https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=72.42.164.71&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T11:20:36ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGXRD-R/Axl_Low/Frame_Data&diff=77098GGXRD-R/Axl Low/Frame Data2018-01-06T10:40:51Z<p>72.42.164.71: /* Special Moves */</p>
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<div>{{CharNav |charMainPage=GGXRD-R/Axl_Low<br />
|image=GGXRD-R_Axl_Icon.png<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[GGXRD-R/System Data|System Data]]==<br />
{{CharData-GGXRD-R<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Medium<br />
|jumpStartup=4F<br />
|backdashTime=16F<br />
|backdashInv=1-8F<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R|version=yes}}<br />
|-<br />
<br />
{{FrameData-GGXRD-R<br />
|version=5P<br />
|damage=28<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=6<br />
|recovery=19<br />
|frameAdv=-11<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5K<br />
|damage=16<br />
|tension=264<br />
|risc=-7/+6<br />
|prorate=<br />
|level=1<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=6<br />
|active=3<br />
|recovery=12<br />
|frameAdv=-3<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=c.S<br />
|damage=28<br />
|tension=384<br />
|risc=-6/+14<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=6<br />
|recovery=10<br />
|frameAdv=+1<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S<br />
|damage=33<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-11<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H<br />
|damage=42<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=16<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-2<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5D<br />
|damage=25<br />
|tension=384<br />
|risc=-20/+14<br />
|prorate=Initial: 80%<br />
|level=3<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=6<br />
|recovery=15<br />
|frameAdv=-4<br />
|inv=17~25 Foot<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6P<br />
|damage=32<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=3<br />
|recovery=16<br />
|frameAdv=-5<br />
|inv=1~11 Upper Body<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6K<br />
|damage=22,18<br />
|tension=384,264<br />
|risc=-4,-6/+14,+10<br />
|prorate=<br />
|level=3,2<br />
|guard=Mid,Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=11<br />
|active=5(2)8<br />
|recovery=15<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*2nd hit pulls in<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H<br />
|damage=46<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=Initial: 80%<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=23<br />
|active=9<br />
|recovery=9<br />
|frameAdv=+1<br />
|inv=11~31 Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2P<br />
|damage=24<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-10<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2K<br />
|damage=9<br />
|tension=144<br />
|risc=-8/+3<br />
|prorate=Initial: 70%<br />
|level=0<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=5<br />
|recovery=6<br />
|frameAdv=-1<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S<br />
|damage=22,18<br />
|tension=528,264<br />
|risc=-4,-6/+10,+6<br />
|prorate=<br />
|level=2,1<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=9,6<br />
|recovery=15<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*2nd hit pulls in<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H<br />
|damage=22,18<br />
|tension=384×2<br />
|risc=-6,-4/+14<br />
|prorate=<br />
|level=3<br />
|guard=Low,Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8,6<br />
|recovery=16<br />
|frameAdv=-4<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description={{ColumnList |text=*2nd hit pulls in<br />
*Staggers opponent. Max duration 44F<br />
*Stagger Frame Adv: +1 to +23}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2D<br />
|damage=30<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=8<br />
|active=10<br />
|recovery=12<br />
|frameAdv=-8<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=3P<br />
|damage=24<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=11<br />
|active=4<br />
|recovery=8<br />
|frameAdv=+2<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.P<br />
|damage=10<br />
|tension=144<br />
|risc=-8/+3<br />
|prorate=<br />
|level=0<br />
|guard=High / Air<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=7<br />
|active=4<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.K<br />
|damage=18<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=8<br />
|recovery=12<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S<br />
|damage=16,12<br />
|tension=264×2<br />
|risc=-4,-6/+10<br />
|prorate=<br />
|level=2<br />
|guard=High / Air, All<br />
|cancel=S<br />
|roman=YRP<br />
|startup=11<br />
|active=8,8<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*2nd hit pulls in<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H<br />
|damage=38<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=12<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.D<br />
|damage=40<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=2<br />
|recovery=22 + 5 Landing Recovery<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
<br />
{{FrameData-GGXRD-R<br />
|version=j.6P<br />
|damage=24<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=6<br />
|recovery=14<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Ground Throw<br />
|damage=0,50<br />
|tension=480<br />
|risc=-6,-0/NA<br />
|prorate=Forced: 50%<br />
|level=0<br />
|guard=Ground Throw: 78750<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+71<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description={{ColumnList |text=*Frame advantage listed is on successful throw<br />
*Stun value: 25}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Throw<br />
|damage=0,60<br />
|tension=480<br />
|risc=-6,-0/NA<br />
|prorate=Forced: 65%<br />
|level=0<br />
|guard=Air Throw: 192500<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*Stun value: 30<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Angle Attack<br />
|damage=25<br />
|tension=-5000 / 264<br />
|risc=-7/+10<br />
|prorate=Initial: 50%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-5<br />
|inv=1-20F Full<br/>21-24F Throw<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack<br />
|subtitle=<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)<br />
*Crumples opponent on ground CH (79F)<br />
}}<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack<br />
|subtitle=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=+5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)<br />
*Crumples opponent on ground hit<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R|version=yes}}<br />
|-<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sickle Flash<br />
|subtitle=[4]6S<br />
|damage=20×3<br />
|tension=250 / 120×3<br />
|risc=-9/+10<br />
|prorate=Initial: 80%<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=12<br />
|active=12(3 Hit)<br />
|recovery=39<br />
|frameAdv=-15<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Melody Chain<br />
|subtitle=Sickle Flash > 8 or 9<br />
|damage=35<br />
|tension=0 / 120<br />
|risc=-6/+20<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=1<br />
|active=12<br />
|recovery=35<br />
|frameAdv=-13<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Spinning Chain Strike<br />
|subtitle=Sickle Flash > 2 or 3<br />
|damage=26×5<br />
|tension=0 / 240×5<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=<br />
|roman=YRP<br />
|startup=7<br />
|active=[2(5)]×4,2<br />
|recovery=17<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Artemis Hunter<br />
|subtitle=623S<br />
|damage=46<br />
|tension=200 / 480<br />
|risc=-7/+10<br />
|prorate=Initial: 90%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=9<br />
|active=6<br />
|recovery=35<br />
|frameAdv=-27<br />
|inv=1~11 Full<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Thunder Shadow Chain<br />
|subtitle=623K<br />
|damage=45<br />
|tension=200 / 480<br />
|risc=-6/+20<br />
|prorate=<br />
|level=4<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=28<br />
|active=4<br />
|recovery=13+3 After Landing<br />
|frameAdv=+1<br />
|inv=4~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Spindle Spinner<br />
|subtitle=41236H<br />
|damage=0,80<br />
|tension=300 / 0,480<br />
|risc=-0,-16/NA<br />
|prorate=Forced: 70%<br />
|level=0,4<br />
|guard=Ground Throw<br />
|cancel=<br />
|roman=YRP<br />
|startup=27<br />
|active=20<br />
|recovery=38<br />
|frameAdv=+34<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Heaven Can Wait (Mid)<br />
|subtitle=214P<br />
|damage=0,80<br />
|tension=120 / 0,720<br />
|risc=-0,-20/NA<br />
|prorate=Forced: 70%<br />
|level=0,4<br />
|guard=<br />
|cancel=<br />
|roman=RP<br />
|startup=<br />
|active=<br />
|recovery=Total 29<br />
|frameAdv=+37<br />
|inv=4~19 Mid and High Guard Point<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*Damage and Frame Adv listed is on successful catch<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Heaven Can Wait (Low)<br />
|subtitle=214K<br />
|damage=0,80<br />
|tension=112 / 0,720<br />
|risc=-0,-20/NA<br />
|prorate=Forced: 70%<br />
|level=0,4<br />
|guard=<br />
|cancel=<br />
|roman=RP<br />
|startup=<br />
|active=<br />
|recovery=Total 29<br />
|frameAdv=+60<br />
|inv=4~19 Low Guard Point<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*Damage and Frame Adv listed is on successful catch<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Axl Bomber<br />
|subtitle=j.623H<br />
|damage=50<br />
|tension=200 / 480<br />
|risc=-7/+20<br />
|prorate=<br />
|level=4<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=9<br />
|active=4<br />
|recovery=10 After Landing<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sparrowhawk Stance<br />
|subtitle=63214H<br />
|damage=<br />
|tension=150 / 0<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=<br />
|active=<br />
|recovery=Maximum 188<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*Returns to Sparrowhawk Stance,Followup moves possible at 41F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=→High<br />
|subtitle=Sparrowhawk Stance > P<br />
|damage=40<br />
|tension=0 / 240<br />
|risc=-7/+10<br />
|prorate=Forced: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=41+7<br />
|active=16<br />
|recovery=29<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*Returns to Sparrowhawk Stance<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=→Mid<br />
|subtitle=Sparrowhawk Stance > K<br />
|damage=32<br />
|tension=0 / 240<br />
|risc=-7/+10<br />
|prorate=Forced: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=41+7<br />
|active=17<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*Returns to Sparrowhawk Stance<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=→Low<br />
|subtitle=Sparrowhawk Stance > S<br />
|damage=24<br />
|tension=0 / 240<br />
|risc=-7/+10<br />
|prorate=Forced: 80% [70%]<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=41+11<br />
|active=17<br />
|recovery=29<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=* value in [ ] is when used first? ([]内は相手ヘルファイア時のもの)<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Cancel<br />
|subtitle=Sparrowhawk Stance > H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=<br />
|active=<br />
|recovery=Total 28<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sickle Storm<br />
|subtitle=2363214H<br />
|damage=50×2,30×5<br />
|tension=-5000 / 0<br />
|risc=-6/+20x2,+10xN<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=14+1<br />
|active=4,4(20)12{4 Hit}<br />
|recovery=39<br />
|frameAdv=-11<br />
|inv=1~17 Full,18~19 Throw<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Shark Strike<br />
|subtitle=214214S<br />
|damage=20,42<br />
|tension=-5000 / 0<br />
|risc=-6/+20<br />
|prorate=Forced: 85%<br />
|level=4<br />
|guard=Mid,All<br />
|cancel=<br />
|roman=YRP<br />
|startup=3+2<br />
|active=11(8)2<br />
|recovery=6<br />
|frameAdv=+11<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*2nd hit pulls in<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Amphora Conflagration<br />
|subtitle=During IK Mode: 236236H<br />
|damage=DESTROY<br />
|tension=<br />
|risc=-6/+14<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+15<br/>[5+12]<br />
|active=5<br />
|recovery=32<br />
|frameAdv=-20<br />
|inv=9~28 Full<br/>[5~21] Full<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/AXL<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 90F [5F+5F]<br />
}}<br />
<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| - || 6K || 2S || - || - || Sp<br />
|-<br />
|-<br />
! 2P<br />
| - || - || f.S || 6H || - || Sp<br />
|-<br />
|-<br />
! 6P<br />
| 3P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Jump, Sp<br />
|-<br />
|-<br />
! 3P<br />
| - || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp<br />
|-<br />
|-<br />
! 5K<br />
| 5P, 2P, 6P, 3P || - || c.S, f.S, 2S || 5H, 2H || 5D, 2D || Sp<br />
|-<br />
|-<br />
! 2K<br />
| - || - || c.S, f.S, 2S || 2H || 5D, 2D || Sp<br />
|-<br />
|-<br />
! 6K<br />
| - || - || c.S, 2S || 6H || - || Jump, Sp<br />
|-<br />
|-<br />
! c.S<br />
| 5P, 2P, 6P, 3P || - || f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp<br />
|-<br />
|-<br />
! f.S<br />
| - || - || 2S || 5H || 5D || Sp<br />
|-<br />
|-<br />
! 2S<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
|-<br />
! 5H<br />
| - || - || - || 6H || 5D, 2D || Sp<br />
|-<br />
|-<br />
! 2H<br />
| - || - || - || 6H || 5D || -<br />
|-<br />
|-<br />
! 6H<br />
| - || - || - || - || - || -<br />
|-<br />
|-<br />
! 5D<br />
| - || - || - || - || - || Homing Jump, Homing Dash<br />
|-<br />
|-<br />
! 2D<br />
| - || - || - || - || - || Sp<br />
|-<br />
|}<br />
<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| j.P, j.6P || j.K || j.S || j.H || j.D || Sp<br />
|-<br />
! j.K<br />
| j.P, j.6P || - || j.S || - || j.D || Jump, Sp<br />
|-<br />
! j.S<br />
| j.P, j.6P || - || - || j.H || - || -<br />
|-<br />
! j.H<br />
| - || - || - || - || j.D || Sp<br />
|-<br />
! j.D<br />
| - || - || - || - || - || Sp<br />
|-<br />
! j.6P<br />
| - || - || j.S || - || - || Sp<br />
|-<br />
|}<br />
*5D can be only canceled into Homing Jump and Homing Dash on ground hit<br />
*6K > c.S only works after 6K's second hit<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
<br />
==Changelog==<br />
See [[GGXRD-R/1.03_patch_notes#Axl|1.03 patch notes]].<br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R/Axl Low<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low<br />
}}<br />
{{Navbar-GGXRD-R}}<br />
<br />
[[Category:Guilty Gear]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R/Axl_Low&diff=77097GGXRD-R/Axl Low2018-01-06T10:39:30Z<p>72.42.164.71: /* Thunder Shadow Chain */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Axl Low<br />
|-<br />
||<br />
[[File:GGXRD-R_Axl_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-GGXRD-R<br />
|defense=x1.06<br />
|guts=1<br />
|stun=60<br />
|weight=Medium<br />
|jumpStartup=4F<br />
|backdashTime=16F<br />
|backdashInv=1-8F<br />
}}<br />
;Movement Options<br />
*Double Jump, 1 Air Dash, Dash Type: Run<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R/Axl_Low<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low/ }}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
<br /><br />
==Backstory==<br />
Axl originally lived in the 20th century, about 150 years before the events of main storyline. During this period, he fell in love with a girl named Megumi. He grew up in the slums and eventually found himself in the middle of a gang war. Thanks to his strength, he was able to put an end to the conflict in six months (with no casualties). It was sometime after this victory when Axl was forced to go through his first time slip into the 22nd century. Axl enters the Sacred Knights Tournament in hopes of finding a way to get back to his own era. He was apparently led to believe that the winner of the tournament could have a wish granted to them. <br/> After the tournament, Axl has tried to find a way to return to the past while suffering from the random time-slips. He is also one the few people who knows Sol's real identity and calls him "Freddie". He even sought help from Faust, who unfortunately couldn't anything to his condition. Eventually he decides to find That Man and his servants, I-No in particular, to ask them for help.<br />
<br />
In Guilty Gear Xrd, Axl confronts I-No yet again to tell her to bring him to That Man with important information from The Original. I-No brings Axl to The Backyard to meet That Man. Axl tells That Man the message, and then learns that he has no way out to escape.<br />
<br />
==Overview==<br />
Axl is the resident zoner of Xrd and while his chains may remind you of the limbs of a certain fire-breathing yoga master, he has the tools to rumble with opponents at any range instead of relying purely on keep-away tactics. If you can react to (and predict) opponent's jumps, Axl is more than capable of tagging them with his phenomenal anti-airs, some reaching more than half the screen (horizontally, diagonally or vertically). His ability to easily convert the anti-air hits into highly damaging combos with loads of corner carry is also second to none. If the opponent remains grounded, Axl's Rensengeki is an extremely potent keep-away tool that rips through opposing projectiles, has a built-in anti-air follow-up, and can be YRC'd into a lightning-fast projectile to control any approach with ease during the YRC slowdown. <br/> <br />
Axl's main weakness is his lack of offensive momentum; although his frame trap game is decent, his mixups options on okizeme and blockstrings are much less oppressive than most of the cast, meaning he must often grind out his wins in the neutral game instead of riding a single hit to victory. In addition, most of his long-range pokes extend their hurtboxes dramatically, making Axl exceptionally vulnerable on the lengthy active and recovery frames. However, with a great low-profile 2K, a fully invincible DP, and 4-frame parries, Axl is far from helpless once the opponent gets in, so if hitting the opponent for 40% of their life off of a single anti-air sounds appealing, give this goofy time-traveler a try!<br />
<br />
===Strengths===<br />
*Long-reaching normals and specials that allow pressuring and damaging the opponent at any range <br />
*Strong anti-air game that leads to big damage and/or knockdown<br />
*Good average damage with low execution barrier<br />
*Great combo convertions with 50% meter; makes any fullscreen poke really hurt<br />
*Rensen YRC: a top class tool for quick neutral scrambles and oppressive pressure resets<br />
*Benten: a meterless DP that makes opponents think twice about their offensive patterns<br />
<br />
===Weaknesses===<br />
*Normals and specials are slow and situational; covering the wrong angle and/or range leaves you extremely vulnerable during full recovery<br />
*Poor mobility, especially in the air; escaping from the corner is difficult without meter or hard reads<br />
*No quick or self-canceling ground normals for easy punishing, mashing, hitconfirming, or burst baiting<br />
*Pressure is very reliant on plain frame traps and throws; the unorthodox mixup specials are slow and/or risky with small rewards<br />
*Needs mastering very different gameplans for various polarized matchups to play effectively at higher skill levels<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Axl_5P.png<br />
|caption=As if millions of I-No players suddenly cried out in terror, and were suddenly silenced<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=6<br />
|recovery=19<br />
|frameAdv=-11<br />
|inv=<br />
|description=<br />
A long-reaching horizontal chain attack. <br />
*Best used as a pre-emptive anti-air against jumps and low airdashes; gatlings into 2S and 6K for combos on normal hit. <br />
*Obviously whiffs on crouching opponents, but also on many running characters and traveling special moves (eg. Ram's Daruo) so use carefully at neutral.<br />
*Counterhit can be comboed with Rensen or RRC'd into IAD approaches.<br />
*Tags many characters out of their projectiles and other setups from almost full screen.<br />
*Important tool against characters that like to jump a lot, have fullscreen projectiles and can not run under it (eg. I-No and Zato).<br />
*Like all long chain normals, the hurtbox travels along the hitbox; beware of big counterhits like falling j.D or Bandit Bringer.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Axl_5K.png<br />
|caption=Your fastest normal<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=16<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=1<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=6<br />
|active=3<br />
|recovery=12<br />
|frameAdv=-3<br />
|inv=<br />
|description=<br />
A standing kick that act's as Axl's jab. <br />
*Most common starter for pressure and combos since it's Axl's fastest normal and has good gatlings (eg. c.S, 2D, 3P, 2P, 5P, 2S).<br />
*Great mid-range poke because the range and hitbox is much better than average 5Ps and 2Ps, and the startup is much faster than average 6Ps and f.Ses. <br />
*Quite strong against low attacks (eg. average 2Ks) because the hurtbox doesn't extend on ground level.<br />
*While it has no invulns, it's quick enough to act as a last chance antiair, though you should really use 6P instead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Axl_c.S.png<br />
|caption=Useful for combos/blockstrings/what have you<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=28<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=6<br />
|recovery=10<br />
|frameAdv=+1<br />
|inv=<br />
|description=<br />
Literally a close slash made with a sickle.<br />
*Long active frames, jump cancel, and good vertical hitbox.<br />
*Has all relevant gatling options from lows and overheads to frametraps and anti-air confirms, which makes it by far your most important normal in blockstrings and combos. <br />
*Usually canceled from 5K/2K with run momentum in pressure because without them it's hard to get close enough with Axl's slow run speed.<br />
*Good choice for throw OS since it's faster than 6P and has much better hitbox vertically (hitting both jumps and low-profiles); beware of accidental Rensen (block [4] into 6S+H).<br />
*Can be used to cover the vertical blindspot of 2S as an antiair, but the higher hitbox takes 9 frames to come out without any upperbody invulns, so you should really use airthrow instead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD_Axl_f.S.png<br />
|caption=Good for people running at you<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=33<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-11<br />
|inv=<br />
|description=<br />
A mid-range poke with great range and good startup. <br />
*Staggers on counterhit, but on normal hit it's hard to combo because of the short hitstun and Rensen's travel time.<br />
*Extends your hurtbox forwards (like f.S of all characters) and the long recovery leaves you very vulnerable on whiff (eg. on round start, loses to forward jump-ins).<br />
*Gatlings only to 5H, 5D and 2S, so it's not the greatest option in blockstrings.<br />
*Huge cancel window which makes executing Rensen YRC very easy.<br />
*While the startup is relatively fast for its range, many character's have faster f.S and 2S with slightly smaller range so using it at round start is not the best option.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=GGXRD_Axl_5H.png<br />
|caption=For frame traps, catching jumps, or letting your opponent know you screwed up a throw attempt<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=42<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=16<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-2<br />
|inv=<br />
|description=<br />
Slow swing with surprisingly good range. <br />
*Most commonly done after c.S, where it either is or isn't a frametrap depending on block type (standing, crouching, IB/normal/FD).<br />
*Counter hit allows combos with 5D (hard to react cancel) or 5K (easy to react link). Air CH allows combos with 5P, 2S or even 6K. <br />
*Little bit of upper-body invincibility, but the feet and lower torso hurtboxes extend significantly forward.<br />
*First two active frames hit higher while latter two hit lower; some characters (eg. Pot, Chipp) can make 5H drop a combo from c.S because the first frames don't hit their hitstun hurtbox/animation that reels back.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Axl_5D.png<br />
|caption=Axl Low: FFIX King of Jump Rope<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=25<br />
|tension=384<br />
|risc=20<br />
|prorate=80<br />
|level=3<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=6<br />
|recovery=15<br />
|frameAdv=-4<br />
|inv=17~25 Foot<br />
|description=<br />
The universal overhead with a slow and very visible startup.<br />
*Good range, short recovery (making it practically safe on block when spaced correctly) and loads of normals to gatling from.<br />
*Air counterhit often leads to combos with 5P. <br />
*Considering a normal hit leads to decent combos and a normal block pushes you to safe distance, the risk-reward is very good when compared to 6H, Raiei, and Rashousen.<br />
*Lower-body invuln between frames 17-25.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Axl_6P.png<br />
|caption=One of the game's weaker 6Ps<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=32<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=3<br />
|recovery=16<br />
|frameAdv=-5<br />
|inv=1~11 Upper Body<br />
|description=<br />
A backfist with specialized properties. <br />
*Good upper-body invulns with a hitbox that's great against IADs and other low-altitude horizontal approaches. <br />
*Counterhit launches the opponent for IAD j.H > j.D or Raiei combos which have great damage and corner carry. <br />
*Whiffs easily on many crouching hurtboxes (eg. May, Elphelt, Faust) and has gatling options inferior to c.S, so its uses in regular blockstrings are very limited.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Axl_6K.png<br />
|caption=Usually used more as a read than as a reaction anti-air<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=22,18<br />
|tension=384,264<br />
|risc=4,6<br />
|prorate=<br />
|level=3,2<br />
|guard=Mid,Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=11<br />
|active=5(2)8<br />
|recovery=15<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
A slow diagonal anti-air with great range.<br />
*Hits twice, second hit vacuums, and it's jump cancelable from either hit.<br />
*Slow startup and your hurtbox traveling along the chain means you should use it as a jump read (as opposed to jump-in or IAD reaction). <br />
*Easy to confirm into combos; gatling into 2S at close range or (high) jump cancel into j.6P further away. <br />
*If the opponent FDs it in the air, you can gatling into 6H for pressure or jump cancel for movement options.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=GGXRD_Axl_6H.png<br />
|caption=YAHOO!<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=46<br />
|tension=384<br />
|risc=6<br />
|prorate=80<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=23<br />
|active=9<br />
|recovery=9<br />
|frameAdv=+1<br />
|inv=11~31 Airborne<br />
|description=<br />
A leaping overhead with long startup and active frames. <br />
*Counterhit gives you a huge groundbounce for big combos; RRC on normal hit gives you a small ground combo into Rensen knockdown, or 5D into Dust combos for better damage. <br />
*Safest to do after 5H (smallest gap after block), but c.S and 3P are also good choices because people are expecting lows like 2D, 2H, and 2P after them. <br />
*Airborne between frames 11 and 31, so it can beat lows and prevent throws, though it loses to most throw OSes. <br />
*Hitting 6H meaty on wake-up gives you a big frame advantage but the earlier you time it, the easier it is to react with block and Blitz. <br />
*Linking to 5K on normal hit is possible on some characters since really short crouching hurtboxes allow meatier hits (eg. Chipp, Elphelt). <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Axl_2P.png<br />
|caption=Also good for people running at you<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=24<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-10<br />
|inv=<br />
|description=<br />
A long horizontal chain that hits crouchers.<br />
*The best tool for long-range ground pressure when canceled into Rensen.<br />
*Combos into Rensen on counterhit or in close range; combos into Kairagi at any range on normal hit (much easier as a punish or CH confirm).<br />
*Stops runners with less risk than 2H when jumped over (less startup + active frames so CH state ends earlier), but doesn't hit low-profile moves like Grand Viper. <br />
*Gatlings into f.S and 6H, the latter and special cancels being useful for surprising mixups. <br />
*Like all long chain attacks, the hurtbox travels along the hitbox so only use at proper distances (3P being the better option for close range). <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Axl_2K.png<br />
|caption=Hilariously goes under many things<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=9<br />
|tension=144<br />
|risc=8<br />
|prorate=70<br />
|level=0<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=5<br />
|recovery=6<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
A low kick with decent startup and range.<br />
*Great '''[[GGXRD-R/Axl_Low/Strategy#2K_Low-profiling|low-profile properties]]''', proning under many normals and specials. <br />
*Leg hurtbox is actually longer than the hitbox, so it loses often against dashing low pokes; use 3P for defensive poking instead.<br />
*Best choice for a tick throw since it's the normal with shortest full recovery; complete with frametrap options 2H and late cancel c.S. <br />
*70% proration and limited gatlings, so in pressure you're usually better off using 5K since most people are blocking low anyway. <br />
*Can be timed for a better frame advantage as meaty on wakeup, which allows OSing against backdashing and makes 2K, 5K a good frame trap.<br />
*Works marvelously as an empty jump low since it low-profiles under most throw OS normals, though it's easily guarded with high-low fuzzies.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD_Axl_2S.png<br />
|caption=Axl's expression here is the one you should make when anti-airing someone<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=22,18<br />
|tension=528,264<br />
|risc=4,6<br />
|prorate=<br />
|level=2,1<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=9,6<br />
|recovery=15<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
Marvelous antiair normal with a fast start-up and really long vertical range. <br />
*Hits twice, second hit vacuums and has long untech time, and it's jump cancelable from either hit.<br />
*Start-up has upper-body invuln, but when it becomes active the hurtbox travels slightly behind the hitbox; if 2S trades, continue with a combo from 5P.<br />
*Reaching higher takes longer than 8F so it can whiff against fast IADs from close range unless you do it pre-emptively (which leaves you very vulnerable if they do nothing).<br />
*While great against higher jump-ins and delayed attacks like Kudakero, there are blindspots vertically above and horizontally in front; cover these angles with other options (respectively airthrow/c.S and 6P/5P/6K).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD_Axl_2H.png<br />
|caption=For the love of god please don't autopilot 2H > 6H<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=22,18<br />
|tension=384×2<br />
|risc=6,4<br />
|prorate=<br />
|level=3<br />
|guard=Low,Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8,6<br />
|recovery=16<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
A two-hit long-range low chain, second hit vacuums.<br />
*Reaches all the way to the ground to stop low-profile moves, but leaves you extremely vulnerable for any jump approaches (41 frames of full recovery).<br />
*Staggers on both hits, but doesn't last long enough for legit combos without RRC. <br />
*Cancels only into 6H and 5D (no special cancels either) which means you must be extremely unpredictable to get results in pressure.<br />
*Counter hit knocks down; do not cancel into the overheads since they'll hit OTG and let opponent recover.<br />
*If only the second hit counterhits (eg. the first hit whiffs on jump, kills Eddie, or takes away Hammerfall armor), you get a meterless launch for a big air combo from 5K > 5P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Axl_2D.png<br />
|caption=Your average sweep, but with a sweet cancel window<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=30<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=8<br />
|active=10<br />
|recovery=12<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
Sweep (ie. knocks down) with a good startup, decent range and loads of active frames (ie. long full recovery on whiff). <br />
*Really long cancel window that's useful for Rensen YRC, Rensen frametraps, and Raiei mixup.<br />
*Since opponent is airborne after the hit, some specials moves behave slightly different (than after c.S or 5H, for example): <br />
**Rensen and its down follow-up's knockdown timings are different (adjust safejump accordingly).<br />
**Rensen-up launches the opponent higher in the air.<br />
**Benten either hits or whiffs easier (depending on the character's aerial hurtbox) and launches the opponent higher in the air.<br />
**Kairagi does a one-hit wall-stick (or a fullscreen pushback if the wall isn't near enough); allows corner combos with good damage and great tension build (~33% at best).<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3P</font>======<br />
{{MoveData<br />
|name=3P<br />
|image=GGXRD_Axl_3P.png<br />
|caption=Axl's favorite meaty normal<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=24<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=11<br />
|active=4<br />
|recovery=8<br />
|frameAdv=+2<br />
|inv=<br />
|description=<br />
A slowish low poke with good range and recovery.<br />
*Counterhit launches the opponent; continue with f.S gatling or (5K link) into 2S for a big air combo. <br />
*Long sweep-like hitbox without a hurtbox inside it that reaches low-profile moves, so it's really useful for footsies.<br />
*Cancels from 5K and c.S and is plus on block, so it's really useful for pressure, too.<br />
*Has many gatling options for various purposes, so it's even useful for okizeme as a meaty low. <br />
**Lack of hurtbox makes it great for baiting DPs when spaced and timed correctly to avoid getting hit or clashing.<br />
**Whiffs on first frame airborne specials (eg. reversal Riot Stamp), so don't overuse it against certain characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Axl_j.P.png<br />
|caption=Not a lot of range, but your fastest air option<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=10<br />
