Height: 183 cm
Weight: 61 kg
Blood Type: AB
Birthday: April 29
Hobby: Collecting Silver Accessories
Likes: Boiled Eggs
An officer attached to the NOL's intelligence department. His rank is captain, and the name "Hazama" is an alias. When Jin Kisaragi set out for "Kagatsuchi" alone, he was put in charge of the case and worked with Noel, but on the eve of Ragna the Bloodedge's terrorist bombing, began acting towards a different goal. Because of his constantly smiling expression and carefree demeanor, it's impossible to get a read on him. He's very talkative, though he has humble manners. He dislikes hassles and combat, and the completion of the mission is always his top priority.
This guide represents the combined efforts of all contributors to the Hazama board. Special thanks to CrimsonDisaster, MisterBadguy, and this wiki! Feel free to inform me of changes that need to be made. Thank you!
Table of Contents
- Move List at a Glance
- Gameplay Specifics
- Frame Data
- Normal Move Overview
- Drive Overview
- Special Move Overview
- Distortion Drive Overview
- Move Properties
- Matchup Data
Move List at a Glance
Stance Cancel ()
Hirentotsu (in air +)
Jayoku Houtenjin (+)
Mizuchi Rekkazan (+)
Thousand Souls (+ or +)
A 2B 6C xx Special Move(Button Used, Notes), D - Example combo
- A, B, C, and D are used to represent those respective buttons.
- The numbers represent joystick postions in the following manner:
7 8 9
4 5 6
1 2 3
With 2 being down, 5 being neutral, etc.
- A space indicates a gatling, or cancel between two normals.
- The "xx" indicates a cancel that doesn't involve two normals, i.e. from a normal to a special.
- The "~" incicates a follow-up from one move, i.e. "D~A"
- The commas indicate a link, or two full actions that combo without cancelling.
- The term "j.214B#" indicates performing the following: [j.C x 5] [dj.C x 5] xx dj.214B
Normal Move Overview
5A: A fast punch. Not very useful except when a fast combo starter is needed, as it scales combo damage and length.
2A: A very fast punch. Useful for pressuring the opponent when used with 5B, but suffers the same problem as 5A.
6A: A relatively slow elbow that hits overhead. Cancel into 236236B on hit. Removes one guard primer.
j.A: An aerial punch that has long horizontal reach. Almost useless.
5B: Knee attack, less range than 5A. Very useful as a combo starter, poke, pressure tool, and occasional anti-air.
2B: A low hitting kick with relatively long reach.
6B: A slow, low hitting kick. Not very useful. Removes one guard primer.
j.B: An aerial with good diagonal reach. A great aerial poke; useful after D hitcomfirms.
5C: A quick, X-shaped slice with the knife. Hits twice and can be cancelled on either hit. Useful as a combo starter, anti-air, and occasional poking.
2C: A diagonal slice with the knife. Can be used as anti-air, as it has a little invincibility.
3C: A decent-ranged, low-hitting slash with the knife that knocks down. One of Hazama's most important combo tools.
6C: Hazama hops back and throws three knives diagonally. Causes stagger on CH and removes one guard primer. Very slow, but leads to huge combos on CH.
j.C: A short-ranged aerial. Can be be mashed for up to 5 hits, the last of which prorates 110%.
j.2C: A downward aerial slash with short reach. Works well as a crossup, and has a lot of hitstun, allowing 3C to be comboed afterward fairly easily.
Hazama's drive, Ouroboros, is a two part technique. With the first press of D, he will launch out Ouroboros. After either extending to its max range, clashing with a projectile, hitting the opponent, or being followed up, it will stop. Follow-ups are available at any time during the Ouroboros' travel.
Every followup (except for D~A) consumes one Ouroboros stock. Stocks are regenerated by either remaining on the ground for a certain amount of time or by hitting the opponent with the chain. When the Ouroboros stock is depleted, followups cannot be performed (except for D~A).
When the chain hits the opponent at close range, it will inflict very litte hitstun. However, when it connects from a distance, it will inflict inflict large hitstun to the opponent, allowing you ample to to pull yourself to the opponent and combo.
D: Ouroboros is launched straight ahead.
2D: Ouroboros is launched straight up.
