.

Bullet was just designed by stick manufacturers to get you to break yours and have to buy another.

Seriously, 720 into 720 into 720 rekkas?

Get out.

(edit: Guymam wants you to stop playing this p.o.s character and break your stick)

By the way everyone, it looks like 3c is actually -6. I will fix the guide.

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I'm going to make a bullet guide. It's just going to be a link to her tag on gelbooru.

it's how I'm learning her. Dohohohohoho

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Removed the ugly and outdated pro/cons list, cleaned up some fluff, and rewrote the intro. Like 2 or 3 other small changes that don't matter too much, this will probably be my last revision until this guide becomes obsolete and I re-do it for BBCP. I'm overall happy with it now, and I hope it has helped.

Mark u b crzy.

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A little late here, but this guide here is exactly what i've been looking for. Ya did a good job on this guide, and its perfect considering my current skill level at BB/Hazama in general.

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