|tension=144<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=High / Air<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=7<br />
|active=4<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
A weak air jab which happens to be Axl's only self-cancelable normal.<br />
*Mostly used for chaining together other air normals in combos and as a late airdash overhead.<br />
*Can be used to cancel the second hit of j.S to recover faster and make your falling hurtbox smaller in order to dodge projectiles like Gunflame and S Stun Edge. <br />
*Good for tickthrows as a safejump, though they lose to fuzzy 6P/throw OS.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Axl_j.K.png<br />
|caption=Why the CH untech is so long no one can quite say<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=18<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=8<br />
|recovery=12<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
A kick with long active frames and jump cancel.<br />
*Air counterhit has huge untech time and small float; start a combo with antiair normals or falling airdash j.D.<br />
*Decent air-to-air poke thanks to the startup, counterhit and decent hitbox.<br />
*Good jump-in on block because it gatlings to everything except j.H and itself. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD_Axl_j.S.png<br />
|caption=Be mindful of the hurtbox on the chain<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=16,12<br />
|tension=264×2<br />
|risc=4,6<br />
|prorate=<br />
|level=2<br />
|guard=High / Air, Mid / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=11<br />
|active=8,8<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
A long diagonal two-hit chain. <br />
*Hits twice, second hit vacuums and is a mid.<br />
*Good approach tool with IAD against passive opponents; cancels into j.H and j.6P for tighter pressure or combos when landing close to opponent.<br />
*Hurtbox traveling along the chain means easy retaliation with antiairs; the small hitbox can also whiff against low-profile moves.<br />
*Timing the second hit as a meaty or whiff allows surprising mixups at wake-up.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=GGXRD_Axl_j.H.png<br />
|caption=Either a jump-in or combo filler<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=38<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=12<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
A big chain swing with good damage and long active frames.<br />
*Best normal for hitting deep below Axl.<br />
*Cancels only into j.D which makes it more unsafe than j.K on a higher blocked hit.<br />
*Counterhit gives you more untech time, but not as much as j.K or j.D.<br />
*Early active frames can cross up, but the practical usage is almost non-existent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Axl_j.D.png<br />
|caption=You can use it for ghetto dustloops, too!<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=40<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=2<br />
|recovery=22 / 5 Landing Recovery<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
A big kick that's mostly limited to combos.<br />
*Launches the opponent with big float on both ground and air hits; wallsplats in the corner. <br />
*Huge untech time on both regular and counter hit, which makes it an important '''[[GGXRD-R/Axl_Low/Combos#j.D_Combos|combo extension/conversion tool]]'''.<br />
*Landing recovery makes it very risky as a falling jump-in normal (punishable with throws or fast normals).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.6P</font>======<br />
{{MoveData<br />
|name=j.6P<br />
|image=GGXRD_Axl_j.6P.png<br />
|caption=For when you want a ranged poke in the air but j.S won't hit<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=24<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=6<br />
|recovery=14<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
A long horizontal chain poke.<br />
*Faster and more reliable than j.K for air-to-air situations, but the rewards are much smaller.<br />
*Good against characters that are too fast in the air for 5P and 2S (eg. Millia, May).<br />
*Good confirm from a falling j.S airhit; can be even linked into 5P for big combos if the opponent is close enough ground. <br />
*Extends 6K into air combos at range where 2S wouldn't connect.<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Axl_GroundThrow.png<br />
|caption=Slam 'em to the ground<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=0,50<br />
|tension=480<br />
|risc=6,0<br />
|prorate=Forced: 50%<br />
|level=0<br />
|guard=Ground Throw: 78750<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=71<br />
|inv=<br />
|description=<br />
A strong throw which leads to combos and/or a knockdown.<br />
*Throws the opponent behind Axl, which makes the back/forward tradeoff work backwards (eg. throw OS isn't very useful for corner pressure).<br />
*Midscreen throw combos for at least 100 damage and knockdown on all characters.<br />
*Corner throw combos for about 135 damage, knockdown, and much better Tension gain (thanks to multiple 2Ses and Bombers) on all characters. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Axl_AirThrow.png<br />
|caption=Not much to say about it other than it does its job<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=0,60<br />
|tension=480<br />
|risc=6,0<br />
|prorate=Forced: 65%<br />
|level=0<br />
|guard=Air Throw: 192500<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Pretty standard fare air throw which knocks down. <br />
*Like ground throw, tosses the opponent behind you making throw OS usability reversed; air throw OS normals also have worse hitboxes and only marginally faster startups than j.H.<br />
*Important antiair option against jump angles that 2S and 6P can not cover (eg. high-altitude airdash that goes above your head).<br />
*Allows Axl to cross-up on wake-up (Raiei, IAD j.H/j.D) when done against a corner.<br />
*RRC extension is not very good option for several reasons:<br />
**65% forced proration limits the combo damage to about 130 which is really inefficient for 50% meter.<br />
**Different heights require correct starters, ie. airdash j.D (which requires delay to correct orientation) for high altitude, and 5K/5P for low altitude.<br />
**Air throw animation is so quick that succesfully confirming with RRC in time can be hard, especially in midscreen.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Axl_6P.png<br />
|caption=It WILL whiff often and it WILL make you sad<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=25<br />
|tension=-5000 / 264<br />
|risc=7<br />
|prorate=50<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=2<br />
|recovery=17<br />
|frameAdv=-5<br />
|inv=1~20 Full,21~24 Throw<br />
|description=<br />
Kind of a lame DAA based on 6P animation. <br />
*Decent startup, but terrible hitbox which is easily low-profiled by crouching moves. <br />
*Stops projectile okizeme if you manage to hit the opponent, so it can be useful in some matchups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Axl_BlitzAttack.png<br />
|caption=Puts you in a good position for Haitaka<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=+5<br />
|inv=?<br />
|description=Not much to say about this other than the fact that you can link a 5P afterwards for a quick tech trap or a Haitaka setup.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Sickle Flash</font>======<br />
{{MoveData<br />
|name=Sickle Flash<br />
|input=[4]6S<br />
|image=GGXRD_Axl_SickleFlash.png<br />
|caption=Your favorite special<br />
|image2=GGXRD_Axl_MelodyChain.png<br />
|caption2=Your favorite counterhit<br />
|image3=GGXRD_Axl_SpinningChainStrike.png<br />
|caption3=Your favorite combo ender<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Attack<br />
|damage=20×3<br />
|tension=250 / 120×3<br />
|risc=9<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=12<br />
|active=12(3 Hit)<br />
|recovery=39<br />
|frameAdv=-15<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Melody Chain<br />
|subtitle=Sickle Flash > 8 or 9<br />
|damage=35<br />
|tension=0 / 120<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=1<br />
|active=12<br />
|recovery=35<br />
|frameAdv=-13<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Spinning Chain Strike<br />
|subtitle=Sickle Flash > 2 or 3<br />
|damage=26×5<br />
|tension=0 / 240×5<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=<br />
|roman=YRP<br />
|startup=7<br />
|active=[2(5)]×4,2<br />
|recovery=17<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
'''Sickle Flash''' (or "Rensengeki", usually abbreviated "'''Rensen'''"), a long three-hit chain projectile, is the move that defines Axl as a character. It has a relatively quick startup, a hitbox that reaches all the way to the floor, projectile-absorbing up to three hits, and almost full screen range, which makes it a strong tool for stopping any ground approaches. <br />
*Knocks down on hit, though in longer combos (eg. antiair normals into TK Bomber, 5P > Rensen) the opponent may be able to recover before hitting ground. <br />
*Loses to pre-emptive IADs, especially IAD YRC which slows the time too much for the follow-ups to even come out. Also, mind the unsafe range against moves like Bandit Bringer and Megafist.<br />
*The hurtbox extends forward a lot, so for neutral footsies try to use it only after fast pokes like 5K or f.S when in close range.<br />
*Can be '''[[GGXRD-R/Axl_Low/Strategy#Rensen_YRC|YRC'd]]''' for a great pressure and neutral tool which puts a grounded opponent in long blockstun and lets you react to jumpers with 6K. <br />
*Rensen hitting on later frames (ie. further away) gives you a better frame advantage; don't autopilot into up-followup unless you really want to push them back.<br />
*Because of the startup and travel time of the projectile, connecting a Rensen without a gap in blockstrings can be difficult; beware of moves like Pot's F.D.B, Slayer's teleport dash, and Chipp's Zansei Rouga.<br />
*Thanks to Xrd's lenient charge buffer, Rensen can be done after microdash (input being [4]66S) for additional horizontal reach, though it obviously makes the startup significantly longer. <br />
*Pushback doesn't work in corner since it's a projectile (ie. it only pushes the opponent away from yourself, not yourself away from the opponent); doing Rensen or any of its followups on block in corner is easily punished. <br />
<br />
'''Melody Chain''' ("Kyokusageki") is mostly used to prevent opponents from jumping over a Rensen to get in, but can also put them in an unfavorable position to tech after a hit. <br />
*Counter hit gives full untech time until knockdown, which means a free combo followup with 6K or run c.S/6P. <br />
*When the opponent jumps over a Rensen, this creates an important 50:50 situation:<br />
**Opponent can bait your up follow-up with a doublejump and punish your huge whiff recovery after the fall. They can also use FD to be at no risk, but it obviously costs tension.<br />
**If you do nothing, you are vulnerable for the regular jump-in, but if they doublejumped, you'll recover in time for antiair stand-by against a very predictable trajectory (excluding some characters like Chipp, Millia, Kum).<br />
*Canceling into it from Rensen on hit allows the opponent to tech (ie. loses the knockdown of regular Rensen hit), but you can use 6K, 5P, 2S and 6P to try to catch them after a tech for a new combo.<br />
*Can be RRC'd for easy big damage combos; there is enough untech time to wait for the RC proration to cool off, which also works well for baiting bursts. <br />
*If a normal hit connects when the opponent is very close (ie. very meaty) as an antiair or in pointblank corner combos, you can link into 5P if they are not too high above. <br />
*Can be slightly delayed for creating more pushback in a blockstring or combo (also lowers combo height for the post RRC parts making a knockdown easier), though it's still easy to IB for -17 disadvantage.<br />
<br />
'''Spinning Chain Strike''' ("Sensageki") provides a more damaging knockdown option in the corner, and even in midscreen for specific characters. <br />
*Although it's the only non-projectile form of Rensen, it's still easily punished by making it whiff with FD pushback, so use very cautiously on block.<br />
*Can be used to surprise opponents who refuse to keep blocking low on Rensen and it's follow-ups (eg. trying to hold up-back for a jump or forward for immediate closing in). <br />
*Good alternative for the final TK Bomber in corner combos, but connecting succesfully can be quite character specific because of different wieght and hurtbox combinations.<br />
*Amount of successful hits and the timing of knockdown varies greatly between different hurtbox types; the closer you are, the easier it is for all the hits to connect.<br />
**If the opponent is too far away, the later hits may hit OTG and allow the opponent to tech, Faust being a prime example who falls off and OTGs really easily.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Artemis Hunter</font>======<br />
{{MoveData<br />
|name=Artemis Hunter<br />
|input=623S<br />
|image=GGXRD_Axl_ArtemisHunter.png<br />
|caption=Benten-sama!<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=46<br />
|tension=200 / 480<br />
|risc=7<br />
|prorate=90<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=9<br />
|active=6<br />
|recovery=35<br />
|frameAdv=-27<br />
|inv=1~11 Full<br />
|description=<br />
Also known as "Benten Gari", or just '''Benten'''. A grounded DP with a strong vertical hitbox, but small damage and no knockdown on normal hit. <br />
*Full invuln on frames 1-11; great for interrupting pressure or sudden aerial approaches, but easily safejumped on wake-up because of the long startup.<br />
*Counterhit gives lot of untech time which usually knocks down for a good Haitaka setup, though aerially hit opponents can usually recover in air<br />
*Has less punishable recovery than most DPs, though it's still -27 so expect to get punished by better opponents with big combos (eg. dash c.S > stuff). <br />
*Decent RC combo launcher since it's a quick one-hit move (less scaling on damage, pushback, untech time) with loads of corner carry, though the short horizontal reach means it can easily whiff on some characters unless you use dash momentum or a very compact starter (eg. c.S > 2D > Benten).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Thunder Shadow Chain</font>======<br />
{{MoveData<br />
|name=Thunder Shadow Chain<br />
|input=623K<br />
|image=GGXRD_Axl_ThunderShadowChain.png<br />
|caption=Great for annoying people<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=45<br />
|tension=200 / 480<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=28<br />
|active=4<br />
|recovery=13+3 After Landing<br />
|frameAdv=1<br />
|inv=4~Airborne<br />
|description=<br />
Also known as "Raieisageki", or just '''Raiei'''. A leaping crossup attack that can dodge some things below. <br />
*Knocks down grounded opponents on normal hit; can be OTG'd afterwards (or linked into 5K if done meaty on last active frame). <br />
*Counterhit floats the opponent for a big meterless combo; can be RRC'd on normal hit for a similar combo.<br />
*Long startup means it's easy to IB (for -3) and especially to Blitz, so it's not very good as a mixup.<br />
*Moves Axl very quickly forward (airborne on frame 4); can be YRC'd to create a giant leap across the screen for a quick approach. <br />
*Combos after Rensen-up RC or Benten RC into 5P/c.S link for ridiculous corner carry and big damage. <br />
*Hits non-cross-up at about post-throw knockdown distance; it's bit easier with run momentum but still hard to use practically in neutral. <br />
*Can be used to escape the corner, but the long startup and no invulns means it's an extremely risky maneuver (easy air CH into a huge combo for the opponent).<br />
*On normal block (+1) you have several options to choose from:<br />
**5K works well since it's basically 5F and has great hitbox, though it loses to faster normals in closer range (eg. 5Ps and Sol/Jam 5K).<br />
**2K low-profiles under many 4F/5F standing normals (eg. 5Ps and Sol 5K), but loses to 5F 2Ks and quick 5Ks that hit low (eg. Ky, Jam).<br />
**Benten is fully invulnerable so it beats any poke attempts, but is easily punished on block.<br />
**Run into throw works against opponents who are afraid to push buttons, but obviously loses to any poke attempts.<br />
**Another Raiei goes quickly over the opponent's head so it can beat low pokes, but loses to quick mid/high pokes and doesn't hit if you were too close.<br />
*If opponent IB'd the Raiei, you are -3 so all options are notably worse (except Benten) and some characters can even directly punish you (eg. Potemkin Buster).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Spindle Spinner</font>======<br />
{{MoveData<br />
|name=Spindle Spinner<br />
|input=41236H<br />
|image=GGXRD_Axl_SpindleSpinner.png<br />
|image2=GGXRD_Axl_SpindleSpinner2.png<br />
|caption2=It is proper etiquette to scream "YES!!" with Axl when this move lands, even if you're the one being hit.<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=0,80<br />
|tension=300 / 0,480<br />
|risc=0,16<br />
|prorate=Forced 70<br />
|level=0,4<br />
|guard=Ground Throw<br />
|cancel=YRP<br />
|roman=<br />
|startup=27<br />
|active=20<br />
|recovery=38<br />
|frameAdv=34<br />
|inv=<br />
|description=Also known as "'''Rashousen'''". A far reaching command-grab that pulls the opponent up to the ceiling and explodes them. <br />
*Easily avoided on reaction with jumping, especially from any further than point-blank (where it loses to smashing).<br />
*Very long startup and recovery, but very long active frames as well which can be used for catching bad double jump landings.<br />
*Can be YRC'd during the startup to bait jumps (which leads to nothing if they FD in air) or PRC'd during active frames to recover safely. <br />
*RRC method one: One-hit RC after the explosion which gives you a big air combo especially in corner.<br />
*RRC method two: "Zero-hit" RC after the chains loop around the opponent but before Axl zooms in and pulls them up: freezes the opponent for three seconds in a special state which has a stagger-like hurtbox (some being very short in height like May's) and prevents bursting. This gives you time to push the opponent into the corner and start a combo of your choice, preferably a j.D into Bomber loops for 200+ damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Heaven Can Wait</font>======<br />
{{MoveData<br />
|name=Heaven Can Wait<br />
|input=214P/K<br />
|image=GGXRD_Axl_HeavenCanWait.png<br />
|caption=U wot mate?<br />
|caption3=The bandana does more than just look good<br />
|image3=GGXRD_Axl_HeavenCanWait3.png<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=P<br />
|damage=0,80<br />
|tension=120 / 0,720<br />
|risc=0,20<br />
|prorate=Forced 70<br />
|level=0,4<br />
|guard=<br />
|cancel=<br />
|roman=RP<br />
|startup=<br />
|active=<br />
|recovery=Total 29<br />
|frameAdv=37<br />
|inv=4~19 Mid and High Guard Point<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=K<br />
|damage=0,80<br />
|tension=112 / 0,720<br />
|risc=0,20<br />
|prorate=Forced 70<br />
|level=0,4<br />
|guard=<br />
|cancel=<br />
|roman=RP<br />
|startup=<br />
|active=<br />
|recovery=Total 29<br />
|frameAdv=60<br />
|inv=4~19 Low Guard Point<br />
|description=Also known as "Tenhou Seki". A decent counter/parry for shutting down long range pokes or predictable approaches.<br />
*P version catches mids and highs for frames 4-19, knocks down.<br />
*K version catches lows for frames 4-19, recovers in time to link into 5K or 5P for a damaging combo before the knockdown.<br />
*Activates instantly on receiving any hit (even Overdrives) of the correct guard type, regardless of distance and invulnerabilities.<br />
*Both versions can be RC'd for a combo (70% forced proration), or YRC'd / PRC'd for a safer recovery.<br />
*Isn't practical as a wake-up reversal because of the vulnerable startup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Axl Bomber</font>======<br />
{{MoveData<br />
|name=Axl Bomber<br />
|input=j.623H<br />
|image=GGXRD_Axl_AxlBomber.png<br />
|caption=Axl koompah!<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=50<br />
|tension=200 / 480<br />
|risc=7<br />
|prorate=<br />
|level=4<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=9<br />
|active=4<br />
|recovery=10 After Landing<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Axl's primary air combo ender. <br />
*Knocks down when used low enough from jump cancelable normals, also known as [[GGXRD-R/Axl_Low/Strategy#TK_Axl_Bomber|'''TK Bomber''']].<br />
*Loops into itself in corner, also known as [[GGXRD-R/Axl_Low/Combos#TK_Axl_Bomber_Loops|'''Bomber loops''']] <br />
*Recovery until landing means guaranteed punishment if you mess up the timing or misjudge the range during a combo.<br />
*A counterhit gives you a huge launch for a free combo, making it the best option for a flashing RISC confirm.<br />
*Can be YRC'd in two ways:<br />
**Very quick YRC stops any air momentum immediately, making TK Bomber YRC into jump normals a surprising overhead mixup option. <br />
**Regular loose YRC keeps the Bomber air momentum, effectively giving you an additional diagonal jump. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sparrowhawk Stance</font>======<br />
{{MoveData<br />
|name=Sparrowhawk Stance<br />
|input=63214H<br />
|image=GGXRD_Axl_SparrowhawkStance.png<br />
|caption=<br />
|image2=GGXRD_Axl_SparrowhawkStance2.png<br />
|caption2=The ultimate scrub killer<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Stance<br />
|damage=<br />
|tension=150 / 0<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=<br />
|active=<br />
|recovery=Maximum 188<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=→High<br />
|subtitle=Stance > P<br />
|damage=40<br />
|tension=0 / 240<br />
|risc=7<br />
|prorate=Forced 80<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=41+7<br />
|active=16<br />
|recovery=29<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=→Mid<br />
|subtitle=Stance > K<br />
|damage=32<br />
|tension=0 / 240<br />
|risc=7<br />
|prorate=Forced 80<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=41+7<br />
|active=17<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=→Low<br />
|subtitle=Stance > S<br />
|damage=24<br />
|tension=0 / 240<br />
|risc=7<br />
|prorate=Forced 80<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=41+11<br />
|active=17<br />
|recovery=29<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=End Stance<br />
|subtitle=Stance > H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=<br />
|active=<br />
|recovery=Total 28<br />
|frameAdv=<br />
|inv=<br />
|description=Also known as "Haitaka no Kamae". Axl's fastest option for okizeme from the entire screen away. <br />
*Each chain followup can be canceled into all followups except for itself. <br />
*Up to six chains can be thrown out before you are forced to end the stance.<br />
*Each additional follow-up increases the chip damage, especially on the last three hits. <br />
The mid and low follow-ups have a hurtbox that travels ahead of the hitbox and the mid follow-up's hurtbox stays next to opponent even during recovery, which means they can be interrupted and punished by normals and specials with fast startup and/or evasive properties (low-profile, invuln). In turn, Axl can delay and vary the follow-ups to make it harder for opponent to respond, but doing that gives them time to high jump and airdash above the high follow-up's reach. All of the followups (even the stance cancel) can be YRC'd, which makes the stance much safer with 25% Tension. <br /><br />
<br />
The risks and rewards of the stance varies greatly between matchups, which is why most players only use it when <br />
*The opponent is almost dead (chip damage ignores Guts).<br />
*The opponent doesn't know how to interrupt or punish it.<br />
*The opponent's character has little to no means for avoiding, interrupting or punishing it.<br /><br />
<br />
As of Revelator 1.03, the sixth hit can no longer be manually canceled with H (which resulted in a shorter recovery) on both hit and whiff.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Sickle Storm</font>======<br />
{{MoveData<br />
|name=Sickle Storm<br />
|input=2363214H <br />2363214D<br />
|image=GGXRD_Axl_SickleStorm.png<br />
|caption=For when you want to DP but you also want more fire<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=50×2, 30×5<br />
|tension=-5000 / 0<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=14+1<br />
|active=4,4(20)12<br />
|recovery=39<br />
|frameAdv=-11<br />
|inv=1~16 Full,17~18 Throw<br />
|description=Also known as "Byakue Renshou". Big flaming swing followed by a flaming thrust, latter part actually being a projectile. <br />
*Full invuln on frames 1-16, throw invuln on 17-18.<br />
*Big hitbox on first two hits makes it a decent reversal, especially in range where Benten would whiff (making it safe with RRC impossible). <br />
*Easy, big damage when used in close-range ground punishes at midscreen (eg. c.S > 5H > 2D > 2363214H).<br />
*Burst OD version delivers even more destruction: 62×2, 37×5 and increased minimum damage, the effect being most notable as a Bomber loop finisher.<br />
*Big pushback of the first two hits means that in corner, after 2D the second hit usually whiffs and the rest hits OTG, lowering the damage and allowing the opponent to tech during your recovery.<br />
*Punishable by blocking the first part and jumping/IADing over the second, though being too close or having a big aerial hurtbox (reducible with FD, j.P, and such) makes it risky.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Shark Strike</font>======<br />
{{MoveData<br />
|name=Shark Strike<br />
|input=214214S<br />
|image=GGXRD_Axl_SharkStrike.png<br />
|caption=2H on steroids<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=20,42<br />
|tension=-5000 / 0<br />
|risc=6<br />
|prorate=Forced 85<br />
|level=4<br />
|guard=Mid, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=3+2<br />
|active=11(8)2<br />
|recovery=6<br />
|frameAdv=11<br />
|inv=<br />
|description=<br />
Also known as "Kairagi Yakou". A green lightning-fast two-hit strike that pulls the opponent in. <br />
*Extremely quick startup with almost fullscreen range without extending the hurtbox, but no invulns.<br />
*Second hit has a huge vacuum which allows extending any ground normal hit, including a max range 2P, into a real combo.<br />
*Staggers on hit which gives you plenty of time to position yourself (eg. dash closer or even IAD j.H > j.D).<br />
*First hit wallsticks an airborne opponent even quite far from corner; near corner 2D > Kairagi continues into Bomber loops for good damage and great Tension build. <br />
*You can throw the staggered opponent for a sideswitch or as a 100% burst-safe combo option (eg. Kairagi > throw > Rensen).<br />
*Big frame advantage on block so it can be used for pressure, but costs twice as much Tension as Rensen YRC and comes without the slowdown advantages.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Amphora Conflagration<br />
|input=During IK Mode: 236236H<br />
|image=GGXRD_Axl_AmphoraConflagration1.png<br />
|image2=GGXRD_Axl_AmphoraConflagration2.png<br />
|caption=<br />
|caption2=See ya<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Normal<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+15<br />
|active=5<br />
|recovery=32<br />
|frameAdv=-20<br />
|inv=9~28 Full<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Conclusion Conditions Complete<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=5+12<br />
|active=5<br />
|recovery=32<br />
|frameAdv=-20<br />
|inv=5~21 Full<br />
|description=<br />
Also known as "Kanamari Rekka". <br> <br />
IK combo is a good choice if you fulfill the conditions since it's hard for Axl to finish an opponent with a single basic combo because his "less hits but big damage" style is heavily affected by Guts scaling, and it's hard for Axl to incorporate Overdrives in combos to finish with guaranteed minimum damage (all 7 hits of Sickle Storm for the big damage are hard to connect in longer combos, and Shark Strike is a combo extender that does only little damage by itself and adds forced proration).<br />
*Uses the animation of the first hit of his Sickle Storm; has about the same horizontal range as 5H (with better vertical range).<br />
*Good combo-options with 100%: <br />
**Melody Chain RC: The easiest 100% IK combo which is possible from almost any ground starter. <br />
**Spindle Spinner RC: Both RRC methods are burst-safe thanks to the throw state; zero-hit RRC even gives you loads of time for taunting. <br />
**Axl Bomber RC: Good method from air combos; TK Bomber loops can also fulfill the conditions during a corner combo (building enough meter and reducing life to needed levels).<br />
**Shark Strike: Can be linked into run, activation, throw, IK. Burst-safe and works on all characters against a corner, but also on many characters in midscreen.<br />
**Heaven Can Wait RC: Burst-safe thanks to the throw state, but obviously needs the opponent to make the first move. <br />
*Situational combo-options with 50%: <br />
**Corner Dust <br />
**Corner CH 5H > 5D <br />
**Meaty CH Melody Chain<br />
**CH 6H <br />
**CH Thunder Shadow Chain <br />
**Blitz'd jump attack (requires at least 62,5%)<br />
**DP Whiff punish (activation, throw, IK) <br />
**Situational j.D loops <br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R/Axl Low<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_AX.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/283-axl-low<br />
}}<br />
{{Navbar-GGXRD-R}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=76411BBCF/Hazama2017-12-21T13:14:12Z<p>72.42.164.71: /* 6C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350x500px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-7<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. At the end of Chrono Phantasma, he and Terumi become seperate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd). However, if you use a Distortion Drive or Exceed Accel and run out of Overdrive time during those moves, the ring will remain in effect until the move itself ends, effectively extending its effect.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game<br />
| style="width: 50%;"|<br />
* Most normals have a rather short range<br />
* Needs to be in Overdrive to have access to wakeup reversals<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
* Highly immobile without said resource, having no real dash and rather short airdashes.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 ||cancel=CSDrOJR |starter=S |guard=All<br />
|level=1 |attribute=B |startup=5 |active=3 |recovery=9 |frameAdv=±0 |blockstun=11 |invul= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Hits standing Jubei<br />
<br />
Not the most impressive button in your kit. Works perfectly well for a quick anti-air or confirm, otherwise not that important.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550 |cancel=SOR |starter=N |guard=Mid <br />
|level=3 |attribute=B |startup=8 |active=3 |recovery=12 |frameAdv=+2 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2 |cancel=SDrO(J)R |starter=N |guard=Mid <br />
|level=4 |attribute=B |startup=10 |active=1(1)6 |recovery=28 |frameAdv=-15 |blockstun=18 |invul= |hitbox=<br />
|description=<br />
*Jump-cancellable on hit<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
*Has a somewhat big cancel window<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOR |starter=S |guard=All<br />
|level=1 |attribute=F |startup=6 |active=2 |recovery=11 |frameAdv=-1 |blockstun=11 |invul= |hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550 |cancel=SOR |starter=N |guard=Low<br />
|level=2 |attribute=F |startup=10 |active=2 |recovery=13 |frameAdv=-1 |blockstun=13 |invul= |hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most opponents pressing buttons within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=SDrOJR |starter=N |guard=Mid <br />
|level=3 |attribute=B |startup=13 |active=3 |recovery=25 |frameAdv=-11 |blockstun=16 |invul=8-15H |hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches opponents a bit into the air, and causes untechable stun until they touch the ground, opening plenty of links depending on height and positioning.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700 |cancel=SrR |starter=N |guard=High<br />
|level=3 |attribute=B |startup=22 |active=3 |recovery=17 |frameAdv=-3 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=SrR |starter=N |guard=Low<br />
|level=3 |attribute=F |startup=25 |active=3 |recovery=13 |frameAdv=+1 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3 |cancel=R |starter=N |guard=All<br />
|level=3 |attribute=P |startup=20 |active=6•6•5 |recovery=50T |frameAdv=+1 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used as filler in Hazama's more damaging combos due to floor bounce and massive meter gain on hit. Outside of combo filler, it can create a natural frame trap if canceled from 5C or 2C. Even if it is blocked, its frame advantage means you can harass jumpers with with your chains.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840 |cancel=SOR |starter=N |guard=Low<br />
|level=4 |attribute=F |startup=14 |active=4 |recovery=21 |frameAdv=-6 |blockstun=18 |invul= |hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOJR |starter=S |guard=High/Air <br />
|level=1 |attribute=H |startup=7 |active=3 |recovery=8 |frameAdv= |blockstun=11 |invul= |hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600 |cancel=SOJR |starter=N |guard=High/Air <br />
|level=2 |attribute=H |startup=10 |active=4(2)2 |recovery=14 |frameAdv= |blockstun=13 |invul= |hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1) |damage=600 |cancel=SDrOJR |starter=N |guard=High/Air <br />
|level=3 |attribute=H |startup=10 |active=2 |recovery=23 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2) |damage=400 |cancel=SDrOJR |starter=N |guard=High/Air <br />
|level=3 |attribute=H |startup=5 |active=2 |recovery=23 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3) |damage=400 |cancel=SDrOR |starter=N |guard=High/Air <br />
|level=3 |attribute=H |startup=4 |active=2 |recovery=23 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4) |damage=400 |cancel=SDrOR |starter=N |guard=High/Air <br />
|level=2 |attribute=H |startup=6 |active=3 |recovery=21 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5) |damage=700 |cancel=SDrOR |starter=N |guard=High/Air <br />
|level=3 |attribute=H |startup=4 |active=3 |recovery=26 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780 |cancel=SDrOJR |starter=N |guard=High/Air <br />
|level=4 |attribute=H |startup=14 |active=4 |recovery=22 |frameAdv= |blockstun=18 |invul= |hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=30 |frameAdv=-21 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=5 |attribute=HBFP |startup=21 |active= |recovery=30 |frameAdv=-21 |hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