4D: Ouroboros is launched at a 70 degree angle.
6D: Ouroboros is launched at a 30 degree angle.
j.D: Ouroboros is launched straight ahead.
j.2D: Ouroboros is launched straight down.
j.4D: Ouroboros is launched at a -70 degree angle.
j.6D: Ouroboros is launched at a -30 degree angle.
j.9D: Ouroboros is launched at a 30 degree angle.
D ~A: Hazama retracts the Ouroboros.
D~B: Hazama pulls himself to the grapple point, following a parabolic path. Very slow and not recommended.
D~C: Hazama pulls himself to a point slightly beyond the Ouroboros and stops. Useful for crossups when mixed with D~D.
D~D: Hazama pulls himself straight towards the grapple point and is affected by significant momentum, which can be cancelled by using any attack. Most often used followup.
Special Move Overview
Jabaki (236D): Hazama emits a very long-ranged energy wave directly in front of himself. Removes one guard primer, and slides the opponent on CH, which allows for combos in the corner.
Jasetsu (214D): Hazama enters a stance that can be followed up with an additional input. Delaying the follow-ups for about 1/8th of a second will result in higher damage output and, in the case of Zaneiga, fatal counter properties. Hazama is in CH state while in the stance.
Ressenga (A after Jasetsu): Hazama performs a lower-body invincible heel drop that combos into 2A.
Gashoukyaku (B after Jasetsu): Hazama performs a Trap Kick-esque maneuver. Useful as anti-air and untechable on FCH, but does not seem to be invincible and has slow recovery. Use with caution.
Zaneiga (C after Jasetsu): Hazama performs a slow low attack that removes one guard primer. Combos from 3C, and combos into 5C.
Stance Cancel (D after Jasetsu): Hazama returns to his normal position. Recovery time makes "mist cancelling" impossible.
Hirentotsu (214B in air): Hazama performs an aerial heel drop that causes knockdown. Removes one guard primer.
Gasaishou (236C): Hazama performs a short-ranged command throw that staggers the opponent, allowing for a 5B combo. Invincible in the latter part of the move, but the proration is bad.
Jakou (623D): Hazama tosses Ouroboros diagonally upwards. On hit, it slams the opponent down. Air unblockable.
Distortion Drive Overview
Jayoku Houtenjin (236236B): Hazama disappears briefly and reappears with an upward kick. Invincible on startup, fast, very useful for escaping pressure, and allows for a [short dash, 5C] combo on hit. Removes one guard primer.
Mizuchi Rekkazan (632146C): Hazama summons a portal to the opponent that starts an auto-combo on hit. Please note that it can be blocked.
Bread and Butter Combos
5B/5C 3C xx 214D -> C, 5C 2C xx 623D
5B/5C 3C xx 214D -> C, 5C 2C (JC) j.B [j.C x n] [dj.C x n] xx dj.214B
6A xx 236236B, 214D -> C, 5C 2C 4D, 623D
6A xx 236236B, 214D -> C, 5C 2C 4D (jump) [j.C x n] [dj.C x n] xx dj.214B
5B/5C 3C xx 214D -> C, 2C (JC) [j.C x n] (land) 2C xx 623D, 632146C - 50% Heat
j.D -> C, j.B (land) 5B 3C xx 214D -> C, 5C 2C 4D, 623D, 632146C - 50% Heat
214D -> B (FC), 623D, dash, 3C xx 236236B, 214D -> C, 5C 2C 4D -> D, [j.C x n] [dj.C x n] xx j.214B - 50% Heat
5B/5C 3C xx 236236B, 623D, 632146C - 100% Heat
5B 3C xx 214D -> C, 5C 2C 4D xx 1632143D - 100% Heat, requires Astral conditions
B+C, 6D -> D (jump) j.B [j.C x n] [dj.C × n] xx dj.214B
4B+C, 5D -> D (jump) j.B (land) 5C xx 623D - Can add optional 4D before 623D
4B+C xx 632146C - 50% Heat, can add optional 5D before super.
236C, 5B 3C xx 214D -> C, 5C 2C 4D -> D [j.C x n] [dj.C xn] xx dj.214B
vs. Iron Tager: