BBTag/Hazama/Combos

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< BBTag‎ | Hazama
 Hazama
Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Read First

  • For some combos, Hazama must hold 214B in order to combo into 2C. This held input is notated 214[B].
  • Hazama's 5AAA > 5B combos are character specific. See the Combo Theory section for details.

Combo List

Routes

Solo
# Combo Position Damage Difficulty Notes
1 5AA > 214A > 2A > 5BBB > 5AAA > 5BBB > 2C > 214A > 2A > 214A Any 6942 [2] Easy Hazama's bread and butter
2 5A > 2C > 214A > 5AAA > 5BBB > 2C > 214A > (2A > 214A)*2 Any (Midscreen) 7532 (7972) [2] Easy More damaging than the last combo, but only works with point blank 5A.
3 (5AA > 2C > 214A)*3 > 2A > 214A Corner 8525 [2] Easy Similar to the previous combo, it is a point blank 5A starter.
4 (5AA > 2C > 214A)*2 > 5AAA > 5B > 214B > 2C > 214A Corner 8538 [2] Easy Advanced version of the previous combo. Does slightly more damage.
5 5B/j.B/j.2BBB > 5AA > 214A > 2A > 5BBB > 5AAA > 5BB > j.214B Any 5523 [2] Easy Ouroboros starter for catching opponents from long range.
6 5B/j.B/j.2BBB > (5AA > 2C > 214A)*2 > (2A > 214A)*2 Corner 6377 [2] Easy Same starter as previous combo, for if the opponent is in the corner.
7 2C > 214A > 5AAA > 5BB > 5AAA > 5B > 214[B] > 2C > 214A Any 7371 [2] Easy 2C sweep starter. Hold 214B until the timing is right.
8 2C > 214A > (5AA > 2C > 214A)*2 > (2A > 214A)*2 Corner 7910 [2] Easy 2C sweep starter in the corner. Last 2C must be delayed.
9 Grab > (5AAA > 5BBB)*2 > 2C > 214A > 2A > 214A > (2A > 214A) Any (Midscreen) 5632 (5796) [2] Easy Hazama's basic grab combo.
10 Grab > 2C > 214A > (5AA > delay 2C > 214A)*2 > 2A > 214A Corner 6038 [2] Easy Standard grab combo for when you catch an opponent in the corner.
11 236B > 5AA > 214A > 2A > 5BBB > 5AAA > 5BB > j.214B Any 6249 [2] Easy Falling Fang overhead starter combo.
12 236B > (5AA > 2C > 214A)*2 > 5A > 2C > 214A > 2A > 214A Corner 7510 [2] Easy Overhead starter combo in the corner.
13 214B > (5AAA > 5BBB)*2 > 2C > 214A > 2A > 214A Any 7344 [2] Easy Devouring Fang low starter combo.
14 214B > 2C > 214A > (5AA > 2C > 214A)*2 > 2A > 214A Corner 7956 [2] Easy 214B low starter combo in the corner.
15 5AA > 214A > 2A > 5B > 236C > 5AA > 2C > 214A > 2A > 214A Back Corner 7159 [2] Easy Single meter combo that forces your opponent into your corner using Jakou.
16 214C > dash 5A > 2C > 214A > 6AAA > 5BBB > 2C > 214A > (2A > 214A)*2 Any (Midscreen) 5871 (6268) [2] Easy Command grab starter that costs one meter.
17 214C > (6AA > 2C > 214A)*3 > 2A > 214A Corner 6692 [2] Easy Command grab starter in the corner.
18 5AA > 214A > 2A > 5BBB > 5AAA > 5BBB > 2C > 214B+C Any 8549 [2] Easy Standard super ender combo.
19 5AA > 2C > 236B+C > 5AAA > 5BBB > 2C > 214A/214B+C Any 9083/10668 [2] Easy Basic super combo extender using Infernal Rupture. Ends in either Zaneiga or Rekkazan.
20 (5AA > 2C > 214A)*2 > 5AAA > 5B > 214[B] > 2C > 214B+C Corner 10345 [2] Easy Super ender in the corner. Delay 214B slightly so it hits.
21 5A > 2BBBB > j.B > j.214C > j.2BB > 5BBB > 5A > 5B > 214[B] > 2C > 214B+C Corner 8549 [2] Easy Stylish super combo. Obviously not optimal, but you'll get praised for landing this on netplay.
22 5AA > 2C > 236B+C > (RB) > 5AAA > 5BBB > 2C > 214A > 2A > 214A > 236B+C > 5B > 214B+C Any 12521 [3] Medium Uses resonance mid-combo and works at 5 meters.
23 (RB) 5AA > 2C > 236B+C > 5AAA > 5BBB > jc(7) > j.2B > 5B > 214A > 2A > 214A > 236B+C > (214B > 236B+C)*2 > 5B > 214B+C Any 15162 [4] Hard 10 meter resonance combo. Not recommended because of the difficulty.


Resonance Blaze

Starter Combo Position Damage Meter Usage Video Notes
5A 5A > 2C > 236B+C > 6A > 236C > [6]2C > 214A > 236B+C > 2C > 214B+C Any 14000
5A 5A > 2B > 5A > jc(9) > j.BBB5A > jc(9) > j.2BBB5AAA > 5BBB > jc(7) > j.2BB5B > 214A > 222B+C Midscreen DESTROYED 2
5A 5A > 2B > 5A > jc(9) > j.BBB5A > jc(9) > j.BBB5AAA > 5BBB > jc(7) > j.2BB5B > 214A > 2A > 214A > 222B+C Midscreen to Corner DESTROYED 2
5B 5BBB > 5A > 2B > 5A > jc(9) > j.BBB5A > jc(9) > j.2BBB5AAA > 5BBB > jc(7) > j.2BB5B > 214A > 2A > 214A > 222B+C Midscreen DESTROYED 3
5B 5BBB > 5A > 2B > 5A > jc(9) > j.BBB > 5A > jc(9) > j.2BBB > 5A > jc(9) > j.2BBB > jc(7) > j.2BB > 5B > 214A > 2A > 214A > 222B+C Midscreen DESTROYED 2


With Assists
# Combo Position Damage Difficulty Notes
# Combo string Any Damage [0] Difficulty Description.

Combo Theory

Character Specifics

In order to land certain combos, you'll need to memorize 2 attributes for each character; Their spinning and sliding animations. You can see the spinning animation from B+C and the sliding animation from 4B+C.
The spinning animation only applies to landing A+D after forward throw or not;

The real list you have to remember is the sliding animation.

Some characters have different body types, and you'll find that it is impossible to land 5AAA > 5B mid-screen on opponents that have smaller hitboxes when they are sliding. The characters that do not get hit by these combos are;

Because of this, the combos that rely on 5AAABBCS Hazama jabaki.pngGuardAllStartup15Recovery21Advantage-3 to land 5BBBCS Hazama 5D.pngGuardAllStartup17RecoveryTotal: 64Advantage-22 from a slide state will have a (Slider safe) version underneath.


Video Examples

Hazama combos in version 2.0 by Meno


External Documents and References


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