<br />
In CF2, it got projectile invul during 1-23F to help you avoid fullscreen punishes.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=400 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=11 |active= |recovery=25 |frameAdv=-16 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=800 |starter=N |guard=all<br />
|level=5 |attribute=HBFP |startup=13 |active= |recovery=25 |frameAdv=-16 |hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll typically see this chain in corner combos, when the opponent is high in the air. Can also be used in this fairly execution difficult string that gives good damage and corner carry as a reward: 214D~C>6C>5D~D>whiff j.2C>5C>2D. From here you can either go into Falling Fang or 4D to end out the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=300 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=28|frameAdv=-19 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=600 |starter=N |guard=all<br />
|level=5 |attribute=HBFP |startup=21 |active= |recovery=28 |frameAdv=-19 |hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=300 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=13 |active= |recovery=28 |frameAdv=-19 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=600 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=28 |frameAdv=-19 |hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=13 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=5 |attribute=HBFP |startup=16 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=13 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=13 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=13 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=13 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=1 |attribute=HBFP |startup=16 |active= |recovery=41+3L |frameAdv= |hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils. <br />
<br />
Can also be used in j.C loops. After the final j.C slash, cancel into this chain. If you're in the right position, the long version will come out in time for you to ~D follow-up and do more j.C slashes.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR |damage=1500 |starter=S |guard=Throw(80)<br />
|level= |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
<br />
In CF2, it sends the opponent flying a little less further, allowing tou to follow up with Devouring Fang buffered with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR |damage=1500 |starter=S |guard=Throw(80)<br />
|level= |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR |damage=1500 |starter=S |guard=Throw(120)<br />
|level= |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0 |cancel=R |starter=VS |guard=All<br />
|level=4 |attribute=B |startup=13 |active=4 |recovery=33 |frameAdv=-18 |blockstun=18 |invul=1-20I |hitbox=<br />
|description=<br />
Your universal Alpha Counter that uses the same animation as 5B, and arguably Hazama's most reliable reversal option as it doesn't rely on your burst gauge being full, and though it has a rather stubby hitbox, it covers a good amount of space in front of him.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged |damage=1000 |cancel=R |starter=N |guard=Barrier<br />
|level=3 |attribute=B |startup=20 |active=1 |recovery=24 |frameAdv=±0 |blockstun=24 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged |header=no<br />
|damage=1000 |cancel=R |starter=N |guard=Barrier<br />
|level=3 |attribute=B |startup=30-60 |active=1 |recovery=24 |frameAdv=±0 |blockstun=24 |invul= |hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680 |cancel=R |guard=All<br />
|attribute=BP |invul= |startup=15 |active=2 |recovery=21 |frameAdv=-1 |hitbox=<br />
|description=<br />
Hazama's other projectile. This move complements Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |guard=<br />
|attribute= |invul= |startup= |active= |recovery=86 total |frameAdv= |hitbox=<br />
|description=<br />
*Freezes in place for 22 frames<br />
<br />
Hazama's stance special. Gives access to arguably the strongest moves in his kit: three powerful specials that can be used to either start or extend combos on hit, and a fully invincible super command grab. This creates scary mixup potential that can put the opponent on edge. <br />
<br />
However, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Instant mix-up, just add water<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=R |guard=All<br />
|attribute=B |invul= |startup=15 |active=4 |recovery=104 Max |frameAdv=+10 |hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled during the follow-up stance.<br />
*Hits opponents OTG trying to late rise. <br />
<br />
After 3 frames of regular recovery, Hazama can then use weakened versions of his Stance specials, forcing the opponent into playing a guessing game on what you plan to do on block. On hit, 214B~B is your staple method of converting into solid damage.<br />
<br />
Can use Charged versions after 27 frames. Note that since the Stance is a part of the moves recovery, you can rapid-cancel during it, though this goes away if you use Serpent's Redemption.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |guard=<br />
|attribute= |invul= |startup= |active= |recovery=Forward: 31<br/>Back: 32 |frameAdv= |hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=700 |guard=High/Air <br />
|attribute=H |invul=1-22F |startup=18 |active=4 |recovery=1+11L |frameAdv=+1 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged |cancel=R |damage=840 |guard=High/Air <br />
|attribute=H |invul=1-22F |startup=18 |active=4 |recovery=1+11L |frameAdv=+3 |hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. Beats out lows and throws during pressure, but loses to standing attacks and reversals. The charged version causes a hard knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=900 |guard=Mid <br />
|attribute=B |invul=1-12 All |startup=9 |active=8 |recovery=until L+15 |frameAdv=-17 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged |cancel=R |damage=1080 |guard=Mid <br />
|attribute=B |invul=1-12 All |startup=9 |active=8 |recovery=until L+15 |frameAdv=-15 |hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block and can be low-profiled. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zan'eiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=900 |guard=Low/Air <br />
|attribute=F |invul= |startup=16 |active=4 |recovery=20 |frameAdv=-5 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged |cancel=R |damage=1080 |guard=Low<br />
|attribute=F |invul= |startup=16 |active=4 |recovery=20 |frameAdv=-3 |hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. In pressure this beats out standing attacks, but loses to lows and throws. Can also clash or even go through certain reversals with proper timing. Landing a counter-hit with this can net a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Kamae Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |guard=<br />
|attribute= |invul= |startup= |active= |recovery=18 total |frameAdv= |hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Get ready to see this move a lot.<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900 |cancel=R |guard=all<br />
|attribute=H |invul= |startup=10 |active= |recovery=16 |frameAdv= |hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 4 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600 |cancel=R |guard=Throw(90)<br />
|attribute=T |invul=1-12T |startup=12 |active=2 |recovery=31 |frameAdv=+15 |hitbox=<br />
|description=<br />
Command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000 |cancel=R |guard=Barrier<br />
|attribute=BP |invul= |startup=11 |active=13 |recovery=30 |frameAdv= |hitbox=<br />
|description=<br />
*Fatal Counter. Triggers wallbounce anywhere.<br />
*Cannot hit standing or crouching opponents, regardless of hitboxes.<br />
*Can catch Mai players attempting to charge their spears in the air<br />
*Unlike Hazama's normal drive moves, this must be barrier blocked.<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |damage=1950 |cancel=R |guard=all<br />
|attribute=B |invul= |startup=3+1 |active=3 |recovery=51 |frameAdv=-33 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive |cancel=R |damage=2100 |guard=all<br />
|attribute=B |invul=1-4 All |startup=3+1 |active=3 |recovery=51 |frameAdv=-33 |hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |damage=800, 800, 200*8, 2000 |cancel=R |guard=all<br />
|attribute=P2* |startup=1+15 |active=2 |recovery=Total 70 |frameAdv=-46 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive |cancel=R |damage=800, 800, 90*24, 1000*2 |guard=all<br />
|attribute=P2* |startup=1+15 |active=2 |recovery=Total 70 |frameAdv=-46 |hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=0*2, 280*3, 57*9, 400, 800 |guard=Throw(80)<br />
|attribute=T |invul=1-12 All |startup=12+0 |active=3 |recovery=40 |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive |cancel=R |damage=0*2, 280*3, 57*17, 400, 800 |guard=Throw(80)<br />
|attribute=T |invul=1-12 All |startup=12+0 |active=3 |recovery=40 |frameAdv= |hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven. Hazama even delays this move while it's playing out to allow more time for his life-steal ring to do more work.<br />
<br />
'''"Easy Burensou"'''<br />
<br />
As you can imagine, the motion is not the most natural thing to pull off consistently, even less so when trying to do it fast. But through the power of input leniency, there exists an easy way to pull this out. Simply input 632146 and mash D. Do this fast enough, and the game will register it as the proper motion.<br />
(Note: tested with console and PC version).<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=34<br />
|frameAdv=-10<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=34<br />
|frameAdv=-10<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Has good range and is the only meterless reversal Hazama has, but you're usually better off not using it and staying in Overdrive instead, be it using OD Serpent's Infernal Rapture for reversals (as it can lead to way more than Exceed Accel), or taking advantage of the sick buffs Hazama gets to his chains. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY |cancel= |guard=all<br />
|attribute=P* |invul=1-91 All |startup=1+16 |active= |recovery=116 |frameAdv=-45 |hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Es&diff=76394BBCF/Es2017-12-20T13:55:18Z<p>72.42.164.71: /* Type: Slasher "Griflet" */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Es<br />
|-<br />
||<br />
[[File:BBCF Es Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBCF<br />
|health=10,500<br />
|comboRate=60%<br />
|jumpStartup=4<br />
|backdashTime=26<br />
|backdashInv=1-5<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Arched Airdash, Dash type: Run<br />
;Play-style<br />
:Balanced - Slight emphasis on zoning<br />
|}<br />
{{CharNav |charMainPage=BBCF/Es<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/367-es/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
Es is the main heroine of ''XBlaze – Code: Embryo'' and a former Embryo Storage. She is the true protagonist of ''XBlaze Lost: Memories''. She first made a cameo in ''BlazBlue: Central Fiction'' in Act II during Naoto's arcade mode. She is scheduled to be a console-exclusive character that will release in fall of 2016 for the console version of Central Fiction as a DLC character.<br />
<br />
===Drive: Crest Arts===<br />
When Es swings her sword, an "after image" appears from her sword called a Crest. Every Crest that appears after a sword attack has its own hitbox and works as a follow-up that activate after a period of time. The crests are often used in combos, mixup, and okizeme. The crests disappear if Es gets hit or blocks an attack.<br />
<br />
===Overdrive: Amplifier "Avalon"===<br />
*Gives additional hits to Crests.<br />
*Drive moves have faster startup, allowing Es to combo into them.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Very good range on many of her attacks. <br />
*Can self buff her special attacks and has an install super that gives her access to enhanced versions of her special moves for a short period of time.<br />
*Crests offer a variety of uses such as combo extenders, okizeme, and frame traps. <br />
*Airdash has an "arc" trajectory.<br />
| style="width: 50%;"|<br />
*Requires good spacing skills to play effectively. <br />
*Has very limited mixup, as her gatling routes are limited, and cancels into specials and D buttons will always leave gaps.<br />
*Has many character specific combo routes, and advanced combos are on the harder end of execution.<br />
*Damage output is average with enchanted special moves, and below average without them.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5A.png<br />
|caption= Terribly short range<br />
|name=5A<br />
<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |guard=All |attribute=B <br />
|startup=6 |active=4 |recovery=9 |frameAdv=-2<br />
|description=<br />
*Chains into itself up to 3 times.<br />
*Short Range<br />
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and can lead into a j.C instant overhead.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5B.png<br />
|caption=Combo Filler<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600 |guard=Mid |attribute=B<br />
|startup=8 |active=5 |recovery=18 |frameAdv=-11<br />
|description=<br />
*Short Range<br />
*Common combo starter<br />
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5C.png<br />
|caption=Long recovery<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=750 |guard=Mid |attribute=B <br />
|startup=12 |active=3 |recovery=21 |frameAdv=-7 <br />
|description=<br />
*Good whiff punish tool<br />
*Good poke when you have a Bors buff<br />
<br />
5C has a lot of reach but not a lot of reward on hit without a Bors buff so it's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2A.png<br />
|caption=Same story as 5A<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |guard=All |attribute=F<br />
|startup=7 |active=3 |recovery=9 |frameAdv=0 <br />
|description=<br />
*Chains into itself up to 3 times<br />
<br />
Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2B.png<br />
|caption=Decent neutral poke<br />
|name=2B<br />
<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=530 |guard=Low |attribute=F<br />
|startup=10 |active=3 |recovery=20 |frameAdv=-9<br />
|description=<br />
* A good poke<br />
* Can be Kara canceled into throws or barrier<br />
<br />
2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes. You mostly want to aim to hit opponent's out of the startup of their pokes or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups. <br />
<br />
As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2C.png<br />
|caption=Combo Tool/Punish Starter<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |guard=Mid |attribute=B <br />
|startup=10 |active=3 |recovery=32 |frameAdv=-18 <br />
|description=<br />
*Optional anti-air.<br />
*Forces standing on Counter Hit.<br />
<br />
A rising vertical swipe with the broadsword. Sees most of it's use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6A.png<br />
|caption=Pretty decent overhead <br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=650 |guard=High |attribute=B<br />
|startup=26 |active=3 |recovery=20 |frameAdv=-6 <br />
|description=<br />
<br />
*Bonus Proration 110%.<br />
*Forces crouching on hit.<br />
*Good for an Overhead mixup.<br />
<br />
Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6B.png<br />
|caption=Main anti air<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=760 |guard=Mid |attribute=F <br />
|startup=14 |active=4 |recovery=22 |frameAdv=-9 <br />
|description=<br />
*Good anti-air.<br />
*Floats, even on regular hit<br />
<br />
6B has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, opponent's dodging 6B by using additional air options or character specific tools can end up in a punishment like most Anti-Airs.<br />
<br />
6B also seems some use in combos because of its ability to float an opponent, mainly side swap combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6C.png<br />
|caption=Combo Filler<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6C |damage=700 |guard=Mid |attribute=B<br />
|startup=17 |active=3 |recovery=18 |frameAdv=-4 <br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Dash 6C |damage=700 |guard=All |attribute=B<br />
|startup=7 |active=3 |recovery=18 |frameAdv=-4 <br />
|description=<br />
*Great for for crouch confirms, midscreen Bors combos and corner combos.<br />
*Dash 6C Fatal Counters and has 110% Bonus Proration.<br />
*Dash 6C can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.<br />
*On airborne opponents, 6C will always blowback and give a small wall bounce.<br />
<br />
6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender, that will even allow you to go for a safe jump j.D. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_3C.png<br />
|caption=Combo Ender/Poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=790 |guard=Low |attribute=F<br />
|startup=13 |active=3 |recovery=24 |frameAdv=-10 <br />
|description=<br />
*Sometimes a good poke.<br />
*Good combo ender to get a Bors buff.<br />
*Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG 5B.<br />
<br />
For the most part, 3C is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going.<br />
<br />
However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often . <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jA.png<br />
|caption=Situational air to air <br />
|name=j.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |guard=All |attribute=H<br />
|startup=7 |active=6 |recovery=7 |frameAdv=<br />
|description=<br />
Mostly good for a fast air to air option up close. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jB.png<br />
|caption=<br />
|image2=BBCF_Es_jBB.png<br />
|caption2=Great air to air<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.B |damage=630 |guard=All |attribute=H<br />
|startup=9 |active=3 |recovery=18 |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.BB |damage=770 |guard=All |attribute=H<br />
|startup=7 |active=3 |recovery=19 |frameAdv=<br />
|description=<br />
*Great air to air poke.<br />
*Sometimes a good jump in<br />
*Can cancel into j.BB on whiff. <br />
<br />
Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are like Izanami floating at super jump height as an example. <br />
<br />
j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jC.png<br />
|caption=Optional jump-in<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=850 |guard=High |attribute=H<br />
|startup=12 |active=4 |recovery=26 |frameAdv=<br />
|description=<br />
*Good for safe jumps<br />
*Sometimes good for mixups<br />
*Sometimes good as a jump in<br />
*Knocks the opponent downward on hit<br />
<br />
j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo. <br />
<br />
Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extending the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders <br />
}}<br />
}}<br />
<br />
==Drive Moves==<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5D.png<br />
|caption=<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D|damage=730|guard=|attribute=B<br />
|startup=25|active=5|recovery=29|frameAdv=0<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D (Overdrive)|damage=730|guard=|attribute=B<br />
|startup=23|active=5|recovery=29|frameAdv=0<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D Crest|damage=740|guard=|attribute=P1*<br />
|startup=49|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D Crest (Overdrive)|damage=740*2|guard=|attribute=P1*<br />
|startup=49|active=3(7)3|recovery=|frameAdv=<br />
|description=<br />
*Good combo tool<br />
*Sometimes good for resetting pressure<br />
*Sometimes good for oki<br />
*Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18<br />
<br />
5D is mainly used as a common combo piece in Es' more extensive combo routes, 3C > 5D > 214[B] loop being the most notable place you'll see it used.<br />
<br />
Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2D.png<br />
|caption= Similar hitbox to 5D, but with a much more delayed crest<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D<br />
|damage=760|guard=|attribute=B<br />
|startup=30|active=6|recovery=17|frameAdv=-5<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D (Overdrive)|damage=760|guard=|attribute=B<br />
|startup=27|active=6|recovery=17|frameAdv=-5<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D Crest|damage=740|guard=All|attribute=P1*<br />
|startup=113|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D Crest (Overdrive)|damage=740*2|guard=All||attribute=P1*<br />
|startup=113|active=3(7)3|recovery=|frameAdv=<br />
|description=<br />
*Good combo tool<br />
*Sometimes a good way to reset pressure<br />
*Similar looking hitbox to 5D, but actually extends above and behind Es more, making it something of a slow anti-crossup.<br />
<br />
2D sees most of its use in Es' corner to corner carry combos since 6C > delay 2D is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo . It also sees some use in a variation of Es' corner combo routes where you can do 6C > 2D > sjc j.2BB > (2D Crest Hits) > j.D as a combo piece.<br />
<br />
Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6D.png<br />
|caption=<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D<br />
|damage=850||guard=All|attribute=B<br />
|startup=25|active=6|recovery=14+10L|frameAdv=-11<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D (Overdrive)<br />
|damage=850|guard=All|attribute=B<br />
|startup=23|active=6|recovery=14+10L|frameAdv=-11<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D Crest|damage=740|guard=All|attribute=P1*<br />
|startup=78|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D (Overdrive)|damage=740*2|guard=All|attribute=P1*<br />
|startup=78|active=3|recovery=|frameAdv=<br />
|description=<br />
*Good combo tool, especially in the corner<br />
*Sometimes a good pressure tool <br />
<br />
Es' 6D sees most of its uses in corner combos in the infamous 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D combo piece that her better corner combos always have. It's also used in some variations of midscreen combos <br />
<br />
Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jD.png<br />
|caption=The mother of all hitboxes<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D|damage=800|guard=High ||attribute=H<br />
|startup=23|active=5|recovery=23|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D (Overdrive)<br />
|damage=800|guard=High |attribute=H<br />
|startup=21|active=3|recovery=23|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D Crest|damage=740|guard=All|attribute=P1*<br />
|startup=141|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D (Overdrive)|damage=740*2|guard=All|attribute=P1*<br />
|startup=141|active=3(7)3|recovery=|frameAdv=<br />
|description=<br />
*Good combo piece<br />
*Good for oki and pressure<br />
<br />
Of all her drives, Es' j.D is probably the one with the most all around utility. j.D is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground j.D juggle. <br />
<br />
j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter. <br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_FThrow.png<br />
|image2=BBCF_Es_BThrow.png<br />
|image3=BBCF_Es_AThrow.png<br />
|caption=Forward<br />
|caption2=Back<br />
|caption3=Air<br />
|name=Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Forward Throw<br />
|damage=500*3|guard=|attribute=T<br />
|startup=7|active=3|recovery=23|frameAdv=<br />
|description=<br />
*100% minimum damage<br />
<br />
Launches the opponent. Can be picked up with 5B or 214[B].<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Back Throw|damage=1500|guard=|attribute=T<br />
|startup=7|active=3|recovery=23|frameAdv=<br />
|description=<br />
*100% minimum damage<br />
<br />
Pushes the opponent behind her. Same pickup options as with Forward Throw.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air Throw|damage=1500|guard=|attribute=T<br />
|startup=7|active=3|recovery=23+3L|frameAdv=<br />
|description=<br />
<br />
Knocksdown the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5C.png<br />
|input=6A+B during blockstun<br />
|caption=<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0 |guard= |attribute=B<br />
|startup=13 |active=3 |recovery=32 |frameAdv=-16 <br />
|description=<br />
*Uses 5C's animation and hitbox.<br />
<br />
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_CT.png<br />
|input=5A+B<br />
|caption=<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged|damage=1000||guard=|attribute=B<br />
|startup=20|active=1|recovery=25|frameAdv=0<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|damage=1000|guard=|attribute=B<br />
|startup=30~61|active=1|recovery=25|frameAdv=0<br />
|description=<br />
*Can be charged.<br />
<br />
Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.<br />
<br />
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Type: Enchanter "Bors"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_EnchanterBors.png<br />
|input=214D<br />
|caption=Does not enhance her fireball attacks<br />
|name=Type: Enchanter "Bors"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=|guard=|attribute=<br />
|startup=|active=|recovery=36T|frameAdv=<br />
|description=<br />
*Goes away on being hit, and when a throw is teched.<br />
<br />
Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active. <br />
<br />
Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Griflet"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_SlasherGriflet.png<br />
|caption=<br />
|input=623C (Air OK)<br />
|name=Type: Slasher "Griflet"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=623C|damage=880, 880|guard=|attribute=B<br />
|startup=13|active=3(12)9|recovery=Till L+9|frameAdv=-34<br />
|description= <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=623C Crest|damage=800|guard=|attribute=P1*<br />
|startup=56[53]|active=6|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=623C Followup|damage=600|guard=|attribute=P1*<br />
|startup=22|active=8|recovery=40T|frameAdv=<br />
|description=<br />
* Good reversal.<br />
* Buffed version is a good combo extender.<br />
<br />
Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. <br />
<br />
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Assaulter "Erec"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_AssaulterErec.png<br />
|caption=<br />
|input=214A<br />
|name=Type: Assaulter "Erec"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0,3000|guard=|attribute=HT<br />
|startup=28|active=12|recovery=UntilL+24L|frameAdv=<br />
|description=<br />
*Command Grab mixup. <br />
*Whiffs on crouching opponents<br />
<br />
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Gawain"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_Gawain.png<br />
|input=214B<br />
|caption=<br />
|name=Type: Slasher "Gawain"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged|damage=1000|guard=High |attribute=H<br />
|startup=27|active=4|recovery=Until L+13L|frameAdv=-3[+4]<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged|damage=1300|guard=High |attribute=H<br />
|startup=36|active=3|recovery=Until L+13L|frameAdv=+3[+10]<br />
|description=<br />
*Fatal Counter<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gawain Crest|guard=High |attribute=P1*<br />
|startup=12|active=|recovery=<br />
|frameAdv=<br />
|description=<br />
*Good combo tool both uncharged and charged<br />
*Sometimes good for resetting pressure<br />
*Charged version can fatal counter<br />
*Crest Activates 12 frames after slash becomes active<br />
*[] = Enchanted version values<br />
<br />
Gawain sees most of its use in combo. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes. <br />
<br />
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Mordred"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_SlasherMordred.png<br />
|image2=BBCF_Es_SlasherMordred2.png<br />
|input=214C<br />
|caption=<br />
|name=Type: Slasher "Mordred"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=214C|damage=1000|guard=|attribute=B<br />
|startup=8~22|active=4|recovery=22|frameAdv=-7[+3]<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=214C Crest |damage=800|guard=|attribute=P1*<br />
|startup=8~22|active=6|recovery=|frameAdv=<br />
|description=<br />
* Crest Activates as soon as 214C becomes active<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=214C->214C |damage=1000|guard=|attribute=B<br />
|startup=11|active=4|recovery=23+7L|frameAdv=-16[+4]<br />
|description=<br />
*Fatal Counters<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=214C->214C Crest|damage=800|guard=|attribute=P1*<br />
|startup=19|active=4|recovery=|frameAdv=<br />
|description=<br />
*Good combo ender midscreen when you don't want to go for a Bors buff<br />
*Good Combo Extender in the corner<br />
*[] = values for Enchanted version<br />
<br />
Mostly used in combos, either as an ender or as an extension in the corner.<br />
<br />
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_ShooterBreunor.png<br />
|input=236A/B (Air OK)<br />
|image2=BBCF_Es_ShooterBreunorAir.png<br />
|caption=<br />
|name=Type: Shooter "Breunor"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ground A|damage=800|guard=|attribute=P1*<br />
|startup=15|active=30?|recovery=44T|frameAdv=-8<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ground B|damage=800|guard=All|attribute=P1*<br />
|startup=27|active=122?|recovery=48T|frameAdv=0<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Additional Breunor A/B |damage=800|guard=|attribute=P1*<br />
|startup=16|active=30?|recovery=42T|frameAdv=-5<br />
|description=<br />
*If followup Breunor touches the previous Breunor, it will become a powered up shot<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Powered Up Shot|damage=1200|guard=|attribute=P2*<br />
|startup=|active=|recovery=|frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air A|damage=800|guard=|attribute=P1*<br />
|startup=17|active=Until Ground/Offscreen|recovery=47T+9L|frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air B|damage=800|guard=|attribute=P1*<br />
|startup=26|active=Until Ground/Offscreen|recovery=47T+9L|frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Additional Air Breunor A/B|damage=800|guard=|attribute=P1*<br />
|startup=13|active=Until Ground/Offscreen|recovery=39T+9L|frameAdv=<br />
|description=<br />
* Good for controlling space and helping cover approaches<br />
* Powered Up Shot is good for corner combos<br />
* Sometime helpful for resetting pressure<br />
* Can fire a followup up Breunor by inputting 236A/B again<br />
<br />
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach. <br />
<br />
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from 2D, it can be good for helping to reset pressure<br />
<br />
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Assaulter "Tristan"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_j2B.png<br />
|caption=<br />
|image2=BBCF_Es_j2BBB.png<br />
|name=Type: Assaulter "Tristan"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2B |damage=600 |guard= |attribute=H<br />
|startup=10 |active=12 |recovery=8 |frameAdv= <br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2BB |damage=600 |guard= |attribute=H<br />
|startup=10 |active=6 |recovery=7 |frameAdv= <br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2BBB |damage=900 |guard= |attribute=H<br />
|startup=15 |active=4 |recovery=12 |frameAdv=<br />
|description=<br />
*Good air combo ender<br />
*Sometimes good combo extender<br />
<br />
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo are little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo. <br />
}}<br />
}}<br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Type: Enchanter "Percival"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_EnchanterPercival.png<br />
|input=632146D<br />
|caption=<br />
|name=Type: Enchanter "Percival"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=|guard=|attribute=<br />
|startup=|active=|recovery=4+16|frameAdv=<br />
|description=<br />
*Lasts 330Fs (5 1/2 Seconds).<br />
*Leaves Es Airborne at the end of the animation.<br />
*Has some invincibility <br />
<br />
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Shooter "Palamedes"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_ShooterPalamedes.png<br />
|input=632146A/B (Air OK)<br />
|caption=Wave Super<br />
|name=Type: Shooter "Palamedes"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ground |damage=2200|guard=|attribute=P2<br />
|startup=3+6|active=Until Offscreen|recovery=23+12L|frameAdv=-10<br />
|description=<br />
* Minimum Damage = 30% (660)<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ground (Overdrive)|damage=2200, 220*n|guard=|attribute=P2*<br />
|startup=3+6|active=Until Offscreen|recovery=23+12L|frameAdv=-8<br />
|description=<br />
* Minimum Damage = 30% (660 + 66*n)<br />
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air (Normal)|damage=2200|guard=|attribute=P2*<br />
|startup=3+6|active=Until Offscreen|recovery=Until L+15L|frameAdv=<br />
|description=<br />
* Minimum Damage = 30% (660)<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air (Overdrive)|damage=2200, 220*n|guard=|attribute=P2*<br />
|startup=3+6|active=Until Offscreen|recovery=Until L+15L|frameAdv=<br />
|description=<br />
* Minimum Damage = 30% (660)<br />
* The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.<br />
<br />
Es swings a large wave of energy forward that goes fullscreen. A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.<br />
<br />
For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Galahad"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_SlasherGalahad.png<br />
|input=632146C<br />
|caption=Reversal super<br />
|name=Type: Slasher "Galahad"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Regular|damage=1000, 2500|guard=|attribute=B<br />
|startup=6+15|active=9|recovery=24|frameAdv=-14<br />
|description=<br />
*Minimum Damage = 30% (300 + 750)<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive|damage=1000, 150*6, 2500|guard=|attribute=B<br />
|startup=6+15|active=9|recovery=24|frameAdv=-14<br />
|description=<br />
*Good round ender<br />
*Sometimes a good reversal<br />
*Crumples<br />
*Minimum Damage = 30% (300 + 45*6 + 750)<br />
<br />
Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Es_BraverLancelot.png<br />
|input=ABCD (In Overdrive)<br />
|caption=<br />
|name=Type: Braver Lancelot<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=Normal: 600*5<br/>AF: 600*5, 550*5|guard=all|attribute=B<br />
|startup=Fast: 10 <br> Slow: 20|active=3|recovery=18+16L|frameAdv=-10<br />
|description=<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
<br />
Es performs a vertical kick that sends the opponent into the air. If it connects, she jumps and slashes them twice, then dives downward and summons a large crest from the ground. Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled. <br />
<br />
Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox. However, it can instead act as a pseudo anti-air, since it hits a good height above her.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Es_AH.png<br />
|input=236236C<br />
|caption=DATA DRAIN<br />
|name=Type: Exterminator "Artorius"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY|guard=|attribute=B<br />
|startup=4+14|active=3|recovery=64|frameAdv=-31<br />
|description=<br />
Es performs a wide arcing slash in front of her. If it connects she will attack the opponent with three slashes before encasing the opponent inside a data stream, shattering them. Es' astral can be comboed into by using 3C or Throw <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エス<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=es&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/forum/367-es/ Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Es<br />
|videos=http://horibuna.web.fc2.com/BBCF/<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/367-es/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Es&diff=76393BBCF/Es2017-12-20T13:44:25Z<p>72.42.164.71: /* Strengths/Weaknesses */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Es<br />
|-<br />
||<br />
[[File:BBCF Es Portrait.png|350x500px|center]]<br />
|-<br />
||<br />
{{CharData-BBCF<br />
|health=10,500<br />
|comboRate=60%<br />
|jumpStartup=4<br />
|backdashTime=26<br />
|backdashInv=1-5<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Arched Airdash, Dash type: Run<br />
;Play-style<br />
:Balanced - Slight emphasis on zoning<br />
|}<br />
{{CharNav |charMainPage=BBCF/Es<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/367-es/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
Es is the main heroine of ''XBlaze – Code: Embryo'' and a former Embryo Storage. She is the true protagonist of ''XBlaze Lost: Memories''. She first made a cameo in ''BlazBlue: Central Fiction'' in Act II during Naoto's arcade mode. She is scheduled to be a console-exclusive character that will release in fall of 2016 for the console version of Central Fiction as a DLC character.<br />
<br />
===Drive: Crest Arts===<br />
When Es swings her sword, an "after image" appears from her sword called a Crest. Every Crest that appears after a sword attack has its own hitbox and works as a follow-up that activate after a period of time. The crests are often used in combos, mixup, and okizeme. The crests disappear if Es gets hit or blocks an attack.<br />
<br />
===Overdrive: Amplifier "Avalon"===<br />
*Gives additional hits to Crests.<br />
*Drive moves have faster startup, allowing Es to combo into them.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
*Very good range on many of her attacks. <br />
*Can self buff her special attacks and has an install super that gives her access to enhanced versions of her special moves for a short period of time.<br />
*Crests offer a variety of uses such as combo extenders, okizeme, and frame traps. <br />
*Airdash has an "arc" trajectory.<br />
| style="width: 50%;"|<br />
*Requires good spacing skills to play effectively. <br />
*Has very limited mixup, as her gatling routes are limited, and cancels into specials and D buttons will always leave gaps.<br />
*Has many character specific combo routes, and advanced combos are on the harder end of execution.<br />
*Damage output is average with enchanted special moves, and below average without them.<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5A.png<br />
|caption= Terribly short range<br />
|name=5A<br />
<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |guard=All |attribute=B <br />
|startup=6 |active=4 |recovery=9 |frameAdv=-2<br />
|description=<br />
*Chains into itself up to 3 times.<br />
*Short Range<br />
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and can lead into a j.C instant overhead.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5B.png<br />
|caption=Combo Filler<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600 |guard=Mid |attribute=B<br />
|startup=8 |active=5 |recovery=18 |frameAdv=-11<br />
|description=<br />
*Short Range<br />
*Common combo starter<br />
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5C.png<br />
|caption=Long recovery<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=750 |guard=Mid |attribute=B <br />
|startup=12 |active=3 |recovery=21 |frameAdv=-7 <br />
|description=<br />
*Good whiff punish tool<br />
*Good poke when you have a Bors buff<br />
<br />
5C has a lot of reach but not a lot of reward on hit without a Bors buff so it's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2A.png<br />
|caption=Same story as 5A<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |guard=All |attribute=F<br />
|startup=7 |active=3 |recovery=9 |frameAdv=0 <br />
|description=<br />
*Chains into itself up to 3 times<br />
<br />
Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2B.png<br />
|caption=Decent neutral poke<br />
|name=2B<br />
<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=530 |guard=Low |attribute=F<br />
|startup=10 |active=3 |recovery=20 |frameAdv=-9<br />
|description=<br />
* A good poke<br />
* Can be Kara canceled into throws or barrier<br />
<br />
2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes. You mostly want to aim to hit opponent's out of the startup of their pokes or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups. <br />
<br />
As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2C.png<br />
|caption=Combo Tool/Punish Starter<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |guard=Mid |attribute=B <br />
|startup=10 |active=3 |recovery=32 |frameAdv=-18 <br />
|description=<br />
*Optional anti-air.<br />
*Forces standing on Counter Hit.<br />
<br />
A rising vertical swipe with the broadsword. Sees most of it's use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6A.png<br />
|caption=Pretty decent overhead <br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=650 |guard=High |attribute=B<br />
|startup=26 |active=3 |recovery=20 |frameAdv=-6 <br />
|description=<br />
<br />
*Bonus Proration 110%.<br />
*Forces crouching on hit.<br />
*Good for an Overhead mixup.<br />
<br />
Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6B.png<br />
|caption=Main anti air<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=760 |guard=Mid |attribute=F <br />
|startup=14 |active=4 |recovery=22 |frameAdv=-9 <br />
|description=<br />
*Good anti-air.<br />
*Floats, even on regular hit<br />
<br />
6B has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, opponent's dodging 6B by using additional air options or character specific tools can end up in a punishment like most Anti-Airs.<br />
<br />
6B also seems some use in combos because of its ability to float an opponent, mainly side swap combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6C.png<br />
|caption=Combo Filler<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6C |damage=700 |guard=Mid |attribute=B<br />
|startup=17 |active=3 |recovery=18 |frameAdv=-4 <br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Dash 6C |damage=700 |guard=All |attribute=B<br />
|startup=7 |active=3 |recovery=18 |frameAdv=-4 <br />
|description=<br />
*Great for for crouch confirms, midscreen Bors combos and corner combos.<br />
*Dash 6C Fatal Counters and has 110% Bonus Proration.<br />
*Dash 6C can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.<br />
*On airborne opponents, 6C will always blowback and give a small wall bounce.<br />
<br />
6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender, that will even allow you to go for a safe jump j.D. <br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_3C.png<br />
|caption=Combo Ender/Poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=790 |guard=Low |attribute=F<br />
|startup=13 |active=3 |recovery=24 |frameAdv=-10 <br />
|description=<br />
*Sometimes a good poke.<br />
*Good combo ender to get a Bors buff.<br />
*Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG 5B.<br />
<br />
For the most part, 3C is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going.<br />
<br />
However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often . <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jA.png<br />
|caption=Situational air to air <br />
|name=j.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |guard=All |attribute=H<br />
|startup=7 |active=6 |recovery=7 |frameAdv=<br />
|description=<br />
Mostly good for a fast air to air option up close. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jB.png<br />
|caption=<br />
|image2=BBCF_Es_jBB.png<br />
|caption2=Great air to air<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.B |damage=630 |guard=All |attribute=H<br />
|startup=9 |active=3 |recovery=18 |frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.BB |damage=770 |guard=All |attribute=H<br />
|startup=7 |active=3 |recovery=19 |frameAdv=<br />
|description=<br />
*Great air to air poke.<br />
*Sometimes a good jump in<br />
*Can cancel into j.BB on whiff. <br />
<br />
Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are like Izanami floating at super jump height as an example. <br />
<br />
j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jC.png<br />
|caption=Optional jump-in<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=850 |guard=High |attribute=H<br />
|startup=12 |active=4 |recovery=26 |frameAdv=<br />
|description=<br />
*Good for safe jumps<br />
*Sometimes good for mixups<br />
*Sometimes good as a jump in<br />
*Knocks the opponent downward on hit<br />
<br />
j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo. <br />
<br />
Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extending the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders <br />
}}<br />
}}<br />
<br />
==Drive Moves==<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5D.png<br />
|caption=<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D|damage=730|guard=|attribute=B<br />
|startup=25|active=5|recovery=29|frameAdv=0<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D (Overdrive)|damage=730|guard=|attribute=B<br />
|startup=23|active=5|recovery=29|frameAdv=0<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D Crest|damage=740|guard=|attribute=P1*<br />
|startup=49|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D Crest (Overdrive)|damage=740*2|guard=|attribute=P1*<br />
|startup=49|active=3(7)3|recovery=|frameAdv=<br />
|description=<br />
*Good combo tool<br />
*Sometimes good for resetting pressure<br />
*Sometimes good for oki<br />
*Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18<br />
<br />
5D is mainly used as a common combo piece in Es' more extensive combo routes, 3C > 5D > 214[B] loop being the most notable place you'll see it used.<br />
<br />
Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_2D.png<br />
|caption= Similar hitbox to 5D, but with a much more delayed crest<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D<br />
|damage=760|guard=|attribute=B<br />
|startup=30|active=6|recovery=17|frameAdv=-5<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D (Overdrive)|damage=760|guard=|attribute=B<br />
|startup=27|active=6|recovery=17|frameAdv=-5<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D Crest|damage=740|guard=All|attribute=P1*<br />
|startup=113|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D Crest (Overdrive)|damage=740*2|guard=All||attribute=P1*<br />
|startup=113|active=3(7)3|recovery=|frameAdv=<br />
|description=<br />
*Good combo tool<br />
*Sometimes a good way to reset pressure<br />
*Similar looking hitbox to 5D, but actually extends above and behind Es more, making it something of a slow anti-crossup.<br />
<br />
2D sees most of its use in Es' corner to corner carry combos since 6C > delay 2D is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo . It also sees some use in a variation of Es' corner combo routes where you can do 6C > 2D > sjc j.2BB > (2D Crest Hits) > j.D as a combo piece.<br />
<br />
Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_6D.png<br />
|caption=<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D<br />
|damage=850||guard=All|attribute=B<br />
|startup=25|active=6|recovery=14+10L|frameAdv=-11<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D (Overdrive)<br />
|damage=850|guard=All|attribute=B<br />
|startup=23|active=6|recovery=14+10L|frameAdv=-11<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D Crest|damage=740|guard=All|attribute=P1*<br />
|startup=78|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D (Overdrive)|damage=740*2|guard=All|attribute=P1*<br />
|startup=78|active=3|recovery=|frameAdv=<br />
|description=<br />
*Good combo tool, especially in the corner<br />
*Sometimes a good pressure tool <br />
<br />
Es' 6D sees most of its uses in corner combos in the infamous 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D combo piece that her better corner combos always have. It's also used in some variations of midscreen combos <br />
<br />
Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.D</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_jD.png<br />
|caption=The mother of all hitboxes<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D|damage=800|guard=High ||attribute=H<br />
|startup=23|active=5|recovery=23|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D (Overdrive)<br />
|damage=800|guard=High |attribute=H<br />
|startup=21|active=3|recovery=23|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D Crest|damage=740|guard=All|attribute=P1*<br />
|startup=141|active=3|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D (Overdrive)|damage=740*2|guard=All|attribute=P1*<br />
|startup=141|active=3(7)3|recovery=|frameAdv=<br />
|description=<br />
*Good combo piece<br />
*Good for oki and pressure<br />
<br />
Of all her drives, Es' j.D is probably the one with the most all around utility. j.D is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground j.D juggle. <br />
<br />
j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter. <br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_FThrow.png<br />
|image2=BBCF_Es_BThrow.png<br />
|image3=BBCF_Es_AThrow.png<br />
|caption=Forward<br />
|caption2=Back<br />
|caption3=Air<br />
|name=Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Forward Throw<br />
|damage=500*3|guard=|attribute=T<br />
|startup=7|active=3|recovery=23|frameAdv=<br />
|description=<br />
*100% minimum damage<br />
<br />
Launches the opponent. Can be picked up with 5B or 214[B].<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Back Throw|damage=1500|guard=|attribute=T<br />
|startup=7|active=3|recovery=23|frameAdv=<br />
|description=<br />
*100% minimum damage<br />
<br />
Pushes the opponent behind her. Same pickup options as with Forward Throw.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air Throw|damage=1500|guard=|attribute=T<br />
|startup=7|active=3|recovery=23+3L|frameAdv=<br />
|description=<br />
<br />
Knocksdown the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_5C.png<br />
|input=6A+B during blockstun<br />
|caption=<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0 |guard= |attribute=B<br />
|startup=13 |active=3 |recovery=32 |frameAdv=-16 <br />
|description=<br />
*Uses 5C's animation and hitbox.<br />
<br />
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_CT.png<br />
|input=5A+B<br />
|caption=<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged|damage=1000||guard=|attribute=B<br />
|startup=20|active=1|recovery=25|frameAdv=0<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|damage=1000|guard=|attribute=B<br />
|startup=30~61|active=1|recovery=25|frameAdv=0<br />
|description=<br />
*Can be charged.<br />
<br />
Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.<br />
<br />
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Type: Enchanter "Bors"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_EnchanterBors.png<br />
|input=214D<br />
|caption=Does not enhance her fireball attacks<br />
|name=Type: Enchanter "Bors"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=|guard=|attribute=<br />
|startup=|active=|recovery=36T|frameAdv=<br />
|description=<br />
*Goes away on being hit, and when a throw is teched.<br />
<br />
Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active. <br />
<br />
Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Griflet"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_SlasherGriflet.png<br />
|caption=<br />
|input=623C (Air OK)<br />
|name=Type: Slasher "Griflet"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=623C|damage=880, 880|guard=|attribute=B<br />
|startup=13|active=|recovery=|frameAdv=-34<br />
|description= <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=623C Crest|damage=800|guard=|attribute=P1*<br />
|startup=56[53]|active=6|recovery=|frameAdv=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=623C Followup|damage=600|guard=|attribute=P1*<br />
|startup=22|active=8|recovery=40T|frameAdv=<br />
|description=<br />
* Good reversal.<br />
* Buffed version is a good combo extender.<br />
<br />
Es performs a large rising slash that is invulnerable. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. <br />
<br />
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Assaulter "Erec"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_AssaulterErec.png<br />
|caption=<br />
|input=214A<br />
|name=Type: Assaulter "Erec"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0,3000|guard=|attribute=HT<br />
|startup=28|active=12|recovery=UntilL+24L|frameAdv=<br />
|description=<br />
*Command Grab mixup. <br />
*Whiffs on crouching opponents<br />
<br />
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Gawain"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_Gawain.png<br />
|input=214B<br />
|caption=<br />
|name=Type: Slasher "Gawain"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged|damage=1000|guard=High |attribute=H<br />
|startup=27|active=4|recovery=Until L+13L|frameAdv=-3[+4]<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged|damage=1300|guard=High |attribute=H<br />
|startup=36|active=3|recovery=Until L+13L|frameAdv=+3[+10]<br />
|description=<br />
*Fatal Counter<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gawain Crest|guard=High |attribute=P1*<br />
|startup=12|active=|recovery=<br />
|frameAdv=<br />
|description=<br />
*Good combo tool both uncharged and charged<br />
*Sometimes good for resetting pressure<br />
*Charged version can fatal counter<br />
*Crest Activates 12 frames after slash becomes active<br />
*[] = Enchanted version values<br />
<br />
Gawain sees most of its use in combo. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes. <br />
<br />
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Mordred"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_SlasherMordred.png<br />
|image2=BBCF_Es_SlasherMordred2.png<br />
|input=214C<br />
|caption=<br />
|name=Type: Slasher "Mordred"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=214C|damage=1000|guard=|attribute=B<br />
|startup=8~22|active=4|recovery=22|frameAdv=-7[+3]<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=214C Crest |damage=800|guard=|attribute=P1*<br />
|startup=8~22|active=6|recovery=|frameAdv=<br />
|description=<br />
* Crest Activates as soon as 214C becomes active<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=214C->214C |damage=1000|guard=|attribute=B<br />
|startup=11|active=4|recovery=23+7L|frameAdv=-16[+4]<br />
|description=<br />
*Fatal Counters<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=214C->214C Crest|damage=800|guard=|attribute=P1*<br />
|startup=19|active=4|recovery=|frameAdv=<br />
|description=<br />
*Good combo ender midscreen when you don't want to go for a Bors buff<br />
*Good Combo Extender in the corner<br />
*[] = values for Enchanted version<br />
<br />
Mostly used in combos, either as an ender or as an extension in the corner.<br />
<br />
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Shooter "Breunor"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_ShooterBreunor.png<br />
|input=236A/B (Air OK)<br />
|image2=BBCF_Es_ShooterBreunorAir.png<br />
|caption=<br />
|name=Type: Shooter "Breunor"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ground A|damage=800|guard=|attribute=P1*<br />
|startup=15|active=30?|recovery=44T|frameAdv=-8<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ground B|damage=800|guard=All|attribute=P1*<br />
|startup=27|active=122?|recovery=48T|frameAdv=0<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Additional Breunor A/B |damage=800|guard=|attribute=P1*<br />
|startup=16|active=30?|recovery=42T|frameAdv=-5<br />
|description=<br />
*If followup Breunor touches the previous Breunor, it will become a powered up shot<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Powered Up Shot|damage=1200|guard=|attribute=P2*<br />
|startup=|active=|recovery=|frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air A|damage=800|guard=|attribute=P1*<br />
|startup=17|active=Until Ground/Offscreen|recovery=47T+9L|frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air B|damage=800|guard=|attribute=P1*<br />
|startup=26|active=Until Ground/Offscreen|recovery=47T+9L|frameAdv=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Additional Air Breunor A/B|damage=800|guard=|attribute=P1*<br />
|startup=13|active=Until Ground/Offscreen|recovery=39T+9L|frameAdv=<br />
|description=<br />
* Good for controlling space and helping cover approaches<br />
* Powered Up Shot is good for corner combos<br />
* Sometime helpful for resetting pressure<br />
* Can fire a followup up Breunor by inputting 236A/B again<br />
<br />
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach. <br />
<br />
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from 2D, it can be good for helping to reset pressure<br />
<br />
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Assaulter "Tristan"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_j2B.png<br />
|caption=<br />
|image2=BBCF_Es_j2BBB.png<br />
|name=Type: Assaulter "Tristan"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2B |damage=600 |guard= |attribute=H<br />
|startup=10 |active=12 |recovery=8 |frameAdv= <br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2BB |damage=600 |guard= |attribute=H<br />
|startup=10 |active=6 |recovery=7 |frameAdv= <br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2BBB |damage=900 |guard= |attribute=H<br />
|startup=15 |active=4 |recovery=12 |frameAdv=<br />
|description=<br />
*Good air combo ender<br />
*Sometimes good combo extender<br />
<br />
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo are little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo. <br />
}}<br />
}}<br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Type: Enchanter "Percival"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_EnchanterPercival.png<br />
|input=632146D<br />
|caption=<br />
|name=Type: Enchanter "Percival"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=|guard=|attribute=<br />
|startup=|active=|recovery=4+16|frameAdv=<br />
|description=<br />
*Lasts 330Fs (5 1/2 Seconds).<br />
*Leaves Es Airborne at the end of the animation.<br />
*Has some invincibility <br />
<br />
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Shooter "Palamedes"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_ShooterPalamedes.png<br />
|input=632146A/B (Air OK)<br />
|caption=Wave Super<br />
|name=Type: Shooter "Palamedes"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ground |damage=2200|guard=|attribute=P2<br />
|startup=3+6|active=Until Offscreen|recovery=23+12L|frameAdv=-10<br />
|description=<br />
* Minimum Damage = 30% (660)<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ground (Overdrive)|damage=2200, 220*n|guard=|attribute=P2*<br />
|startup=3+6|active=Until Offscreen|recovery=23+12L|frameAdv=-8<br />
|description=<br />
* Minimum Damage = 30% (660 + 66*n)<br />
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air (Normal)|damage=2200|guard=|attribute=P2*<br />
|startup=3+6|active=Until Offscreen|recovery=Until L+15L|frameAdv=<br />
|description=<br />
* Minimum Damage = 30% (660)<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air (Overdrive)|damage=2200, 220*n|guard=|attribute=P2*<br />
|startup=3+6|active=Until Offscreen|recovery=Until L+15L|frameAdv=<br />
|description=<br />
* Minimum Damage = 30% (660)<br />
* The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.<br />
<br />
Es swings a large wave of energy forward that goes fullscreen. A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.<br />
<br />
For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Type: Slasher "Galahad"</font> ======<br />
{{MoveData<br />
|image=BBCF_Es_SlasherGalahad.png<br />
|input=632146C<br />
|caption=Reversal super<br />
|name=Type: Slasher "Galahad"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Regular|damage=1000, 2500|guard=|attribute=B<br />
|startup=6+15|active=9|recovery=24|frameAdv=-14<br />
|description=<br />
*Minimum Damage = 30% (300 + 750)<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive|damage=1000, 150*6, 2500|guard=|attribute=B<br />
|startup=6+15|active=9|recovery=24|frameAdv=-14<br />
|description=<br />
*Good round ender<br />
*Sometimes a good reversal<br />
*Crumples<br />
*Minimum Damage = 30% (300 + 45*6 + 750)<br />
<br />
Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Es_BraverLancelot.png<br />
|input=ABCD (In Overdrive)<br />
|caption=<br />
|name=Type: Braver Lancelot<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=Normal: 600*5<br/>AF: 600*5, 550*5|guard=all|attribute=B<br />
|startup=Fast: 10 <br> Slow: 20|active=3|recovery=18+16L|frameAdv=-10<br />
|description=<br />
*Does not cost Heat, but immediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
<br />
Es performs a vertical kick that sends the opponent into the air. If it connects, she jumps and slashes them twice, then dives downward and summons a large crest from the ground. Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled. <br />
<br />
Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox. However, it can instead act as a pseudo anti-air, since it hits a good height above her.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Es_AH.png<br />
|input=236236C<br />
|caption=DATA DRAIN<br />
|name=Type: Exterminator "Artorius"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY|guard=|attribute=B<br />
|startup=4+14|active=3|recovery=64|frameAdv=-31<br />
|description=<br />
Es performs a wide arcing slash in front of her. If it connects she will attack the opponent with three slashes before encasing the opponent inside a data stream, shattering them. Es' astral can be comboed into by using 3C or Throw <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: エス<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=es&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/forum/367-es/ Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Es<br />
|videos=http://horibuna.web.fc2.com/BBCF/<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/367-es/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=72670BBCF/Hazama2017-09-03T00:10:40Z<p>72.42.164.71: /* B Follow-up */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-7<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. At the end of Chrono Phantasma, he and Terumi become seperate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Most normals have a rather short range<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
* Highly immobile without said resource, having no real dash and rather short airdashes.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |damage=300 |cancel=CSDrOJR |starter=S |guard=All<br />
|level=1 |attribute=B |startup=5 |active=3 |recovery=9 |frameAdv=±0 |blockstun=11 |invul= |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
<br />
As a standing normal it can be beat out by any move with a hitbox even slightly seperated from its hurtbox. Can be used as a quick hitconfirm or anti-air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550 |cancel=SOR |starter=N |guard=HL<br />
|level=3 |attribute=B |startup=8 |active=3 |recovery=12 |frameAdv=+2 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2 |cancel=SDrO(J)R |starter=N |guard=HL<br />
|level=4 |attribute=B |startup=10 |active=1(1)6 |recovery=28 |frameAdv=-15 |blockstun=18 |invul= |hitbox=<br />
|description=<br />
*Jump-cancellable on hit<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
*Has a somewhat big cancel window<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOR |starter=S |guard=All<br />
|level=1 |attribute=F |startup=6 |active=2 |recovery=11 |frameAdv=-1 |blockstun=11 |invul= |hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550 |cancel=SOR |starter=N |guard=L<br />
|level=2 |attribute=F |startup=10 |active=2 |recovery=13 |frameAdv=-1 |blockstun=13 |invul= |hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=SDrOJR |starter=N |guard=HL<br />
|level=3 |attribute=B |startup=13 |active=3 |recovery=25 |frameAdv=-11 |blockstun=16 |invul=8-15H |hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches opponents a bit into the air, and causes untechable stun until they touch the ground, opening plenty of links depending on height and positioning.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700 |cancel=SrR |starter=N |guard=H<br />
|level=3 |attribute=B |startup=22 |active=3 |recovery=17 |frameAdv=-3 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=SrR |starter=N |guard=L<br />
|level=3 |attribute=F |startup=25 |active=3 |recovery=13 |frameAdv=+1 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3 |cancel=R |starter=N |guard=All<br />
|level=3 |attribute=FPr |startup=20 |active=6•6•5 |recovery=50T |frameAdv=+1 |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840 |cancel=SOR |starter=N |guard=L<br />
|level=4 |attribute=F |startup=14 |active=4 |recovery=21 |frameAdv=-6 |blockstun=18 |invul= |hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOJR |starter=S |guard=HA<br />
|level=1 |attribute=H |startup=7 |active=3 |recovery=8 |frameAdv= |blockstun=11 |invul= |hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600 |cancel=SOJR |starter=N |guard=HA<br />
|level=2 |attribute=H |startup=10 |active=4(2)2 |recovery=14 |frameAdv= |blockstun=13 |invul= |hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1) |damage=600 |cancel=SDrOJR |starter=N |guard=HA<br />
|level=3 |attribute=H |startup=10 |active=2 |recovery=23 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2) |damage=400 |cancel=SDrOJR |starter=N |guard=HA<br />
|level=3 |attribute=H |startup=5 |active=2 |recovery=23 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3) |damage=400 |cancel=SDrOR |starter=N |guard=HA<br />
|level=3 |attribute=H |startup=4 |active=2 |recovery=23 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4) |damage=400 |cancel=SDrOR |starter=N |guard=HA<br />
|level=2 |attribute=H |startup=6 |active=3 |recovery=21 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5) |damage=700 |cancel=SDrOR |starter=N |guard=HA<br />
|level=3 |attribute=H |startup=4 |active=3 |recovery=26 |frameAdv= |blockstun=16 |invul= |hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780 |cancel=SDrOJR |starter=N |guard=HA<br />
|level=4 |attribute=H |startup=14 |active=4 |recovery=22 |frameAdv= |blockstun=18 |invul= |hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=BP* |startup=16 |active= |recovery=24 |frameAdv=-21 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=5 |attribute=BP* |startup=21 |active= |recovery=24 |frameAdv=-21 |hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
<br />
In CF2, it got some nifty projectile invulnerability frames to help you avoid those pesky fullscreen punishes.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |starter= |guard=<br />
|level= |attribute= |startup= |active= |recovery= |frameAdv= |hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=400 |starter=N |guard=all<br />
|level=1 |attribute=BP* |startup=9 |active= |recovery=19 |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=800 |starter=N |guard=all<br />
|level=5 |attribute=BP* |startup=13 |active= |recovery=19 |frameAdv= |hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll typically see this chain in corner combos, when the opponent is high in the air. Can also be used in this fairly execution difficult string that gives good damage and corner carry as a reward: 214D~C>6C>5D~D>whiff j.2C>5C>2D. From here you can either go into Falling Fang or 4D to end out the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=300 |starter=N |guard=all<br />
|level=1 |attribute=BP* |startup=13 |active= |recovery=22 |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=600 |starter=N |guard=all<br />
|level=5 |attribute=BP* |startup=21 |active= |recovery=22 |frameAdv= |hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=300 |starter=N |guard=all<br />
|level=1 |attribute=BP* |startup=10 |active= |recovery=22 |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=600 |starter=N |guard=all<br />
|level=5 |attribute=BP* |startup=16 |active= |recovery=22 |frameAdv= |hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HP* |startup=10 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=5 |attribute=HP* |startup=13 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HP* |startup=10 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=5 |attribute=HP* |startup=13 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HP* |startup=10 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500 |starter=N |guard=all<br />
|level=5 |attribute=HP* |startup=13 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=250 |starter=N |guard=all<br />
|level=1 |attribute=HP* |startup=10 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=500/500 |starter=N |guard=all<br />
|level=5 |attribute=HP* |startup=13 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near |cancel=SOR |damage=400 |starter=N |guard=all<br />
|level=1 |attribute=HP* |startup=10 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far |cancel=SOR |damage=800 |starter=N |guard=all<br />
|level=5 |attribute=HP* |startup=13 |active= |recovery=35+3L |frameAdv= |hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR |damage=1500 |starter=S |guard=T(80)<br />
|level= |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR |damage=1500 |starter=S |guard=T(80)<br />
|level= |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR |damage=1500 |starter=S |guard=T(120)<br />
|level= |attribute=T |startup=7 |active=3 |recovery=23 |frameAdv= |hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0 |cancel=R |starter=VS |guard=All<br />
|level=4 |attribute=B |startup=13 |active=4 |recovery=33 |frameAdv=-18 |blockstun=18 |invul=1-20I |hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged |damage=1000 |cancel=R |starter=N |guard=Ba<br />
|level=3 |attribute=B |startup=20 |active=1 |recovery=24 |frameAdv=±0 |blockstun=24 |invul= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged |header=no<br />
|damage=1000 |cancel=R |starter=N |guard=Ba<br />
|level=3 |attribute=B |startup=30-60 |active=1 |recovery=24 |frameAdv=±0 |blockstun=24 |invul= |hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680 |cancel=R |guard=All<br />
|attribute=BP |invul= |startup=15 |active=2 |recovery=21 |frameAdv=-1 |hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |guard=<br />
|attribute= |invul= |startup= |active= |recovery=86 total |frameAdv= |hitbox=<br />
|description=<br />
*Freezes in place for 22 frames<br />
<br />
Hazama's stance special. Gives access to arguably the strongest moves in his kit: three powerful specials that can be used to either start or extend combos on hit, and a fully invincible super command grab. This creates scary mixup potential that can put the opponent on edge. <br />
<br />
However, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Instant mix-up, just add water<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=R |guard=All<br />
|attribute=B |invul= |startup=15 |active=5(?) |recovery= |frameAdv=+11 |hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled during the follow-up stance.<br />
<br />
After a few frames of regular recovery, Hazama enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, though the follow-ups will be their "normal" versions, making it a good pressure tool as it forces the opponent into a guessing game. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |guard=<br />
|attribute= |invul= |startup= |active= |recovery=Forward: 31<br/>Back: 32 |frameAdv= |hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=700 |guard=HA<br />
|attribute=H |invul=1-22F |startup=18 |active=4 |recovery=1+11L |frameAdv=+1 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged |cancel=R |damage=840 |guard=HA<br />
|attribute=H |invul=1-22F |startup=18 |active=4 |recovery=1+11L |frameAdv=+3 |hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. Beats out lows and throws during pressure, but loses to standing attacks and reversals. The charged version causes a hard knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=900 |guard=HL<br />
|attribute=B |invul=1-12 All |startup=9 |active=8 |recovery=until L+15 |frameAdv=-17 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged |cancel=R |damage=1080 |guard=HL<br />
|attribute=B |invul=1-12 All |startup=9 |active=8 |recovery=until L+15 |frameAdv=-15 |hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block and can be low-profiled. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=900 |guard=LA<br />
|attribute=F |invul= |startup=16 |active=4 |recovery=20 |frameAdv=-5 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged |cancel=R |damage=1080 |guard=L<br />
|attribute=F |invul= |startup=16 |active=4 |recovery=20 |frameAdv=-3 |hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. In pressure this beats out standing attacks, but loses to lows and throws. Can also clash or even go through certain reversals with proper timing. Landing a counter-hit with this can net a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= |cancel= |guard=<br />
|attribute= |invul= |startup= |active= |recovery=18 total |frameAdv= |hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Get ready to see this move a lot.<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900 |cancel=R |guard=all<br />
|attribute=H |invul= |startup=10 |active= |recovery=16 |frameAdv= |hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 4 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600 |cancel=R |guard=T(90)<br />
|attribute=T |invul=1-12T |startup=12 |active=2 |recovery=31 |frameAdv=+15 |hitbox=<br />
|description=<br />
Command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000 |cancel=R |guard=B<br />
|attribute=BP |invul= |startup=14 |active=8 |recovery=32 |frameAdv= |hitbox=<br />
|description=<br />
*Fatal Counter. Triggers wallbounce anywhere.<br />
*Can catch Mai players attempting to charge their spears in the air<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |damage=1950 |cancel=R |guard=all<br />
|attribute=B |invul= |startup=2+1 |active=3 |recovery=51 |frameAdv=-33 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive |cancel=R |damage=2100 |guard=all<br />
|attribute=B |invul=1-4 All |startup=2+1 |active=3 |recovery=51 |frameAdv=-33 |hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |damage=800, 800, 200*8, 2000 |cancel=R |guard=all<br />
|attribute=FP* |startup=1+15 |active=2 |recovery=Total 70 |frameAdv=-46 |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive |cancel=R |damage=800, 800, 90*24, 1000*2 |guard=all<br />
|attribute=FP* |startup=1+15 |active=2 |recovery=Total 70 |frameAdv=-46 |hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal |cancel=R |damage=0*2, 280*3, 57*9, 400, 800 |guard=T(80)<br />
|attribute=T |invul=1-12 All |startup=12+0 |active=3 |recovery=40 |frameAdv= |hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive |cancel=R |damage=0*2, 280*3, 57*17, 400, 800 |guard=T(80)<br />
|attribute=T |invul=1-12 All |startup=12+0 |active=3 |recovery=40 |frameAdv= |hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-10<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-10<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Has good range and is the only meterless reversal Hazama has, but you're usually better off not using it and staying in Overdrive instead, be it using OD Serpent's Infernal Rapture for reversals (as it can lead to way more than Exceed Accel), or taking advantage of the sick buffs Hazama gets to his chains. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY |cancel= |guard=all<br />
|attribute=BP |invul=1-91 All |startup=1+16 |active= |recovery=116 |frameAdv=-45 |hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hibiki_Kohaku&diff=72085BBCF/Hibiki Kohaku2017-08-22T13:21:14Z<p>72.42.164.71: /* Astral Heat */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hibiki Kohaku<br />
|-<br />
||<br />
[[File:BBCP_Hibiki_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|jumpStartup=4<br />
|backdashTime=20<br />
|backdashInv=1-5<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash type: Run, Clone teleportation<br />
;Play-style<br />
:Technical, Footsies, Mix-Up, Pressure<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hibiki Kohaku<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/353-hibiki-kohaku/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
Servant of the Mutsuki Family and a captain of the Novus Orbis Librarium: Hibiki is Kagura's secretary and right hand, who is highly skilled in the art of silent assassination and stealth. In terms of strength; he is on par with the likes of Jin and Tager, being able to appear behind their backs undetected until he was too close; Jin even goes as far as to commend Hibiki's abilities. <br />
<br />
===Drive: Double Chase===<br />
Hibiki's drive allows him to summon clones of himself in various directions, or, place himself in the current location of a clone. The clones can be hit, but Hibiki will not receive any damage. 5D summons a clone directly in front of Hibiki towards the opponent, while 6D puts Hibiki in the location of that clone. 2D summons a clone underground that will perform a rising attack after traveling towards the opponent, and 3D will put him in that location. J.D summons a clone forward in the air (j.6D puts him in that location), while j.2D summons a clone diagonally downwards (and j.3D will put him in that location). Hibiki's clones can serve a multitude of purposes such as: in blockstrings, using them to travel the screen, in combos, and to zone out the opponent. These are just a few of the many applications of clones.<br />
<br />
===Overdrive: Schwarz Reis===<br />
Hibiki's Overdrive accelerates the speed of his clones, allowing access to new combo routes and enhanced zoning.<br />
<br />
===Pros/Strengths===<br />
*Great damage output in Overdrive mode <br />
*High mobility, as well as plentiful mobility options between clones and teleports<br />
*Can effectively control space using clones<br />
*Has many anti-zoning tools<br />
*Beginner-friendly character<br />
<br />
===Cons/Weaknesses===<br />
*Pressure can be pushed out easily with barrier<br />
*Most normals have short range<br />
*Mix-up options are limited and slightly gimmicky <br />
*Anti airing can be difficult due to the angle of 2C<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_5A.png<br />
|caption=Pressure Starter <br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOJR |starter= |guard=All<br />
|startup=6 |active=3 |recovery=11 |frameAdv=-2 |blockstun= |attribute=B |invul= |hitbox=Hibiki/5A<br />
|description=<br />
Pressure starter, very good because it's low enough to the ground that it hits crouchers as well. Frame advantage isn't too great, but it's a good way to set up tick throws and TRM's. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_5B.png<br />
|caption=First Hit Jump Cancellable on Block<br />
|image2=BBCF_Hibiki_5BB.png<br />
|caption2=Combo Filler<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5B |damage=600 |cancel=SOJR |starter= |guard=HL<br />
|startup=8 |active=6 |recovery=15 |frameAdv=-4 |blockstun= |attribute=B |invul=}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5BB |damage=500 |cancel=SO(J)R |starter= |guard=HL<br />
|startup=10 |active=3 |recovery=18 |frameAdv=-4 |blockstun= |attribute=B |invul= |description=<br />
Leaves something to be desired as a poke, given its short range: luckily 5B (first hit) is jump cancellable on block: so you can reset pressure that way. Has use in hitconfirming, and can be used for pressure as both 5B and 5BB are only -4 and can be late chained to 5C or 6A.<br />
<br />
5BB is your only gatling into 4B besides 5A/2A.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_5C.png<br />
|caption=Great Punish Starter<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900 |cancel=SO(J)R |starter= |guard=HL<br />
|startup=12 |active=3 |recovery=18 |frameAdv=-5 |blockstun= |attribute=B |invul= |hitbox=Hibiki/5C<br />
|description=<br />
Decent poke given its okay range, at least compared to most of Hibiki's other ground normals. Leads to big damage when used as a punish or when delay canceled into as a frame trap during pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_2A.png<br />
|caption=A bit better than 5A<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOR |starter= |guard=All<br />
|startup=7 |active=3 |recovery=10 |frameAdv=-1 |blockstun= |attribute=F |invul= |hitbox=Hibiki/2A<br />
|description=<br />
Same story as 5A, good for stagger pressure and tick throws. Has a notable phantom hitbox past Hibiki's hand.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_2B.png<br />
|caption=2B<br />
|image2=BBCF_Hibiki_2BB.png<br />
|caption2=2BB<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2B |damage=550 |cancel=SOR |starter= |guard=L<br />
|startup=9 |active=3 |recovery=19 |frameAdv=-8 |blockstun= |attribute=F |invul= |hitbox=Hibiki/2B<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2BB |damage=500 |cancel=SOR |starter= |guard=L<br />
|startup=10 |active=3 |recovery=15 |frameAdv=-4 |blockstun= |attribute=F |invul= |hitbox=Hibiki/2BB<br />
|description=<br />
*Good for catching no techs<br />
<br />
Mostly used as a combo piece, but in instances where you need to catch people not neutral teching right away, you can do dash 2B for your oki to pick them up for a quick blue beat combo. <br />
<br />
2BB is mostly just used as a combo piece, but because 2B makes Hibiki assume a very low profile, there is a good oki setup where you dash 2BB as a cross under when an opponent neutral techs for a left/right mixup. Additionally 2BB has some utility in regards to low profiling, and can low profile moves like Jin's 5C and various counter assaults.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_2C.png<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=SOJR |starter= |guard=HL<br />
|startup=13 |active=3 |recovery=25 |frameAdv=-11 |blockstun= |attribute=B |invul= |hitbox=Hibiki/2C<br />
|description=<br />
*Good anti-air<br />
*Head invul frames 8-16<br />
<br />
Hibiki's anti-air. It doesn't have much vertical reach but it does a good job of shrinking Hibiki's hurtbox down below the attack's hitbox, and has a nice chunk of head invul during the startup and active frames.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_6A.png<br />
|caption=<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=650 |cancel=SOR |starter= |guard=L<br />
|startup=17 |active=3 |recovery=13 |frameAdv=-1 |blockstun= |attribute=F |invul= |hitbox=Hibiki/6A<br />
|description=<br />
*Useful pressure tool<br />
*Staggers on CH<br />
<br />
6A is mostly used as a combo piece. In particular, in combo routes where you don't want to go into an air juggle just yet from 6BB, you can cancel into 6A to knock the opponent down and then OTG.<br />
<br />
In pressure, 6A is good for both frame trapping the opponent and staying in longer, especially vs. barrier. It moves Hibiki forwards and leaves him at only -1, with delay cancel options using special cancel and 3C. Not only that, but the long startup and good CH effect make it a good delay cancel as well.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_6B.png<br />
|caption=6B<br />
|image2=BBCF_Hibiki_6BB.png<br />
|caption2=6BB<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6B |damage=800 |cancel=SOR |starter= |guard=HL<br />
|startup=19 |active=3 |recovery=22 |frameAdv=-8 |blockstun= |attribute=B |invul=}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6BB |damage=700 |cancel=SOR |starter= |guard=HL<br />
|startup=13 |active=3 |recovery=24 |frameAdv=-10 |blockstun= |attribute=B |invul= |description=<br />
*Low and throw invul frame 5-19.<br />
Mostly used in Hibiki's more damaging combos. It has a decent chunk of time where Hibiki is low and throw invul, which can cause it to beat out some common mashing options during pressure, but anything with decent upward reach will counter hit you.<br />
*Ground bounces<br />
Mostly just used in combos. It ground bounces opponents on regular hit, so it's great for floating the opponent so you can air combo the opponent afterwards.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_6C.png<br />
|caption=<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=620*3 |cancel=SOR |starter= |guard=HL<br />
|startup=17 |active=3(9)3(8)3 |recovery=16 |frameAdv= |blockstun= |attribute=H |invul= |hitbox=Hibiki/6C<br />
|description=<br />
*Great Punish Combo Starter<br />
*Fatal Counter<br />
*Makes Hibiki Airborne from frame 11 onwards<br />
*Recovers in midair<br />
*Whiffs crouching opponents<br />
Because of its ability to both force Fatal Counter on Counter Hit and launch the opponent by blowing them back, 6C is an amazing starter for punish combos both midscreen and in the corner that'll lead to big damage. Aside from this, it's mostly used in some corner combo routes to launch the opponent for j.6/3D combo routes, particularly with standing confirms.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4B</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_4B.png<br />
|caption=4B<br />
|image2=BBCP_Hibiki_4BB.png<br />
|caption2=4BB<br />
|name=4B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4B |damage=700 |cancel=SOR |starter= |guard=H<br />
|startup=25 |active=3 |recovery=21 |frameAdv=-7 |blockstun= |attribute=B |invul=}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4BB |damage=500 |cancel=SOR |starter= |guard=HL<br />
|startup=16 |active=3 |recovery=22 |frameAdv=-8 |blockstun= |attribute=B |invul= |description=<br />
*Good Overhead<br />
Hibiki's standing overhead. It's also used in some combos against airborne opponents. <br />
<br />
4BB is mostly just used to hitconfirm a 4B overhead mixup. Be wary, 4B > 4BB will always leave a reversal gap if 4B is instant blocked even on fastest possible input.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_3C.png<br />
|caption=<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900 |cancel=SOR |starter= |guard=L<br />
|startup=12 |active=3 |recovery=24 |frameAdv=-8 |blockstun= |attribute=F |invul= |hitbox=Hibiki/3C<br />
|description=<br />
*Decent ground poke <br />
*Soft knockdown on hit, hard knockdown on CH<br />
<br />
3C is mostly just used as a combo tool to sweep an opponent off their feet. However, it can be a decent poke because of its ability to lead to big damage with an Overdrive or Rapid Cancel. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_jA.png<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300 |cancel=CSOJR |starter= |guard=HA<br />
|startup=7 |active=3 |recovery=9 |frameAdv= |blockstun= |attribute=H |invul= |hitbox=Hibiki/jA<br />
|description=<br />
Standard jumping jab. Mostly good for hitting an opponent out of an air approach up close. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_jB.png<br />
|caption=j.B<br />
|image2=BBCF_Hibiki_jBB.png<br />
|caption2=j.BB<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.B |damage=600 |cancel=SOJR |starter= |guard=HA<br />
|startup=9 |active=3 |recovery=16 |frameAdv= |blockstun= |attribute=H |invul= }}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.BB |damage=500 |cancel=SOJR |starter= |guard=HA<br />
|startup=8 |active=7 |recovery=15 |frameAdv= |blockstun= |attribute=H |invul= |description=<br />
j.B can be a good air to air normal up close since it technically has the most upward reach of Hibiki's jump normals. However, the downward reach isn't much, and its horizontal reach isn't much either, so be careful. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_jC.png<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900 |cancel=SOJR |starter= |guard=HA<br />
|startup=12 |active=6 |recovery=19 |frameAdv= |blockstun= |attribute=H |invul= |hitbox=Hibiki/jC<br />
|description=<br />
*Great poke in neutral<br />
*Great for safe jumps<br />
<br />
j.C is probably Hibiki's best button. It's great for poking opponents air to air as well as against grounded opponents when done from a well spaced instant air dash or falling down from a jump.<br />
<br />
It's also useful for safe jumps from combos ending in Soaring Slash (214C). <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
====== <font style="visibility:hidden" size="0">5/6D</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_5D.png<br />
|caption=*Click Image for Enlargement<br />
|name=5/6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D |damage=900 |cancel=SOR |starter= |guard=All<br />
|startup=27 |active= |recovery=55 total |frameAdv=-13 |blockstun= |attribute=P* |invul= |hitbox=Hibiki/5D<br />
|description=<br />
}}{{AttackData-BBCF<br />
|header=no<br />
|version=5D (Overdrive) |damage=900 |cancel=SR |starter= |guard=All<br />
|startup=17 |active= |recovery= |frameAdv=-11 |blockstun= |attribute=P* |invul= |hitbox=Hibiki/5D<br />
|description=<br />
*Good for controlling ground space<br />
<br />
5D sends a shadow clone forward to attack. Although not your typical fireball, the shadow clone's charge forward attack covers a lot of ground space and can be used to hinder ground approaches much like a fireball. <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D |damage=900 |cancel=SOR |starter= |guard=All<br />
|startup=27 |active=3 |recovery=20 |frameAdv=-6 |blockstun= |attribute=B |invul= |hitbox=Hibiki/6D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D (Overdrive) |damage=900 |cancel=SR |starter= |guard=All<br />
|startup=17 |active= |recovery= |frameAdv=-4 |blockstun= |attribute=B |invul= |hitbox=Hibiki/6D<br />
|description=<br />
*Sometimes good for resetting pressure<br />
*Sometimes good for approaching in neutral<br />
<br />
Unlike 5D which sends a shadow forward, 6D has Hibiki himself go forward for the attack. This can be great for resetting pressure if your opponent isn't expecting 6D over 5D in a blockstring. It also nicely compliments the use of 5D to control ground space in neutral as a way to sneak in closing the gap between you and your opponent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2/3D</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_2D.png<br />
|caption=*Click Image for Enlargement<br />
|name=2/3D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D |damage=900 |cancel=SOR |starter= |guard=All<br />
|startup=46 |active= |recovery=67 total |frameAdv=-9 |blockstun= |attribute=P* |invul= |hitbox=Hibiki/2D<br />
|description=<br />
}}{{AttackData-BBCF<br />
|header=no<br />
|version=2D (Overdrive) |damage=900 |cancel=SR |starter= |guard=All<br />
|startup=26 |active= |recovery= |frameAdv=-7 |blockstun= |attribute=P* |invul= |hitbox=Hibiki/2D<br />
|description=<br />
*Fatal Counter<br />
*Projectile invul frame 4 until Hibiki reappears<br />
The version that has the shadow clone attack. While 2D usually doesn't see much use over 3D, it can be useful in matchups against characters that are slower and have more limited movement options as a way to hinder their ability to move forward on the ground. It works especially well in these cases when combined with 5D to control space and 6D to slip in approaches. <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=3D |damage=900 |cancel=SOR |starter= |guard=All<br />
|startup=46 |active=3 |recovery=14 |frameAdv=+2 |blockstun= |attribute=B |invul= |hitbox=Hibiki/3D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=3D (Overdrive) |damage=900 |cancel=SR |starter= |guard=All<br />
|startup=26 |active= |recovery= |frameAdv=+2 |blockstun= |attribute=B |invul= |hitbox=Hibiki/3D<br />
|description=<br />
*Great anti-zoning tool<br />
*Fatal Counter<br />
*Projectile invul frame 4 until Hibiki reappears<br />
The version that sends Hibiki forward. 3D is a great tool for getting around zoning because of its ability to teleport you in front of the opponent, allowing you to both dodge projectiles and close the gap between you and your opponent. However, 3D does have its shortcomings. For starters, opponents can hit you while you're popping back out of the ground before you strike for a good punish. Also, 3D's tracking happens fairly early in the animation, meaning it's possible to make 3D whiff entirely with fast movement such as a backdash or dashing forward a bit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.D/6D</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_jD.png<br />
|name=j.D/j.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D |damage=900 |cancel=SOJR |starter= |guard=All<br />
|startup=34 |active= |recovery=60 total |frameAdv= |blockstun= |attribute=P* |invul= |hitbox=Hibiki/jD<br />
|description=<br />
}}{{AttackData-BBCF<br />
|header=no<br />
|version=j.D (Overdrive) |damage=900 |cancel=SJR |starter= |guard=All<br />
|startup= |active= |recovery= |frameAdv= |blockstun= |attribute=P* |invul= |hitbox=Hibiki/jD<br />
|description=<br />
*OD j.D wallbounces on hit<br />
Can be good to control space air to air but it is somewhat awkward for this purpose. <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D |damage=900 |cancel=SOJR |starter= |guard=HA<br />
|startup=34 |active=3 |recovery=18 |frameAdv=+-0 |blockstun= |attribute=H |invul= |hitbox=Hibiki/j6D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D (Overdrive) |damage=900 |cancel=SJR |starter= |guard=HA<br />
|startup= |active= |recovery= |frameAdv=+2 |blockstun= |attribute=H |invul= |hitbox=Hibiki/j6D<br />
|description=<br />
*Good for escaping situations where you are at risk of being anti-aired<br />
*OD j.6D wallbounces on hit<br />
<br />
j.6D sees most of its use as a combo piece in some corner combo routes. However, in situations where you find yourself directly above an opponent with no air options left and at risk of being anti-aired on the way back down, you can use j.6D to relocate yourself to a better position. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2/j.3D</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_j2D.png<br />
|name=j.2/3D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D |damage=900 |cancel=SOJR |starter= |guard=All<br />
|startup=34 |active= |recovery=64 total |frameAdv= |blockstun= |attribute=P* |invul= |hitbox=Hibiki/j2D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D (Overdrive) |damage=900 |cancel=SJR |starter= |guard=All<br />
|startup= |active= |recovery= |frameAdv= |blockstun= |attribute=P* |invul= |hitbox=Hibiki/j2D<br />
|description=<br />
*Good alternate way of hindering approaches<br />
*Can whiff cancel the second half of the recovery into air normals <br />
<br />
Version that sends the shadow clone out. When used at the right angle, j.2D is good in neutral to hinder approaches from both the ground and air. If you space it particularly right, you can even use j.C when you're falling back down to the ground to catch people trying to approach Hibiki after the shadow clone has disappeared.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.3D |damage=900 |cancel=SOR |starter= |guard=HA<br />
|startup=34 |active=3 |recovery=14 |frameAdv=+2 |blockstun= |attribute=H |invul= |hitbox=Hibiki/j3D<br />
|description=<br />
}}{{AttackData-BBCF<br />
|header=no<br />
|version=j.3D (Overdrive) |damage=900 |cancel=SR |starter= |guard=HA<br />
|startup= |active= |recovery= |frameAdv=+8 |blockstun= |attribute=H |invul= |hitbox=Hibiki/j3D<br />
|description=<br />
*Good for escaping situations where you are at risk of getting anti-aired<br />
<br />
Similar to j.6D, j.3D can be used to escape situations where you find yourself above the opponent with no more air options and at risk of being anti-aired. The difference is that j.3D will bring you back down to the ground closer to the opponent than had you used j.6D. This can better for you depending on the situation and matchup, or it could be worse. Judge the situation and decide which one to use accordingly.<br />
<br />
j.3D also sees some use in specific corner combo routes from 6C being used early in the combo.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_ForwardThrow.png<br />
|input=5/6B+C<br />
|caption=Flashy Animation<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0*2, 200*4, 700 |cancel=DrSOR |starter= |guard=T<br />
|startup=7 |active=5 |recovery=23 |frameAdv= |blockstun= |attribute=T |invul= |hitbox=Hibiki/ForwardThrow<br />
|description=<br />
<br />
Throw range is rather worse than you would like it to be. No kara throws, either. Leads to 3K and a fair bit of corner push if you do connect, though.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_BackThrow.png<br />
|input=4B+C<br />
|caption=Decent Combo afterwards<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0*2, 1500 |cancel=SOR |starter= |guard=T<br />
|startup=7 |active=5 |recovery=23 |frameAdv= |blockstun= |attribute=T |invul= |hitbox=Hibiki/BackThrow<br />
|description=<br />
<br />
You can cancel the second hit into j.214A to hit the ground and recover slightly faster than letting the recovery play out. Leads to slightly more reward midscreen in exchange for a side swap.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_AirThrow.png<br />
|input=j.B+C<br />
|caption=Sideswaps on hit<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 1500 |cancel=DrSOR |starter= |guard=T<br />
|startup=7 |active=3 |recovery=19 |frameAdv= |blockstun= |attribute=T |invul= |hitbox=Hibiki/AirThrow<br />
|description=<br />
<br />
Forces sideswap. You must slightly delay your drive followup if you throw them out of the corner, or Hibiki goes right under them.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_5C.png<br />
|name=Counter Assault<br />
|input=6A+B (While Blocking)<br />
|caption="Back off, I'm with Lord Kagura"<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0 |cancel=R |starter= |guard=All<br />
|startup=13 |active=3 |recovery=30 |frameAdv=-13 |blockstun= |attribute=B |invul= |hitbox=Hibiki/5B<br />
|description=<br />
<br />
Uses 5C animation and hitbox, so the hitbox is decent enough.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_CT.png<br />
|name=Crush Trigger<br />
|input=5A+B<br />
|caption=Guard Crush/Combo Extender<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000 |cancel=R |starter= |guard=B<br />
|startup=20-59 |active=2 |recovery=24 |frameAdv=+-0 |blockstun= |attribute=B |invul= |hitbox=Hibiki/CT<br />
|description=<br />
<br />
Charged version sees occasional use in high damage combos, but the uncharged version can also be used in midscreen combos to slightly increase the damage. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Soaring Kick</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Zanshōkyaku.png<br />
|input=236A<br />
|caption=Command Jump<br />
|name=Soaring Kick<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=|cancel=|starter=|guard=<br />
|startup=|active=|recovery=27 total|frameAdv=|attribute=|hitbox=<br />
|description=<br />
*Can cancel into followups 15 frames into the animation<br />
*Leaves you in CH state for entire duration<br />
<br />
A command leap forward. From the command leap, Hibiki can do 4 different follow ups depending on which button you press. If you're feeling confident, you can empty (command) jump as a mixup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Piercing Feather</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Senba.png<br />
|input=A during Soaring Kick <br />
|caption=Usually throws knives, throwing papers is VS Kagura exclusive.<br />
|name=Piercing Feather<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=500*3|cancel=R|starter=|guard=All<br />
|startup=|active=|recovery=51 total|frameAdv=+-0|attribute=P*|description=<br />
*Fastest possible 236AA connects on frame 31<br />
*Can delay followup to increase frame advantage<br />
Move is actually even on block even though it doesn't look like it. The startup is deceptively long. Does not lead to reward unless landed as a counter hit from a distance where only one knife connects.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Thrashing Claw</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Ressou.png<br />
|input=B during Soaring Kick<br />
|caption=Overhead/Alternate Side Swap <br />
|name=Thrashing Claw<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=1100|cancel=R|starter=|guard=HA<br />
|startup=12|active=3|recovery=24|frameAdv=-12|attribute=H|description=<br />
*Fastest possible 236AB is 26f startup<br />
*Sometimes a good Overhead mixup<br />
*Ground Bounces<br />
*Can delay followup for better (but still punishable) frame disadvantage, up to -8<br />
<br />
Thrashing Claw mostly gets used in combos for its ability to ground bounce the opponent and extend the combo a little longer, it can also sideswap the opponent if delayed and used after 6B. However, it's also good for an overhead mixup since it can be canceled into from many places in your blockstring due to many normals being special cancelable. Depending on the spacing/how soon you use it in your blockstring, Thrashing Claw will cross up. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Pulverizing Fin</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Misago_Kudaki.png<br />
|input=C during Soaring Kick<br />
|caption=Combo Ender/Catches Jump Outs<br />
|name=Pulverizing Fin<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=0*3, 1800|cancel=R|starter=|guard=UNB<br />
|startup=6|active=11|recovery=Until landing+15L|frameAdv=|attribute=T|description=<br />
*Great Combo Ender for bigger combos<br />
*Throw invul frame 1 into active frames<br />
<br />
Mostly used to end combos when an opponent is being air juggled by 2C. Completely air unblockable even with barrier, and leads to big damage with rapid cancel.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Catastropic Strike</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Maga_Uchi.png<br />
|input=D during Soaring Kick <br />
|caption=Guard Point Counter Attack<br />
|name=Catastrophic Strike<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=880, 445, 419|cancel=R|starter=|guard=<br />
|startup=GP1-16|active=18|recovery=Until landing+13L|frameAdv=|attribute=B|description=<br />
*Fatal Counter<br />
<br />
A counter followup to Hibiki's leap forward. Unfortunately, it doesn't see much practical use in matches due to the high risk involved. Does not activate against projectiles, it will instead just guard point. If it successfully activates, the opponent will be countered even if they jump cancel or rapid cancel the attack that got caught. Requires rapid cancel to follow up unless you connect against an airborne opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dual Wing Smash: Heaven</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Hiyokujin_Ten.png<br />
|image2=BBCF_Hibiki_Hiyokujin_Ten-Heaven.png<br />
|caption=Hits high<br />
|input=214A<br />
|name=Dual Wing Smash: Heaven<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=1000|cancel=R|starter=|guard=HA<br />
|startup=46|active=10|recovery=|frameAdv=-3|attribute=H|hitbox=<br />
|description=<br />
*Sometimes a good overhead mixup<br />
*Ground bounces<br />
*Full invul frame 12-25<br />
<br />
Dual Wing Smash: Heaven is sometimes a good overhead mixup to go for when you've been pushed out too far in a blockstring. On hit, it'll ground bounce the opponent and allow you to convert it into a full combo by juggling with 2C. Can get better frame advantage by having opponent late stand block it or using it from farther away for a meatier connect, up to +-0 on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dual Wing Smash: Earth</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Hiyokujin_Ten.png<br />
|image2=BBCF_Hibiki_Hiyokujin_Ten-Earth.png<br />
|caption=Hits low<br />
|input=214B<br />
|name=Dual Wing Smash: Earth<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=1000|cancel=R|starter=|guard=LA<br />
|startup=51|active=5|recovery=|frameAdv=+-0|attribute=F|hitbox=<br />
|description=<br />
*Sometimes a good low mixup <br />
*Launches the opponent<br />
*Full invul frame 12-25<br />
<br />
Dual Wing Smash: Earth can sometimes be a good low mixup either when you've been pushed out too far. It launches on hit and be converted into a full combo that can do upwards of 4K damage meterless, depending on screen positioning. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Hiyokujin Utsuro</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Hiyokujin_Utsuro.png<br />
|caption=".. Just Kidding"<br />
|input=D after Dual Wing Smash<br />
|name=Dual Wing Smash: Void<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=|cancel=|starter=|guard=<br />
|startup=|active=|recovery=|frameAdv=|attribute=|hitbox=<br />
|description=<br />
Drive cancel for Dual Wing Smash that makes Hibiki stay where he started. This is mostly a good option in neutral as a scare tactic to make the opponent cautious of getting tagged by the non-feint versions. It is also worth noting that this feint possesses some invincibility, and faze through most attacks.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Soaring Slash</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Hizanshō.png<br />
|caption=Midscreen Combo Ender<br />
|input=214C<br />
|name=Soaring Slash<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=600, 640|cancel=R|starter=|guard=All<br />
|startup=14|active=|recovery=|frameAdv=-4|attribute=B|hitbox=<br />
|description=<br />
*Midscreen combo ender for basic combos<br />
*Corner combo extender<br />
<br />
Soaring Slash is most commonly used in more basic combos as an ender. The frame advantage from Soaring Slash combo enders also allows you to go for a safe jump with j.C. However in the corner, Soaring Slash instead serves as a combo extender since you'll remain close to the opponent and have enough frame advantage to juggle them to keep the combo going. <br />
<br />
Though not commonly used, Soaring Slash can also be good for resetting pressure when combined with a Rapid Cancel because of its ability to close the gap with the opponent, putting you in a good position to start your pressure over. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Soaring Slash: Revolution</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Hizanshō_Kai.png<br />
|caption=Cross Up attack/Used for sideswaps in combos<br />
|input=214D<br />
|name=Soaring Slash: Revolution<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=1200|cancel=R|starter=|guard=All<br />
|startup=33|active=|recovery=|frameAdv=-13|attribute=B|hitbox=<br />
|description=<br />
*Sometimes good for left/right mixups<br />
*Good for side swap combos<br />
<br />
Soaring Slash: Revolution looks similar to Soaring Slash at the beginning of its animation before Hibiki appears behind the opponent to attack so it can be ambiguous if you've used Soaring Slash in an earlier blockstring. Horribly unsafe on block though so dangerous to attempt this without 50 meter to rapid cancel. Having 50 meter will also make Soaring Slash: Revolution a more valid mixup. While there's no real reason for an opponent to expect you to use Soaring Slash without 50 meter, Soaring Slash > Rapid Cancel > Reset Pressure is a valid option when you do have 50 meter so the opponent, making the opponent have to look out for Soaring Slash and Soaring Slash: Revolution equally. Be sparing in its use though, as it can be easily option selected. <br />
<br />
Soaring Slash: Revolution is also good in some combos where you need to side swap with the opponent to put them in the corner. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Double Wing Cyclone</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Souyokusen.png<br />
|input=623C<br />
|caption=Meterless Reversal<br />
|name=Double Wing Cyclone<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=600, 256, 228, 202|cancel=R|starter=|guard=HL<br />
|startup=9|active=8|recovery=56|frameAdv=-41|attribute=B|hitbox=<br />
|description=<br />
*Reversal <br />
*Multi Hitting<br />
<br />
Hibiki's DP. Double Wing Cyclone is a good defensive option to go for on wakeup when used strategically. However, Double Wing Cyclone doesn't have much horizontal or vertical reach so you need to take this into account in choosing good places and situations to use this as a reversal. <br />
<br />
When you have 50 meter to rapid cancel it, Double Wing Cyclone can also be useful in pressure to allow you to go for a quick overhead because it makes you airborne at a height similar to the jump height of an instant overhead.<br />
<br />
Sometimes a decent alternative anti-air to 2c, but very rarely. Very unsafe if the opponent air blocks or it whiffs.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Piercing Muzzle-blade</font> ======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Senshijin.png<br />
|caption=Air Combo Ender<br />
|name=Piercing Muzzle-blade <br />
|input=j.214A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800 |cancel=R |starter= |guard=All<br />
|level= |startup=13 |active=Until landing |recovery=19L |frameAdv=-13 to -3 |attribute=H |hitbox=hibiki/j.214A<br />
|description=<br />
*Air Combo Ender<br />
<br />
Hibiki rarely has a reason to end combos with this since he has routes that allow him to end with 236AC (Izuna) or 214C to set up a safejump. But it can also be viable to use this route ender if you want to stay on top of your opponent and want to deal the most damage, since it outclasses the aforementioned routes in damage. Frame advantage depends on stand vs. crouch and where on the opponent's hurtbox your attack connects.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
======<font style="visibility:hidden" size="0">Shadow Dance "Hidden Phoenix"</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Tsugaimai_"Oboro_Ōtori".png<br />
|input=632146C <br />
|caption=Distortion Combo Ender<br />
|name=Shadow Dance "Hidden Phoenix"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal|damage=2361|cancel=R|starter=|guard=All<br />
|startup=9|active=|recovery=117 total|frameAdv=-27|attribute=P*|invul=|hitbox=hibiki/632146C<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ground (Overdrive)|damage=2934|cancel=R|starter=|guard=All<br />
|startup=9|active=|recovery=117 total|frameAdv=-27|attribute=P*|invul=|hitbox=<br />
|description=<br />
*Great combo ender to end a round, high minimum damage<br />
*Can sometimes be a good anti-zoning tool<br />
*Full invul frame 1 into the active frames<br />
<br />
Hidden Phoenix sees most of its use as a combo ender when you want to end the round by adding some additional damage to the end of your combo with a distortion: the overdrive version in particular is really good for this. <br />
<br />
Hidden Phoenix can also sometimes be a good option for beating projectiles at closer ranges because of its invul and range. Mainly in oki situations rather than neutral ones. Because Hidden Phoenix travels almost full screen, it can be used for half screen to 3/4 screen punishes as well: as upon RC you'll get a more damaging combo than if you had used Nue to punish instead.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Black Thunder "Nue"</font>======<br />
{{MoveData<br />
|image=BBCF_Hibiki_Kuremi_Kazuchi_"Nue".png<br />
|input=632146D<br />
|caption=Distortion Combo Ender for when you want to stay on the same side/Fullscreen Punish<br />
|name=Black Thunder "Nue"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal|damage=2000|cancel=R|starter=|guard=All<br />
|startup=9|active=12|recovery=63|frameAdv=-37|attribute=H|invul=|hitbox=hibiki/632146D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive|damage=1200, 0, 1184|cancel=R|starter=|guard=All<br />
|startup=9|active=12|recovery=63|frameAdv=-37|attribute=H|hitbox=<br />
|description=<br />
*Good Anti-Zoning distortion<br />
<br />
Nue teleports Hibiki above an opponent before coming down on them with a downward strike. The teleport makes it great for dodging projectiles and ranged attacks while the downward strike portion is great for punishing the opponent. Very unsafe on block though so use sparingly or only if you have 50 meter to rapid cancel. Additionally, if you have an additional 50 meter, you can rapid cancel Nue on hit to convert it into a small combo to get some extra damage out of it. <br />
<br />
This move is very fast but does not have invul, meaning it is not a true reversal and sufficiently meaty attacks will hit the startup. Furthermore, it is head attribute; that is to say, the opponent can reaction antiair you upon seeing the superflash if they so choose, or you can get hit by stray attacks during what looks like a punish. Be careful.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hibiki_Haraebina.png<br />
|input=ABCD during Overdrive<br />
|caption= Common OD Combo Ender<br />
|name=Mark: "Purification"<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal|damage= 2010|cancel=|starter=|guard=All<br />
|startup=20|active=3|recovery=21|frameAdv=+-0|attribute=B|invul=|hitbox=hibiki/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow|damage=4032|cancel=|starter=|guard=All<br />
|startup=20|active=3|recovery=21|frameAdv=+-0|attribute=B|hitbox=<br />
|description=<br />
*Does not cost Heat, but immediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Puts you into Active Flow on successful hit if you aren't already<br />
*Full invul frame 1 into the active frames<br />
*Unpunishable on block, but the recovery can be tagged if the move is dodged outright<br />
<br />
While Hibiki's EA is a good reversal, it also heavily used as a damaging ender during his Overdrive combos. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Hibiki_Nakikarasu.png<br />
|input=222D<br />
|caption= EDGE<br />
|name=Divine Nightfall: Raven<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY|cancel=|starter=|guard=All<br />
|startup=1+14|active=3|recovery=51|frameAdv=-35|attribute=B|invul=|hitbox=<br />
|description=<br />
*Full invul frame 1 into active frames<br />
<br />
Hibiki swings both of his swords forward creating a shadow pillar in front of him, if it connects with the opponent they will be shrouded in darkness. A very practical Astral, it can easily be comboed into using 3C making it very versatile. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: ヒビキ=コハク<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hb&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/topic/11306-cf-hibiki-video-thread/ Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hibiki_Kohaku<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/353-hibiki-kohaku/<br />
}}<br />
<br><br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Nine_the_Phantom&diff=70989BBCF/Nine the Phantom2017-07-14T22:22:42Z<p>72.42.164.71: /* Counter Assault */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Nine the Phantom<br />
|-<br />
||<br />
[[File:BBCF_Nine_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{CharData-BBCF<br />
|health=10,500<br />
|comboRate=60%<br />
|jumpStartup=4F<br />
|backdashTime=35<br />
|backdashInv=1-4GP, 5-27All<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash type: Omni-Teleport<br />
;Play-style<br />
:Magic<br />
|}<br />
{{CharNav |charMainPage=BBCF/Nine the Phantom<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_NI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/362-nine-the-phantom/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After her supposed death by the hands of Yūki Terumi, Konoe mysteriously appears as the servant of Hades Izanami using the pseudonym Phantom.<br />
<br />
===Ability: The Abyss Diver===<br />
Unlike the other playable characters, Nine does not possess a Drive. Instead, the D button works in tandem with her normal attacks.<br />
<br />
Nine's normal attacks are tuned to specific elements: A is for Water, B is for Wind, and C is for Fire. When her normal attacks hit her opponent (or are blocked by them), the corresponding element will be added to her Active Slot. Nine can save up to three elements, at which point gaining a new one will delete the oldest-existing one. Combining elements in an specific order allows Nine to create a spell; she can then release this spell by pressing the D button.<br />
<br />
Nine has two slots: Active, where she stores her elements, and Stock, where she can store a spell from the Active Slot via the Seamoss Gate special move. Each spell has its own icon, and the elements in the Active Slot are displayed on Nine's sprite by colored ribbons. Nine has 20 spells overall, having the most extensive command list in the playable roster.<br />
<br />
===Overdrive: Burning Red===<br />
* The element of the normal Nine uses will be added to your active slot, even on whiff<br />
* Nine will receive an element buff when she uses a spell similar to Flax Nurture's buff<br />
<br />
===Pros/Strengths===<br />
*Strong zoning game due to size of normals and spells<br />
*Many okizeme options from spells <br />
*Teleport dash is quite versatile: has invulnerability and can be used twice in any direction<br />
*Able to hit confirm off of normals and spells<br />
<br />
===Cons/Weaknesses===<br />
*Movement is very limited outside of teleport<br />
*Unreliable defensive options<br />
*Struggles with jump happy opponents <br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_5A.png<br />
|caption=<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|heatgain=<br />
|p1=100<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|startup=9<br />
|cancel=CSOJR<br />
|active=3<br />
|recovery=21<br />
|frameAdv=-7<br />
|attribute=B<br />
|hitbox=nine/5A<br />
|description=<br />
*Possibly best ground poke<br />
<br />
Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as 5B and 5C, it almost has enough reach to hit an opponent at round start. It's also easy to hit confirm and to make the Kunzite with the follow up normals, which will be necessary to convert it into a more damaging combo. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_5B.png<br />
|caption=<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|heatgain=<br />
|p1=100<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=CSOJR<br />
|startup=12<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-10<br />
|hitbox=nine/5B<br />
|description=<br />
*Longest reaching ground poke<br />
<br />
Nine breathes an icy gust of wind. 5B has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is 5B > 5B > 214A. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_5C.png<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|heatgain=<br />
|p1=100<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=CSOJR<br />
|startup=12<br />
|active=3<br />
|recovery=21<br />
|frameAdv=-7<br />
|hitbox=nine/5C<br />
|description=<br />
<br />
Nine sends out a blast of fire. Typically just combo or blockstring filler to help create the Kunzite or Amethyst spell. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_2A.png<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|heatgain=<br />
|p1=90<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=L<br />
|attribute=F<br />
|cancel=CSOR<br />
|startup=10<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-6<br />
|hitbox=nine/2A<br />
|description=<br />
Sends out a wave of water. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_2B.png<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|heatgain=<br />
|p1=90<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=L<br />
|attribute=F<br />
|cancel=CSOR<br />
|startup=11<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-10<br />
|hitbox=nine/2B<br />
|description=<br />
Breathes a gust of wind. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_2C.png<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|heatgain=<br />
|p1=90<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=L<br />
|attribute=F<br />
|startup=11<br />
|cancel=CSOR<br />
|active=3<br />
|recovery=22<br />
|frameAdv=-8<br />
|hitbox=nine/2C<br />
|description=<br />
Sends out a carpet of flame. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_6A.png<br />
|caption=Main anti-air.<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900<br />
|heatgain=<br />
|p1=100<br />
|p2=82<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|attribute=B<br />
|cancel=SOJR<br />
|startup=12<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|hitbox=nine/6A<br />
|description=<br />
*Great Anti-Air up close<br />
An upward wave of water. Nine's 6A doesn't have as much horizontal or vertical reach as her other 6X normals but it does hit in a wide arc, making it great for anti-airing opponents up close. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_6B.png<br />
|caption=<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900<br />
|heatgain=<br />
|p1=100<br />
|p2=82<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|cancel=SOJR<br />
|attribute=B<br />
|startup=13<br />
|active=6<br />
|recovery=18<br />
|frameAdv=<br />
|hitbox=nine/6B<br />
|description=<br />
An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_6C.png<br />
|caption=<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900<br />
|heatgain=<br />
|p1=100<br />
|p2=82<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|attribute=B<br />
|cancel=SOJR<br />
|startup=14<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|hitbox=nine/6C<br />
|description=<br />
* Anti-air option for about round start distance <br />
* Good option to catch jump outs<br />
<br />
An upward blast of fire. 6C can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up j.A to catch opponents in these situations but CH 6C is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4A</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_4A.png<br />
|caption=<br />
|name=4A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=100<br />
|p2=85<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SOR<br />
|startup=6<br />
|active=6<br />
|recovery=10<br />
|frameAdv=-2<br />
|hitbox=nine/4A<br />
|description=<br />
A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. The 4A variant is typically used to help setup Tanzanite of Mourning/[Wx3] in a combo. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_4B.png<br />
|caption=<br />
|name=4B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=100<br />
|p2=85<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SOR<br />
|startup=6<br />
|active=8<br />
|recovery=10<br />
|frameAdv=-4<br />
|hitbox=nine/4B<br />
|description=<br />
A downward gust of wind. 4B hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_4C.png<br />
|caption=<br />
|name=4C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=100<br />
|p2=85<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SOR<br />
|startup=6<br />
|active=8<br />
|recovery=12<br />
|frameAdv=-6<br />
|hitbox=nine/4C<br />
|description=<br />
A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for 5A. In particular, 4C gets used to help create the Kunzite spell in more rare to see combo routes. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_3C.png<br />
|caption=<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=750<br />
|heatgain=<br />
|p1=90<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=L<br />
|attribute=F<br />
|cancel=SOR<br />
|startup=12<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-5<br />
|hitbox=nine/3C<br />
|description=<br />
* Ground Combo ender to setup Fairy oki or Uvarovite<br />
* Sometimes a good round start option<br />
<br />
A circular carpet of flame. Because of it's ability to give knockdown, 3C is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]<br />
<br />
It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting 3C.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_j.A.png<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|heatgain=<br />
|p1=80<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|attribute=H<br />
|cancel=CSOJR<br />
|startup=8<br />
|active=3<br />
|recovery=39<br />
|frameAdv=<br />
|hitbox=nine/jA<br />
|description=<br />
* Great air to air normal up close<br />
<br />
A midair wave of water. Nine's j.A is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using j.A a lot in air combos in order to create Tanzanite of Mourning/[Wx3] to bring the opponent back down to the ground or to create Kunzite. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_j.B.png<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|heatgain=<br />
|p1=80<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|attribute=H<br />
|cancel=CSOJR<br />
|startup=10<br />
|active=9<br />
|recovery=38<br />
|frameAdv=<br />
|hitbox=nine/jB<br />
|description= <br />
* Great air to air normal at longer ranges<br />
* Great air to ground normal in a very specific situation.<br />
<br />
A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where j.A can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_j.C.png<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|heatgain=<br />
|p1=80<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|attribute=H<br />
|cancel=CSOJR<br />
|startup=11<br />
|active=3<br />
|recovery=39<br />
|frameAdv=<br />
|hitbox=nine/jC<br />
|description=<br />
A midair blast of flame. Typically doesn't see much use outside of combos to help create the Kunzite spell. However, it can be used in situations where you normally would use j.B in order to help create a particular spell you want/need. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_j.2A.png<br />
|caption=<br />
|name=j.2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|heatgain=<br />
|p1=80<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|cancel=SOJR<br />
|guard=H<br />
|startup=13<br />
|active=3<br />
|recovery=49<br />
|frameAdv=<br />
|attribute=H<br />
|hitbox=nine/j2A<br />
|description=<br />
A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_j.2B.png<br />
|caption=<br />
|name=j.2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|heatgain=<br />
|p1=80<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|cancel=SOJR<br />
|guard=H<br />
|startup=17<br />
|active=10<br />
|recovery=42<br />
|frameAdv=<br />
|attribute=H<br />
|hitbox=nine/j2B<br />
|description=<br />
A midair gust of wind fired downward. Similar to j.2C but has more vertical range and less horizontal range. As a result, j.2B works best in situations where you need to vertically outspace opponent's with your jump in more than you need to outpsace them horizontally. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_j.2C.png<br />
|caption=<br />
|name=j.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|heatgain=<br />
|p1=80<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|cancel=SOJR<br />
|guard=H<br />
|attribute=H<br />
|startup=17<br />
|active=3<br />
|recovery=49<br />
|frameAdv=<br />
|hitbox=nine/j2C<br />
|description=<br />
*Great jump in normal<br />
<br />
A midair blast of flame fired downward. j.2C hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Spells==<br />
====== <font style="visibility:hidden" size="0">Everlasting Schorl</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Shawl.png<br />
|caption=<br />
|name=Everlasting Schorl<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=750<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=5<br />
|active=5<br />
|recovery=30<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
<br />
Nine thrusts a blade of dark energy forward. Does not require any elements to be used.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Lapis Lazuli of Grief</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_LapisLazuli.png<br />
|caption=<br />
|name=Lapis Lazuli of Lamentation<br />
|input=[WxN]<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Wx1<br />
|damage=800<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=7<br />
|active=3<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Wx2<br />
|damage=1000<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=7<br />
|active=3<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
* Formally called "Sapphire of Sorrow"<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Wx3<br />
|damage=1250<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=7<br />
|active=3<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
* Formally called "Tanzanite of Torment" <br />
* Useful combo tool<br />
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Emerald of Anguish</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Emerald.png<br />
|caption=<br />
|name=Emerald of Enmity <br />
|input=[AxN]<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ax1<br />
|damage=700<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=11<br />
|active=9<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ax2<br />
|damage=500*2<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=11<br />
|active=9<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Formally called "Peridot of Poverty"<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ax3<br />
|damage=600*2<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=11<br />
|active=9<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Formally called "Malacite of Malice"<br />
*Great anti-zoning spell<br />
*Goes about 95% full screen<br />
<br />
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Coral of Anger</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Coral.png<br />
|caption=<br />
|name=Coral of Catastrophe <br />
|input=[FxN]<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Fx1<br />
|damage=900<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=7<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Fx2<br />
|damage=1200<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=7<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Formally called "Garnet of Gall"<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Fx3<br />
|damage=1500<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=7<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Formally called "Rubellite of Rage"<br />
*Good for converting Round Start 3C and some 3C Low Mixups<br />
<br />
<br />
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start 3C into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with 3C low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Heliodor of Submission</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Heliodor.png<br />
|caption=<br />
|name=Heliodor of Humility<br />
|input=[WA]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=28<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Gives Nine auto-guard point against a body attribute attack<br />
*Throws away a Wind and a Water element<br />
<br />
Creates a floating goat skull to block attacks. Heliodor hasn't seen much use yet compared to other spells. The most important thing to understand about this spell is that it'll only guard against body attribute attacks. Any other attacks like most jump normals, crouching normals and projectiles will still beat Heliodor if you have it out. It also only works if Nine is attacking, and goes away if Nine blocks anything or gets hit.<br />
<br />
The only reason to ever use this is to throw away your Wind element so you can sandbag while fishing for WaterxN > Freeze > Astral.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Amethyst of Massacre</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Amethyst.png<br />
|caption=<br />
|name=Amethyst of Annihilation <br />
|input=[WF]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=19<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
* Good for resetting pressure<br />
* Good for hindering approaches <br />
* Vanishes after 5 in games seconds if it doesn't hit anything<br />
* On hit, has a shock effect<br />
<br />
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's 6C. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Citrine of Rotation</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Citrine.png<br />
|caption=<br />
|name=Citrine of Change<br />
|input=[AF]<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Cast<br />
|damage=700<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=10<br />
|active=5<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Kicked Mirror<br />
|damage=500<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=1<br />
|active=15<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Reflected Projectile<br />
|damage=750<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=10<br />
|active=30<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
* Good anti-zoning tool <br />
* Absorbs projectiles that hit it and shoots a thin projectile back at the opponent<br />
* Disappears if hit by anything else<br />
* Will push Nine or the opponent as it moves forward if they obstruct its path<br />
* Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit<br />
<br />
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's 4D but it'll still protect you from most projectiles. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Celestite of Vows</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Celestite.png<br />
|caption=<br />
|name=Celestite of the Covenant<br />
|input=[WWA]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=Air UNB<br />
|attribute=<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*The opponent can't jump while in the field. If they're in the air, they'll be knocked down to the ground as if they got hit (The hit does no damage)<br />
*There's a 2 in-game second delay from when Celestite is set and when the gravity field starts to kick in<br />
*5D sets it on the opponent's location<br />
*4D sets it in front of Nine<br />
<br />
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Taafeite of Fascination</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Taafeite.png<br />
|caption=<br />
|name=Taaffeite of Temptation<br />
|input=[WWF]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550*3<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=25<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Good oki tool<br />
*Goes away if Nine blocks or gets hit by an attack<br />
<br />
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe. <br />
<br />
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Andradite of Binding</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Andradite.png<br />
|caption=<br />
|name=Andradite of Accord<br />
|input=[AAW]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300*N<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Good spell in neutral and blockstrings<br />
*Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. <br />
*Blows back and wall bounces on ground or air hit for easy conversion into a combo<br />
*Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block<br />
*The orb can be destroyed by the opponent before it explodes<br />
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. <br />
<br />
However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Uvarovite of Destruction</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Uvarovite_of_Destruction.jpg<br />
|caption=<br />
|name=Uvarovite of Undoing<br />
|input=[AAF]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=400*N<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=25<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*There is a delay between the targeting circle first appearing and when the rain of fire comes down.<br />
<br />
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.<br />
<br />
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kunzite of Prison Break</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Kunzite.png<br />
|caption=Also goes by "Rock of Guard Breaking"<br />
|name=Kunzite of Keep Breaker<br />
|input=[FFW]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1050*2<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=H<br />
|attribute=HBFP<br />
|cancel=SOR<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Great combo, mixup and anti-air destroyer tool <br />
*Launches on ground hit<br />
*Ground bounces on air hit<br />
*Tracks to the opponent's location horizontally <br />
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. <br />
<br />
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with 4A/5A up close or 6C further out to keep your combo going.<br />
<br />
In pressure, Kunzite is a good overhead that can open people up for a full combo. <br />
<br />
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Morganite of Pulsation</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Morganite.png<br />
|caption=<br />
|name=Morganite of Malice<br />
|input=[FFA]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900*2<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=L<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=25<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid.<br />
<br />
Creates a seed that grows into a vine that travels across the screen. Currently, seed doesn't see much use outside of attempts to do unblockables. It seems a bit hard to get the opponent to block it compared to other spells like Fairy, Uvarovite and Andradite. <br />
<br />
Outside of unblockables, it seems like it could be a decent tool for controlling ground space. Between the 2 branches that sprout out of the ground to attack, they cover about 3/4 of the screen.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Nephirite of Demise</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_Nephirite.png<br />
|caption=<br />
|name=Nephirite of Nullification <br />
|input=[WAF]<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1500*5<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=B<br />
|attribute=HBFP<br />
|cancel=<br />
|startup=10<br />
|active=<br />
|recovery=25<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Cannot be regular blocked. MUST be barrier blocked.<br />
*Drains a good amount of barrier on barrier block<br />
*Countdown timer goes away on hit but not on block<br />
*1500 minimum damage<br />
<br />
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_GroundThrow.png<br />
|caption=<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0,600,900<br />
|heatgain=<br />
|p1=100<br />
|p2=50<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=R<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=nine/fthrow<br />
|description=<br />
*100% minimum damage<br />
*Wall bounces midscreen<br />
*Wall sticks in the corner<br />
<br />
Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a 5A juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual 5A juggle. In these cases, you can do 6C > delay 214A to convert it into a full combo. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_BackThrow.png<br />
|caption=<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0,600,900<br />
|heatgain=<br />
|p1=100<br />
|p2=50<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=R<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=nine/fthrow<br />
|description=<br />
*100% minimum damage<br />
*Wall bounces midscreen<br />
*Wall sticks in the corner<br />
<br />
Same as her forward throw, except that the opponent gets kicked behind her before wall bouncing back to her<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_AirThrow.png<br />
|caption=<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0,600,900<br />
|heatgain=<br />
|p1=100<br />
|p2=50<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=R<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=nine/athrow<br />
|description=<br />
*100% minimum damage<br />
<br />
Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_GroundThrow.png<br />
|caption=<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=All<br />
|attribute=<br />
|startup=13<br />
|active=3<br />
|recovery=36<br />
|frameAdv=<br />
|invul=<br />
|hitbox=nine/CA<br />
|description=<br />
Kicks forward in a similar manner to her forward and back throws.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_CrushTrigger.png<br />
|caption=<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|heatgain=<br />
|p1=80<br />
|p2=60<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|startup=33-60<br />
|active=2<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=nine/CT<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
<br />
Nine performs a flaming upward kick.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Crimson Raider</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_CrimsonRaider.png<br />
|caption=<br />
|name=Crimson Raider<br />
|input=214A air OK<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ground<br />
|damage=500, 950<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=All<br />
|startup=6<br />
|active=15(6)3<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=nine/214A<br />
|description= <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Air<br />
|damage=500, 950<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=All<br />
|startup=6<br />
|active=15(6)3<br />
|recovery=33<br />
|frameAdv=<br />
|hitbox=nine/214A<br />
|description=<br />
*Air combo ender and max damage ground ender<br />
<br />
Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Mourning/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Mourning/[Wx3] as well when you want to go for max damage instead. <br />
<br />
Outside of its use as a combo ender, it also sees use in combos from some 6C juggle combo routes to close the gap between the opponent and keep the combo going with a 4/5A juggle. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Mauvette Roar</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_MauvetteRoar.png<br />
|caption=Anti-Air special<br />
|name=Mauvette Roar<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1100<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=HL<br />
|startup=13<br />
|active=19<br />
|recovery=29<br />
|frameAdv=<br />
|hitbox=nine/214B<br />
|description=<br />
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. However, this special usually doesn't get any use since Nine has a lot of other options like 6A, 6C or jump up j.A at her disposal. It is, however, her only move outside of true reversals with actual Head invul.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Navy Pressure</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_NavyPressure.png<br />
|caption=<br />
|name=Navy Pressure<br />
|input=214C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1500<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=H<br />
|startup=27<br />
|active=5(4)5<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=nine/214C<br />
|description=<br />
* Great for punishing people trying to do stuff on the ground at fullscreen distance<br />
* Sometimes great for catching people trying to get out of pressure at longer distances <br />
* Weak tracking to the opponent's horizontal location. Will always hit at ground level though<br />
* Forces Fatal Counter on Counter Hit<br />
* Ground Bounces on Counter Hit<br />
<br />
Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach. <br />
<br />
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Seamoss Gate</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_SeaMossGate.png<br />
|caption=<br />
|name=Seamoss Gate<br />
|input=236D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=D<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=25T<br />
|frameAdv=<br />
|hitbox=nine/236D<br />
|description=<br />
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Flax Nurture</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_FluxNurture.png<br />
|caption=<br />
|name=Flax Nurture<br />
|input=214D (air OK)<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=All<br />
|startup=22<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|hitbox=<br />
|description=<br />
* Good reversal option<br />
* Gives a damage buff to respective normal of the aura she has<br />
* Gives chip damage to normals of the same element as the granted aura<br />
* Length of buff varies depending on how much of the element was in the active slot<br />
<br />
Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture. <br />
<br />
The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Flame Punisher</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_FlamePunisher.png<br />
|caption=<br />
|name=Flame Punisher<br />
|input=236236A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=400*5, 325*8<br />
|heatgain=<br />
|p1=90<br />
|p2=9, 82<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=P<br />
|cancel=R<br />
|startup=1+16<br />
|active=40 (18) 56<br />
|recovery=34<br />
|frameAdv=<br />
|hitbox=nine/236236A<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=400*5, 325*8, 200*12<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=P<br />
|cancel=R<br />
|startup=1+16<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=nine/236236A<br />
|description=<br />
*Great to tack on at the end of a combo for more damage to end a round<br />
*Good anti-zoning tool<br />
*Full Inv 1-2F, Projectile Inv 3-53F<br />
*720 minimum damage, 1200 during OD<br />
<br />
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's 236D.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cardinal Nova</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_CardinalNova.png<br />
|caption=<br />
|name=Cardinal Nova<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1500<br />
|heatgain=<br />
|p1=70<br />
|p2=84<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|cancel=R<br />
|startup=7+3<br />
|active=3<br />
|recovery=36<br />
|frameAdv=-18<br />
|hitbox=nine/236236B<br />
|description=<br />
*If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2000 though the rest of the frame data stays the same.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=2067<br />
|heatgain=<br />
|p1=70<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|cancel=R<br />
|startup=7+3<br />
|active=3<br />
|recovery=36<br />
|frameAdv=-18<br />
|hitbox=nine/236236B<br />
|description=<br />
*If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same.<br />
* Gives Nine a random 3 Element spell to both her Active and Stock slots<br />
* Full Inv 1-7F<br />
<br />
Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Azurite Inferno</font> ======<br />
{{MoveData<br />
|image=BBCF_Nine_AzuriteInferno.png<br />
|caption=<br />
|name=Azurite Inferno<br />
|input=236236C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=2391~3395<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=F<br />
|cancel=R<br />
|startup=1+14<br />
|active=5<br />
|recovery=32<br />
|frameAdv=-23<br />
|hitbox=nine/236236C<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=2891~3895<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=F<br />
|cancel=R<br />
|startup=1+14<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=nine/236236C<br />
|description=<br />
* Great round ender, especially when you have 100 meter<br />
* Consumes the spells in your Active and Stock Slot <br />
* Damage increases based on the number of elements in your spells<br />
* Full Inv 1-18F<br />
<br />
Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells. The elements on the Stock slot boost the damage more than the elements on the Active slot, and having a single element on the Active slot won't boost its damage at all.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Nine_ScarletVein.png<br />
|caption=Need a hand?<br />
|name=Scarlet Vein<br />
|input=ABCD during Overdrive<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=2040<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=<br />
|cancel=<br />
|startup=Slow: 20<br/>Fast: 10<br />
|active=3<br />
|recovery=20<br />
|frameAdv=0<br />
|hitbox=nine/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=4070<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=<br />
|cancel=<br />
|startup=Slow: 20<br/>Fast: 10<br />
|active=3<br />
|recovery=20<br />
|frameAdv=0<br />
|hitbox=nine/ABCD<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
<br />
Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Nine_ColorlessVoid.png<br />
|caption=<br />
|name=Colorless Void <br />
|input=236236D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= DESTROY<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=<br />
|cancel=<br />
|startup=7+23<br />
|active=9<br />
|recovery=Total: 91<br />
|frameAdv=-41<br />
|hitbox=nine/236236A<br />
|description=<br />
Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a 3C so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
*Japanese Name: <br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/topic/12219-cf-nine-the-phantom-video-thread-updated-121015/ Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Nine the Phantom<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_NI.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/362-nine-the-phantom/<br />
}}<br />
<br><br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=70152BBCF/Hazama2017-06-27T11:08:00Z<p>72.42.164.71: /* 5C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. At the end of Chrono Phantasma, he and Terumi become seperate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Most normals have a rather short range<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
* Highly immobile without said resource, having no real dash and rather short airdashes.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
Priority was nerfed back in CP, but is still a good 5A to use for quick anti-airs or hit confirms.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable on hit<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
*Has a somewhat big cancel window<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches opponents a bit into the air. Counter Hit also causes untechable stun until they touch the ground, opening plenty of links depending on height and positioning.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=-21<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=-21<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll typically see this chain in corner combos, when the opponent is high in the air. Can also be used in this fairly execution difficult string that gives good damage and corner carry as a reward: 214D~C>6C>5D~D>whiff j.2C>5C>2D. From here you can either go into Falling Fang or 4D to end out the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Instant mix-up, just add water<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled during the follow-up stance.<br />
<br />
At the very end of the attack animation, Hazama enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, making it a great pressure tool as it forces the opponent into a guessing game. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. Great for okizeme setups. Follow ups can be invalidated by the opponent jumping and Barrier Blocking if you get too predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. Beats out lows and throws during pressure, but loses to standing attacks and reversals. The charged version causes a hard knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. In pressure this beats out standing attacks, but loses to lows and throws. Can also clash or even go through certain reversals with proper timing. Landing a counter-hit with this can net a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 4 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=+15<br />
|hitbox=<br />
|description=<br />
Command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Bedman&diff=69419GGXRD-R2/Bedman2017-06-12T09:46:36Z<p>72.42.164.71: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bedman<br />
|-<br />
||<br />
[[File:GGXRD-R_Bedman_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{CharData-GGXRD-R2<br />
|defense=x0.98<br />
|guts=0<br />
|stun=60<br />
|weight=Heavy<br />
|jumpStartup=3F<br />
|backdashTime=23F<br />
|backdashInv=1-11F<br />
}}<br />
;Movement Options<br />
:Floaty 8-way Airdash<br />
:Teleport-type Backdash<br />
:Guard-point forward dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrdR_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
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&nbsp;<br />
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==Overview==<br />
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.<br/><br />
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.<br/><br />
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.<br/><br />
<br />
===Strengths===<br />
*Strong zoning options when properly set-up<br/><br />
*Unique 8-way airdash that can make it difficult to predict his movements<br/><br />
*Strong mix-up game and good pressure that can reset into itself<br/><br />
*Best walk speed in the game complimented by decent ground pokes <br/><br />
<br />
===Weaknesses===<br />
*No meterless reversal options<br/><br />
*Limited neutral and pressure if he cannot get Deja Vu seals out<br/><br />
*Air movement is not fast<br/><br />
*Large and wide hitbox<br/><br />
*Weak anti-air options.<br />
*Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner<br/><br />
*Set-ups all loses to blitz shield, and needs YRC to be threatening.<br />
*Weak damage until properly set-up.<br />
<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Bedman_5P.png<br />
|caption=Is this a headbutt or a... Bedbutt<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=144<br />
|risc=8<br />
|prorate=90<br />
|level=0<br />
|guard=Mid<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=4<br />
|recovery=6<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*90% combo proration.<br />
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.<br />
*doesn't have a large extendable hurtbox like his other normals, so it's good for defending yourself from possible incoming attacks (like Slayer 6H).<br />
*Can be used to stop people from jumping out of pressure<br />
*Whiffs on crouching characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Bedman_5K.png<br />
|caption= Low invulnerable poke.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22<br />
|tension=264<br />
|risc=7<br />
|prorate=85<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=6<br />
|recovery=7<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Has Low body invulnerability from frames 5-13. Can be used to hit many characters out of their low hitting moves (like sweeps or 2Ks). Can avoid Potemkin's slidehead as well<br />
*Good frame trap if delayed canceled after 2P.<br />
*On counter hit, can combo into 6H.<br />
*On normal hit, can combo into cS/fS or 5H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Bedman_c.S.png<br />
|caption= The butter of all breads.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=6<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Fast startup and has a tall and far hitbox. One of Bedman's best normals.<br />
*One of the few normals that combo into both hits of 5H. Bedman's strongest combos will start from this.<br />
*Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform c.S if they are either airborne or just barely outside of throw reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Bedman_f.S.png<br />
|caption= Decent poke<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=2<br />
|recovery=19<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations.<br />
*As a round starter beats many opposing pokes.<br />
*Can combo into the 1st hit of 5H but not the second.<br />
*On counter hit or crouching opponents, you can combo into 2H.<br />
*Jump Cancelable for juggles off of corner throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Bedman_5H.png<br />
|caption= Swing everywhere. Maybe I'll hit them.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×2<br />
|tension=384×2<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3(3)3<br />
|recovery=18<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Both hits are special cancel-able. but only the second hit is jump cancel-able.<br />
*Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.<br />
*Depending on how far it hits, you want to either combo into Task B, 2H, or 2D. Opponents that are hit far away will be hit by 2H. Opponents close up can be hit by Task B.<br />
*2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.<br />
*Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.<br />
*Solid for punishing backdashes due to the far reach and long active frames of this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Bedman_2P.png<br />
|caption= A man's best friend is a mash-able 2P<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=144<br />
|risc=8<br />
|prorate=90<br />
|level=0<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=7<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.<br />
*Combo into 2K, 2D for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Bedman_2K.png<br />
|caption= No longer gatlings into 5H.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15<br />
|tension=264<br />
|risc=7<br />
|prorate=80<br />
|level=1<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=8<br />
|frameAdv=-2<br />
|inv=<br />
|description=<br />
*80% combo proration.<br />
*Bedman's fastest low attack. Good reach.<br />
*Can combo into cS,5H(1),Task B if done close. Otherwise, combo into 2D for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Bedman_2S.png<br />
|caption= As low as the bed will get.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Long range low, but slow startup<br />
*Can combo into 5H, but not at max distance.<br />
*Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.<br />
*Very useful to play footsies with since it hits so far and is even on block with its' fast recovery.<br />
*This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H/1H/3H<br />
|input=<br />
|image=GGXRD_Bedman_2H.png<br />
|image2=GGXRD_Bedman_2H_diagram.png<br />
|caption= Poke at them from three different spots of your choosing.<br />
|caption2= Just don't whiff.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2H<br />
|damage=40<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=29<br />
|frameAdv=-24<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=1H<br />
|damage=45<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=25<br />
|frameAdv=-20<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=3H<br />
|damage=35<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=19<br />
|active=14<br />
|recovery=33<br />
|frameAdv=-28<br />
|inv=<br />
|description=<br />
*There are 3 variations of this attack. 1H will always come out next to Bedman. 2H will come out at the half way point between Bedman and the edge of screen he's facing. 3H will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.<br />
*2H/3H are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes.<br />
*Can hit opponents far away who are attempting something full-screen. Examples: Venom setting balls, Axl's Sparrowhawk Stance, Sin eating, Elphelt Rifle Stance, and Potemkin Flick.<br />
*Special cancel-able and jump-cancel-able on block or hit. It's a good way to get a Task A on the screen.<br />
*Very punishable on whiff. Bedman is in counterhit state during recovery<br />
*Can be YRCed practically any time, even when the attack comes out.<br />
*1H combos into Task C for good damage and knockdown oki. A lot of Bedman's strongest combos involve hitting both hits of 5H and comboing into this move.<br />
*1H launches on normal hit.<br />
*2H/3H launches on counter-hit and airborne hit.<br />
*Risk/reward on this move is not in your favor generally, so be very cautious when using it. A poke that can hit your opponent from half screen to near full screen away is strong, but it's also dangerous when used recklessly.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Bedman_j.P.png<br />
|caption= Good and fast air to air poke.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14<br />
|tension=144<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=High / Air<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.<br />
*Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Bedman_j.K.png<br />
|caption= Your best air-to-ground normal, but still meh.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=1<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.<br />
*Cancels into j.P and j.S for more overheads if you have the air time.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Bedman_j.S.png<br />
|caption= The move you'll learn to love after a neutral tech<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=10<br />
|active=8<br />
|recovery=22<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.<br />
*One of your best air moves to go for after an air tech.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Bedman_j.H.png<br />
|caption= No one likes blocking this.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14×6<br />
|tension=264×6<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=13<br />
|active=12<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for 2K when you land.<br />
*Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for j.P or j.S.<br />
*Very useful move to whiff when going for empty air dash into low attacks.<br />
*Also good for cranking up the Opponent's RISC meter if they don't choose to FD this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Bedman_j.D.png<br />
|caption= No one blocks this on reaction<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8<br />
|recovery=24<br />
|frameAdv=6<br />
|inv=<br />
|description=<br />
*Instant overhead on the entire cast. Very important part of Bedman's mix-up.<br />
*Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit.<br />
*Bedman can air dash downwards j.K to combo if j.D is a counter hit.<br />
*The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D<br />
*Can also be used in some air combos to knockdown airborne opponents if they aren't high up in the air (around slightly shorter than super jump height)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Bedman6P_2.png<br />
|caption= Used to be a reliable anti-air.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-13<br />
|inv=1~12 Head<br />
|description=<br />
*Anti-air that hits fairly far above Bedman.<br />
*Can combo into cS into Task C or just go into Task C raw.<br />
*Invulnerability only exists along Bedman's head and torso. Any attacks connecting to the bed-frame will trade. <br />
*Can combo into new 6H on counter hit, but has to hit opponent fairly low. It's best not to try.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGXRD-R2_Bedman_6H.png<br />
|caption=Sting like a bee<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6H<br />
|damage=24, 18<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=18<br />
|active=3(7)3<br />
|recovery=21<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
- Bedman's new 6H trades crossups for offense. Can gatling from 5K and 6P to create a 4 frame frame-trap that can catch mashes. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.<br />
- Combos from counterhit 5K and 6P.<br />
- If either hit is close enough, you can combo into Task B.<br />
- Can cancel either two hits into specials, so you can replay DejaVus after either hit. Task B dejavu is a very strong option after this. You can also do Task A, but be careful of opponent's low profiling sliding moves (like Ky's Stun Dipper, Elphelt's 2H, Sin's Elk Hunt, Chipp's Alpha Blade, etc).<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|version=6HH<br />
|damage=18, 24<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=4<br />
|active=3(11)3<br />
|recovery=16<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
- Pretty much a button dedicated to returning to neutral as it has +0 frame advantage and puts you and the opponent at half screen distance on block.<br />
- On hit it causes them to go flying about 3/4 screen into a knockdown, giving you ample time to throw out a Task A/A' and start your offense all over again.<br />
- Consider this option if all your cancel options after the first two hits of 6H might be too easy to deal with for your opponent. Doing the full 6H sequence is safer than doing the first two.<br />
- If the whole sequence is juggling off of an airborne opponent, you can potentially pick them up with cS or 2P without it being an OTG hit. Opponent has to be a fairly light or mid weight class and it's preferred that the 6HH hit raw as opposed to being off of throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Bedman_2D.png<br />
|caption=Catch their feet.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=6<br />
|recovery=12<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way.<br />
*Easy to combo into from a variety of normals.<br />
*Combos into Task B. If done far away, Task B will otg and they can air tech. You use 2D to score a knockdown so make sure you secure it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Bedman_5D.png<br />
|caption= Lots of reward if you hit this in the corner<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25<br />
|tension=384<br />
|risc=20<br />
|prorate=80<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=7<br />
|recovery=12<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Slow and short range but surprisingly safe on block<br />
*Bedman's only standing overhead. j.D however is far faster.<br />
*5D can lead to very powerful combos and set-ups in the corner. The rewards are very weak if done midscreen.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Bedman_GroundThrow.png<br />
|caption= Throw often to scare your foes<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,10,5x9,0<br />
|tension=0,60x10,0<br />
|risc=6,0<br />
|prorate=Forced: 55%<br />
|level=0<br />
|guard=Ground Throw: 75250<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+64<br />
|inv=<br />
|description=<br />
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.<br />
*Midscreen throws gives good corner carry and plenty of time to set up a mixup.<br />
*He needs to Red Roman Cancel midscreen to get a combo.<br />
*Terrifyingly effective in the corner, he can combo using f.S or 5K without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Bedman_AirThrow.png<br />
|caption= Come on and slam and welcome to the jam!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60<br />
|tension=480<br />
|risc=6,0<br />
|prorate=Forced: 65%<br />
|level=0,4<br />
|guard=Air Throw: 210000<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+24<br />
|inv=<br />
|description=<br />
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.<br />
*Now ground bounces a little, allowing you to RC and combo with 2P,cS,6P, or 1H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Bedman_5K.png<br />
|caption= LET ME PLAY NEUTRAL<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25<br />
|tension=-5000/264<br />
|risc=7<br />
|prorate=50%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=8<br />
|active=3<br />
|recovery=32<br />
|frameAdv=-21<br />
|inv=1~10 Full, 11~27 Foot<br />
|description=<br />
*1~10 Full invulnerability, 11~17 Foot invulnerability.<br />
*Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle.<br />
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.<br />
*Beware as it only has a hitbox in the tip of Bedman's feet so it can whiff on opponents who are very close to you!<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Bedman_BlitzAttack.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-+5<br />
|inv=?<br />
|description=<br />
*Standard Blitz Attack<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Task A</font>======<br />
{{MoveData<br />
|name=Task A<br />
|input=236P (air OK)<br />
|image=GGXRD_Bedman_TaskA.png<br />
|caption= Here, catch<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90,Refer to notes<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90,Refer to notes<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back<br />
*On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route.<br />
*Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on.<br />
*The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back.<br />
*To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task A'</font>======<br />
{{MoveData<br />
|name=Task A'<br />
|input=236K (air OK)<br />
|image=GGXRD_Bedman_TaskA.png<br />
|caption=<br />
|image2=GGXRD_Bedman_TaskAdash.png<br />
|caption2=The next dimension to your mix-ups. This is where the fun begins<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|description=<br />
*Works like Task A, except the startup is much slower<br />
*On hit or block, Task A' will cancel whatever Bedman is currently doing (unless it's an overdrive) and teleport him to where the ball made contact with the opponent. If the ball hit the opponent from behind, Bedman will be behind the opponent.<br />
*On hit you use c.S, 2K, or 2P to convert. <br />
*On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup<br />
*To successfully leave a Task A' Deja Vu seal, you must have successfully finish the attack without being hit, which leaves a seal at Bedman's location.<br />
*Being put into blockstun while the head is out will preemptively cancel the head's flight, returning it back to Bedman.<br />
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task B</font>======<br />
{{MoveData<br />
|name=Task B<br />
|input=236S (air OK)<br />
|image=GGXRD_Bedman_TaskB.png<br />
|caption=Beyblades<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=14×4<br />
|tension=250 / 360<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=14<br />
|active=4×4<br />
|recovery=26<br />
|frameAdv=-13<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=14×3<br />
|tension=200 / 480<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=12<br />
|active=6,6,4<br />
|recovery=8 After Landing<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*A good combo ender. Easy to combo into from a variety of hit confirms.<br />
*Instant air Task B recovers much more quickly than the ground version.<br />
*Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude.<br />
*To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task C</font>======<br />
{{MoveData<br />
|name=Task C<br />
|input=236H (air OK)<br />
|image=GGXRD_Bedman_TaskC.png<br />
|caption= It's raining (bed)men.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=30×2, 10<br />
|tension=200 / 480×2,120<br />
|risc=6×2,8<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All, High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8(17)10,10<br />
|recovery=13<br />
|frameAdv=-2<br />
|inv=9~Airborne<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=30×2[30×2]<br />
|tension=150 / 600,120<br />
|risc=6,8[6,7]<br />
|prorate=[―,Forced 65]<br />
|level=3,0[3,1]<br />
|guard=High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=21<br />
|active=Until Landing,10<br />
|recovery=11<br />
|frameAdv=±0[+3]<br />
|inv=<br />
|description=*[ ] Indicates high in air<br />
*One of Bedman's typical combo ender, good damage and knockdown.<br />
*Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent.<br />
*Surprisingly safe on block.<br />
*It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it.<br />
*To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing upon landing.<br />
*Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Déjà Vu</font>======<br />
{{MoveData<br />
|name=Déjà Vu<br />
|input=214P/K/S/H(Air OK)<br />
|image=GGXRD_Bedman_DejaVu.png<br />
|caption=This is where things get confusing<br />
|image2=GGXRD_Bedman_DejaVu2.png<br />
|caption2=Four different seals are possible, based on the four special moves that Bedman has.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Task A<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=29<br />
|active=90,54<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=29<br />
|active=90,56<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task A’<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A’<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task B<br />
|subtitle=214S<br />
|damage=14×4<br />
|tension=50 / 120<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task B<br />
|subtitle=214S<br />
|damage=26×4<br />
|tension=50 / 120<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task C<br />
|subtitle=214H<br />
|damage=30×2, 10<br />
|tension=50 / 120<br />
|risc=6×2,8<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=30<br />
|active=8(17)10(6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task C<br />
|subtitle=214H<br />
|damage=30×2[30×2]<br />
|tension=50 / 120<br />
|risc=6,8[6,7]<br />
|prorate=<br />
|level=3,0[3,1]<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=28<br />
|active=Until Landing (6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*[ ] Indicates high in air<br />
*All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack<br />
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately<br />
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses<br />
*On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again<br />
*Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction<br />
*Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom. <br />
*If used in air, Bedman will be unable to perform any air action for 20 frames unless you YRC.<br />
'''Task A'''<br />
*If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated<br />
*Just like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will immediately halt. Unlike getting hit however, the seal will reappear once more.<br />
'''Task A''''<br />
*If the Task A' that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated<br />
*Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure.<br />
'''Task B'''<br />
*Deja-Vu Task B is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown.<br />
*Deja-Vu Task B has the shortest cooldown of all his Deja-vu attacks, allowing you to harass/lock-down with it very effectively.<br />
'''Task C'''<br />
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner.<br />
*Deja-vu Task C can be blocked high or low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Movement</font>======<br />
{{MoveData<br />
|name=Air Movement<br />
|image=GGXRD_Bedman_AirDash.png<br />
|caption= Bed-freaking-Neto<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Air Hang<br />
|subtitle=Double Jump<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 45<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Movement<br />
|subtitle=Air Hang > direction<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 25<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions<br />
*input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.<br />
*When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.<br /><br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
======<font style="visibility:hidden" size="0">Ground Movement</font>======<br />
{{MoveData<br />
|name=Ground Movement<br />
|image=GGXRD_Bedman_CrouchWalk.png<br />
|caption=Fastest walking speed in the game. He also has a backwards and forwards crawl.<br />
|image2=GGXRD_Bedman_Dash.png<br />
|caption2=Auto Guard Dash. Teleports behind opponent on successful auto-guard.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Crouch Walk<br />
|subtitle=1 or 3<br />
|damage=<br />
|tension=45 / ―<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dash<br />
|subtitle=66<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 32<br />
|frameAdv=<br />
|inv=3~14 Guard Point<br />
|description=<br />
*Bedman has the fastest walking speed in the game.<br />
*Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.<br />
<br />
*Bedman's forward dash has guard points on frames 3 to 14. <br />
*Forward dash works like a parry. On successful parry, Bedman will teleport behind the opponent. He is fully invincible during the teleportation and can't be punished afterwards (he can block meaties after teleport).<br />
*Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. On successful guard point parry, Bedman can YRC to cancel the teleport.<br />
*Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head).<br />
*Due to its' fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations.<br />
*The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Sinusoidal Helios</font>======<br />
{{MoveData<br />
|name=Sinusoidal Helios<br />
|input=632146H<br />
|image=GGXRD_Bedman_SinusoidalHelios.png<br />
|image2=GGXRD_Bedman_SinusoidalHelios2.png<br />
|caption2= Real Bedman hours, hit that snooze button if you're up.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×6<br />
|tension=-5000<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YR<br />
|startup=6+8<br />
|active=2×6<br />
|recovery=Total 39<br />
|frameAdv=+11<br />
|inv=1~15 Strike<br />
|description=<br />
*Frame 1~15 Strike Invul.<br />
*Bedman's only real reversal option<br />
*Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time.<br />
*Be wary that it can be thrown out of if opponent is close enough as it's only strike invulnerable. On wake-up don't ever try against Potemkin!<br />
*Can be used in corner combos for good damage, usually comboed into from 5H's 2nd hit, 1H/2H or the high air version of Task C.<br />
*On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up!<br />
*BURST version is fully invulnerable.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Hemi Jack</font>======<br />
{{MoveData<br />
|name=Hemi Jack<br />
|input=632146S<br />
|image=GGXRD_Bedman_HemiJack.png<br />
|caption= The Sheep Lord demands a sacrifice.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,15<br />
|tension=-5000<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=Unblockable<br />
|cancel=<br />
|roman=Y<br />
|startup=17+183<br />
|active=536<br />
|recovery=Total 73<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.<br />
*The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously fellow believer and the Sheep shall grant you salvation.<br />
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.<br />
*Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty.<br />
*The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait.<br />
*The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Theatre of Pain<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Bedman_TheatreOfPain.png<br />
|image2=GGXRD_Bedman_TheatreOfPain2.png<br />
|image3=GGXRD_Bedman_TheatreOfPain3.png<br />
|caption3= I give this movie two thumbs up<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+12[5+9]<br />
|active=8<br />
|recovery=27<br />
|frameAdv=-18<br />
|inv=9~28 Full[5~21 Full]<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of his 6H, but does not teleport like the old 6H traditionally did. Very poor range all around. You'll never combo into this.<br />
*Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.<br />
*You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this (Opponents needs to have 20% life left if the combo begins, or you need to bring them down to 10% from a combo that begins from 20%+ life.)<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd-R_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=69358BBCF/Hazama2017-06-11T08:22:27Z<p>72.42.164.71: /* Vengeful Viper */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. At the end of Chrono Phantasma, he and Terumi become seperate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Most normals have a rather short range<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
* Highly immobile without said resource, having no real dash and rather short airdashes.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
Priority was nerfed back in CP, but is still a good 5A to use for quick anti-airs or hit confirms.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable on hit<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches opponents a bit into the air. Counter Hit also causes untechable stun until they touch the ground, opening plenty of links depending on height and positioning.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll typically see this chain in corner combos, when the opponent is high in the air. Can also be used in this fairly execution difficult string that gives good damage and corner carry as a reward: 214D~C>6C>5D~D>whiff j.2C>5C>2D. From here you can either go into Falling Fang or 4D to end out the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Instant mix-up, just add water<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled during the follow-up stance.<br />
<br />
At the very end of the attack animation, Hazama enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, making it a great pressure tool as it forces the opponent into a guessing game. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. Great for okizeme setups. Follow ups can be invalidated by the opponent jumping and Barrier Blocking if you get too predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. Beats out lows and throws during pressure, but loses to standing attacks and reversals. The charged version causes a hard knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. In pressure this beats out standing attacks, but loses to lows and throws. Can also clash or even go through certain reversals with proper timing. Landing a counter-hit with this can net a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=+15<br />
|hitbox=<br />
|description=<br />
Command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=69357BBCF/Hazama2017-06-11T08:19:41Z<p>72.42.164.71: /* J.B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. At the end of Chrono Phantasma, he and Terumi become seperate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Most normals have a rather short range<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
* Highly immobile without said resource, having no real dash and rather short airdashes.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
Priority was nerfed back in CP, but is still a good 5A to use for quick anti-airs or hit confirms.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable on hit<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches opponents a bit into the air. Counter Hit also causes untechable stun until they touch the ground, opening plenty of links depending on height and positioning.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll typically see this chain in corner combos, when the opponent is high in the air. Can also be used in this fairly execution difficult string that gives good damage and corner carry as a reward: 214D~C>6C>5D~D>whiff j.2C>5C>2D. From here you can either go into Falling Fang or 4D to end out the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled during the follow-up stance.<br />
<br />
At the very end of the attack animation, Hazama enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, making it a great pressure tool as it forces the opponent into a guessing game. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. Great for okizeme setups. Follow ups can be invalidated by the opponent jumping and Barrier Blocking if you get too predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. Beats out lows and throws during pressure, but loses to standing attacks and reversals. The charged version causes a hard knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. In pressure this beats out standing attacks, but loses to lows and throws. Can also clash or even go through certain reversals with proper timing. Landing a counter-hit with this can net a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=+15<br />
|hitbox=<br />
|description=<br />
Command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=69356BBCF/Hazama2017-06-11T08:17:00Z<p>72.42.164.71: /* 5C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. At the end of Chrono Phantasma, he and Terumi become seperate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Most normals have a rather short range<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
* Highly immobile without said resource, having no real dash and rather short airdashes.<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
Priority was nerfed back in CP, but is still a good 5A to use for quick anti-airs or hit confirms.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable on hit<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches opponents a bit into the air. Counter Hit also causes untechable stun until they touch the ground, opening plenty of links depending on height and positioning.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=2(2)4<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll typically see this chain in corner combos, when the opponent is high in the air. Can also be used in this fairly execution difficult string that gives good damage and corner carry as a reward: 214D~C>6C>5D~D>whiff j.2C>5C>2D. From here you can either go into Falling Fang or 4D to end out the combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled during the follow-up stance.<br />
<br />
At the very end of the attack animation, Hazama enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, making it a great pressure tool as it forces the opponent into a guessing game. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. Great for okizeme setups. Follow ups can be invalidated by the opponent jumping and Barrier Blocking if you get too predictable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. Beats out lows and throws during pressure, but loses to standing attacks and reversals. The charged version causes a hard knockdown.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. In pressure this beats out standing attacks, but loses to lows and throws. Can also clash or even go through certain reversals with proper timing. Landing a counter-hit with this can net a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=+15<br />
|hitbox=<br />
|description=<br />
Command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Frame_Data&diff=69195GGXRD-R2/Answer/Frame Data2017-06-07T08:22:29Z<p>72.42.164.71: /* Overdrives */</p>
<hr />
<div>{{CharNav |charMainPage=GGXRD-R2/Baiken<br />
|image=<br />
|videos=<br />
|forums=<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[GGXRD-R/System Data|System Data]]==<br />
{{CharData-GGXRD-R2<br />
|defense=x1.03<br />
|guts=0<br />
|stun=55<br />
|weight=Medium<br />
|jumpStartup=3<br />
|backdashTime=21<br />
|backdashInv=1-12<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5P<br />
|subtitle=<br />
|damage=6<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=4<br />
|active=<br />
|recovery=Total 12<br />
|frameAdv=+1<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5K<br />
|subtitle=<br />
|damage=18<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=7<br />
|active=<br />
|recovery=Total 22<br />
|frameAdv=-4<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=c.S<br />
|subtitle=<br />
|damage=14x3<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=6<br />
|active=<br />
|recovery=Total 31<br />
|frameAdv=-12<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*2nd hit has startup 11F. 3rd hit 17F.<br />
*1st and 2nd hit has hitstop 6F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S<br />
|subtitle=<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 32<br />
|frameAdv=-10<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5HS<br />
|subtitle=<br />
|damage=40<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 37<br />
|frameAdv=-10<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5D<br />
|subtitle=<br />
|damage=22<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=25<br />
|active=<br />
|recovery=Total 46<br />
|frameAdv=-8<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6P<br />
|subtitle=<br />
|damage=26<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 29<br />
|frameAdv=-7<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6K<br />
|subtitle=<br />
|damage=20<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=14<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+2<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6K<br />
|subtitle=Feint<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=26<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6HS<br />
|subtitle=<br />
|damage=45<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=17<br />
|active=<br />
|recovery=Total 35<br />
|frameAdv=0<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2P<br />
|subtitle=<br />
|damage=8<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 80%<br />
|level=0<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=5<br />
|active=<br />
|recovery=Total 12<br />
|frameAdv=+2<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2K<br />
|subtitle=<br />
|damage=14<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 70%<br />
|level=0<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=7<br />
|active=<br />
|recovery=Total 18<br />
|frameAdv=-2<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S<br />
|subtitle=<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=10<br />
|active=<br />
|recovery=Total 21<br />
|frameAdv=+2<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2HS<br />
|subtitle=<br />
|damage=38<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=11<br />
|active=<br />
|recovery=Total 37<br />
|frameAdv=-8<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Forces standing on ground hit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2D<br />
|subtitle=<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 29<br />
|frameAdv=-7<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.P<br />
|subtitle=<br />
|damage=12<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=6<br />
|active=<br />
|recovery=Total 17<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.K<br />
|subtitle=<br />
|damage=18<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=7<br />
|active=<br />
|recovery=Total 27<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S<br />
|subtitle=<br />
|damage=12x3<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 41<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*2nd hit has startup 11F. 3rd hit 13F.<br />
*Each hit has hitstop 6F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.HS<br />
|subtitle=<br />
|damage=36<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 38<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.D<br />
|subtitle=<br />
|damage=40<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=10<br />
|active=<br />
|recovery=Total 36+5L<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Ground Throw<br />
|damage=60<br />
|tension=<br />
|risc=<br />
|prorate=Forced: 50%<br />
|level=0<br />
|guard=Ground Throw: ??<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Throw<br />
|damage=60<br />
|tension=<br />
|risc=<br />
|prorate=Forced: 65%<br />
|level=0<br />
|guard=Air Throw: ??<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Angle Attack<br />
|damage=25<br />
|tension=-5000 / 264<br />
|risc=<br />
|prorate=Initial: 50%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=11<br />
|active=<br />
|recovery=Total 32<br />
|frameAdv=-8<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/<br />
|description=<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack<br />
|subtitle=<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)<br />
*Crumples opponent on ground CH (79F)<br />
}}<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack<br />
|subtitle=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=+5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)<br />
*Crumples opponent on ground hit<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=S Business Ninpo: Caltrops<br />
|subtitle=236S<br />
|damage=20<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=12<br />
|active=<br />
|recovery=Total 42<br />
|frameAdv=-7<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Card appears on 19F<br />
}}<br />
<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=H Business Ninpo: Caltrops<br />
|subtitle=236H<br />
|damage=20<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=14<br />
|active=<br />
|recovery=Total 44<br />
|frameAdv=-7<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Card appears on 21F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Business Ninpo: Under the Rug<br />
|subtitle=22S/H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total 36<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Business Ninpo: Under the Bus<br />
|subtitle=421S/H<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=18<br />
|active=<br />
|recovery=Total 40<br />
|frameAdv=+4<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Request for Approval<br />
|subtitle=214P/K/S/H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total 28<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Savvy Ninpo: Request for Approval<br />
|subtitle=j.214P/K/S/H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total 48<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Seal of Approval<br />
|subtitle=Move to Request for Approval<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total 126<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Can cancel into followups 8~120F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Cancel Seal of Apprival<br />
|subtitle=Seal > 22<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total 6<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Data Logging (Catch)<br />
|subtitle=Seal > P<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total Until L+14<br />
|frameAdv=<br />
|inv=1~??F Guard<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Data Logging (Attack)<br />
|subtitle=Data Logging > Catch Attack<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=33<br />
|active=<br />
|recovery=Total 39+ 6 after L<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Down the Ladder<br />
|subtitle=Seal > K<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total Until L+6<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Stepping Down<br />
|subtitle=Seal > S<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=27<br />
|active=<br />
|recovery=Total 58<br />
|frameAdv=-13<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Into My Office<br />
|subtitle=Seal > H<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=21<br />
|active=<br />
|recovery=Total Until L+10<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Safety Net<br />
|subtitle=Seal > D<br />
|damage=34<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=10<br />
|active=<br />
|recovery=Total 32<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Can cancel into all Seal followups on hit/block/whiff except another Safety Net<br />
*8F landing recovery if Answer lands during this attack<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Resshou<br />
|subtitle=46P<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=Total 26<br />
|frameAdv=-1<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Only attacks if opponent is in range.<br />
*On whiff total animation 26F<br />
*On fastest hit, total animation 23F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Data Logging (Catch)<br />
|subtitle=<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=Total 20+14 After L<br />
|frameAdv=<br />
|inv=1~??F Guard, Airborne<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Data Logging (Attack)<br />
|subtitle=22P<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=33<br />
|active=<br />
|recovery=Total 39+6 after L<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Savvy Ninpo: Data Logging (Catch)<br />
|subtitle=22P<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=33<br />
|active=<br />
|recovery=Total Until L+14<br />
|frameAdv=<br />
|inv=1~??F Guard<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Savvy Ninpo: Data Logging (Attack)<br />
|subtitle=22P<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=33<br />
|active=<br />
|recovery=Total 39+6 after L<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Savvy Ninpo: Tax Write-off<br />
|subtitle=623K<br />
|damage=30,81<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=Throw: ??<br />
|cancel=<br />
|roman=<br />
|startup=5<br />
|active=<br />
|recovery=Total 39<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*On whiff, total animation 39F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Savvy Ninpo: Tax Write-off<br />
|subtitle=j.623K<br />
|damage=125<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=Air Throw: ??<br />
|cancel=<br />
|roman=<br />
|startup=5<br />
|active=<br />
|recovery=Total Until L+12<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*On whiff, total animation: Until Landing+12<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Stock Ninpo: Firesale<br />
|subtitle=632146S<br/>[632146D]<br />
|damage=20,18x10,50 <br/>[25,22x10,10]<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=18+5<br />
|active=<br />
|recovery=Total: 18+53<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*[ ] values are for Burst version<br />
*Hits 1-10 have 0F hitstop<br />
*Startup of hit above Answer has startup 10F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Dead Stock Ninpo: Firesale<br />
|subtitle=j.632146S<br />
|damage=13x9,70<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=10+4<br />
|active=<br />
|recovery=Total: 10+Until L<br />
|frameAdv=<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*Hits 1-10 have 0F hitstop<br />
}}<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Business Ultimate Ninpo: All Hands<br />
|subtitle=236236K<br />
|damage=40,15x10,45<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=4+0<br />
|active=<br />
|recovery=Total: 4+51<br />
|frameAdv=-38<br />
|inv=<br />
|hitbox=<br />
|description={{ColumnList |text=*0F hitstop for all followup hits<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Summoner: The Basilisk<br />
|subtitle=During IK Mode: 236236HS<br />
|damage=DESTROY<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9+16<br/>[6+10]<br />
|active=<br />
|recovery=Total 9+37<br/>[Total 5+31]<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
|5P, 2P, 6P || 5K, 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, SP<br />
|-<br />
|-<br />
! 2P<br />
| 5P, 2P, 6P || 5K, 2K, 6K || c.S, f.S, 2S || 5H, 2H, 6H || 2D || SP<br />
|-<br />
|-<br />
! 6P<br />
| - || 6K || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || SP<br />
|-<br />
|-<br />
! 5K<br />
| 6P || - || c.S, f.S, 2S || 2H || 5D, 2D || Jump, SP<br />
|-<br />
|-<br />
! 2K<br />
| 6P || 5K, 6K || c.S, f.S, 2S || 2H || 5D, 2D || SP<br />
|-<br />
|-<br />
! 6K<br />
| - || - || - || 6H || - || Jump, SP<br />
|-<br />
|-<br />
! c.S<br />
| 6P || 6K || f.S, 2S || 5H, 2H || 5D, 2D || Jump, SP<br />
|-<br />
|-<br />
! f.S<br />
| - || - || 2S || 5H, 2H || 2D || SP<br />
|-<br />
|-<br />
! 2S<br />
| - || - || - || 5H, 2H, 6H || 5D || SP<br />
|-<br />
|-<br />
! 5H<br />
| - || - || - || - || 5D || Jump, SP<br />
|-<br />
|-<br />
! 2H<br />
| - || 6K || - || - || 5D, 2D || Jump, SP<br />
|-<br />
|-<br />
! 6H<br />
| - || - || - || - || - || SP<br />
|-<br />
|-<br />
! 5D<br />
| - || - || - || - || - || Homing Jump, Homing Dash<br />
|-<br />
|-<br />
! 2D<br />
| - || - || - || - || - || SP<br />
|-<br />
|}<br />
<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| j.P || j.K || j.S || j.H || j.D || SP<br />
|-<br />
! j.K<br />
| j.P || - || j.S || j.H || j.D || Jump, SP<br />
|-<br />
! j.S<br />
| j.P || - || - || j.H || j.D || Jump, SP<br />
|-<br />
! j.H<br />
| - || - || - || - || - || SP<br />
|-<br />
! j.D<br />
| - || - || - || - || - || SP<br />
|-<br />
-<br />
|}<br />
*5D can be only canceled into Homing Jump and Homing Dash on ground hit<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
<br />
----<br />
{{CharLinks <br />
|charMainPage=<br />
|videos=<br />
|forums=<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
<br />
[[Category:Guilty Gear]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Baiken&diff=69152GGXRD-R2/Baiken2017-06-06T06:54:57Z<p>72.42.164.71: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Baiken<br />
|-<br />
||<br />
[[File:GGXRD_Baiken_Portrait.png|350px|center]]<br />
|-<br />
|-<br />
||{{CharData-GGXRD-R2|defense=1.18<br />
|guts=4<br />
|stun=55<br />
|weight=Light<br />
|jumpStartup=3<br />
|backdashTime=16<br />
|backdashInv=1-8<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash Type: Run<br/><br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Baiken<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/371-baiken/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
<br />
PLACEHOLDER<br />
<br />
===Strengths===<br />
*PLACEHOLDER<br />
<br />
===Weaknesses===<br />
*PLACEHOLDER<br />
<br />
<br />
<br clear=all/><br />
<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Baiken_5P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=5<br />
|active=<br />
|recovery=<br />
|frameAdv=+2<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Baiken_5K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Baiken_c.S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD_Baiken_f.S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=GGXRD_Baiken_5H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=11<br />
|active=<br />
|recovery=<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Baiken_5D.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=25<br />
|active=<br />
|recovery=<br />
|frameAdv=-9<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Baiken_6P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|frameAdv=-8<br />
|inv=[?f-?f] Upper Body <br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Baiken_6K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|frameAdv=+2<br />
|inv=[?f-?f Throw]<br />
|description=<br />
*Strong meaty when opponents are throw-happy and you don't have time to set up air tatami<br />
*Throw invulnerable on active[?] frames<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=GGXRD_Baiken_6H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|frameAdv=-17<br />
|inv=<br />
|description=<br />
*Often used to end dustloops by canceling into kuchinashi<br />
*Small groundbounce on CH<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Baiken_2P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=6<br />
|active=<br />
|recovery=<br />
|frameAdv=0<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Baiken_2K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=Low<br />
|cancel=<br />
|roman=<br />
|startup=5<br />
|active=<br />
|recovery=<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD_Baiken_2S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=11<br />
|active=<br />
|recovery=-2<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD_Baiken_2H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|frameAdv=-9<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Baiken_2D.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=<br />
|roman=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|frameAdv=-11<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Baiken_j.P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=High/Air<br />
|cancel=<br />
|roman=<br />
|startup=5<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Baiken_j.K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=High/Air<br />
|cancel=<br />
|roman=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD_Baiken_j.S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=High/Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=GGXRD_Baiken_j.H.png<br />
|imageSize=175x300px<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=High/Air<br />
|cancel=<br />
|roman=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Baiken_j.D.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=High/Air<br />
|cancel=<br />
|roman=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*The staple of Baiken's corner dustloops<br />
*Can be YRC'd starting on frame 7 and the projectile will still come out<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Baiken_GroundThrow.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=40<br />
|tension=<br />
|risc=<br />
|prorate=Forced: 50%<br />
|level=<br />
|guard=Ground Throw<br />
|cancel=<br />
|roman=R<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Baiken_AirThrow.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=Forced: 65%<br />
|level=<br />
|guard=Air Throw<br />
|cancel=<br />
|roman=R<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Baiken_6P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=11<br />
|active=<br />
|recovery=<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Blitz Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|input=P/K+H<br />
|image=GGXRD_Baiken_Blitz.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Azami</font>======<br />
{{MoveData<br />
|name=Azami<br />
|input=S+H or 4S+H for Standing<br/>2S+H or 1S+H for Crouching<br>j.S+H or j.4S+H for Air<br />
|image=GGXRD_Baiken_Azami.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
* Can be held<br />
* Can be guard canceled into from Blockstun<br />
* Standing Azami catches: Mids, Highs<br />
* Crouching Azami catches: Mids, Lows<br />
* Air Azami catches: Mids, Lows, Highs<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Kuchinashi</font>======<br />
{{MoveData<br />
|name=Kuchinashi<br />
|input= P After Successful Ground Azami Catch<br />
|image=GGXRD_Baiken_Kuchinashi.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|frameAdv=-30<br />
|inv=<br />
|description=<br />
*Strong combo ender, better oki than Rokkonsogi<br />
*On CH, launches opponents long enough to begin air combos<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Mawarikomi</font>======<br />
{{MoveData<br />
|name=Mawarikomi<br />
|input= K After Successful Ground Azami Catch<br />
|image=GGXRD_Baiken_Mawarikomi.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sakura</font>======<br />
{{MoveData<br />
|name=Sakura<br />
|input= S After Successful Ground Azami Catch<br />
|image=GGXRD_Baiken_Sakura.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=17<br />
|active=<br />
|recovery=<br />
|frameAdv=Azami: -14 Suzuran:-8<br />
|inv=<br />
|description=<br />
* On Counter Hit, it blowsback midscreen and wall sticks in the corner.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Rokkonsogi</font>======<br />
{{MoveData<br />
|name=Rokkonsogi<br />
|input= H After Successful Ground Azami Catch<br />
|image=GGXRD_Baiken_Rokkonsogi.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=13~23<br />
|active=<br />
|recovery=<br />
|frameAdv=+1~-2<br />
|inv=<br />
|description=<br />
*Use as an ender where Kuchinashi will whiff<br />
*Switches side with opponent<br />
*Launches on CH<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Yashagatana</font>======<br />
{{MoveData<br />
|name=Yashagatana<br />
|input= D After Successful Ground Azami Catch<br />
|image=GGXRD_Baiken_Yashagatana.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=33<br />
|active=<br />
|recovery=<br />
|frameAdv=+5<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tsubaki</font>======<br />
{{MoveData<br />
|name=Tsubaki<br />
|input= P or K After Successful Air Azami Catch<br />
|image=GGXRD_Baiken_Tsubaki.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup= P: 9 K: 14<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*P version has her do the spin slash in place<br />
*K Version has her move forward while doing the spin slash to give it more reach<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Kikyou</font>======<br />
{{MoveData<br />
|name=Kikyou<br />
|input= S or H After Successful Air Azami Catch<br />
|image=GGXRD_Baiken_Kikyou.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup= S: 19 H: 22<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Kabari</font>======<br />
{{MoveData<br />
|name=Kabari<br />
|input= 41236S/H<br />
|image=GGXRD_Baiken_Kabari_S.png<br />
|image2=GGXRD_Baiken_Kabari_H.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |version=S<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=26<br />
|active=<br />
|recovery=<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
* The new Anti-Air version<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
{{AttackData-GGXRD-R2 |version=H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=21<br />
|active=<br />
|recovery=<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
*The old ground level chain<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Himarawi</font>======<br />
{{MoveData<br />
|name=Himarawi<br />
|input= Kabari > P<br />
|image=GGXRD_Baiken_Himarawi.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=32<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tetsuzansen</font>======<br />
{{MoveData<br />
|name=Tetsuzansen<br />
|input= Kabari > S<br />
|image=GGXRD_Baiken_Tetsuzansen.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=22<br />
|active=<br />
|recovery=<br />
|frameAdv=-2<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Rokkonsogi</font>======<br />
{{MoveData<br />
|name=Rokkonsogi<br />
|input= Kabari > H<br />
|image=GGXRD_Baiken_Rokkonsogi.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tatami</font>======<br />
{{MoveData<br />
|name=Tatami Gaeshi<br />
|input= 236K (Air OK)<br />
|image=GGXRD_Baiken_TatamiGaeshi.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 <br />
|version=Ground<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|frameAdv=-4<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|damage=<br />
|version=Air<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=20<br />
|active=<br />
|recovery=<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Ground version is go-to launcher to begin dustloops in corner<br />
*Air version is great for oki, chasing down opponents, or catching opponents chasing you down <br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Youzansen</font>======<br />
{{MoveData<br />
|name=Youzansen<br />
|input= j.623S<br />
|image=GGXRD_Baiken_Youzansen.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=6<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Good ender for midscreen air combos<br />
*JC 5P into youzansen for instant overhead<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Suzuran</font>======<br />
{{MoveData<br />
|name=Suzuran<br />
|input= 63214K<br />
|image=GGXRD_Baiken_Suzuran.png<br />
|caption= <br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Can cancel into the ground Azami follow ups by holding their respective buttons during the run<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Tsurane Zanzuwatashi</font>======<br />
{{MoveData<br />
|name=Tsurane Zanzuwatashi<br />
|input=236236S/D<br />
|image=GGXRD_Baiken_TsuraneZanzuwatashi1.png<br />
|image2=GGXRD_Baiken_TsuraneZanzuwatashi2.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |version=Normal<br />
|subtitle=236236S<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=6+1<br />
|active=<br />
|recovery=<br />
|frameAdv=-7<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2 |header=no<br />
|version=Burst<br />
|subtitle=236236D<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=6+1<br />
|active=<br />
|recovery=<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelinesH.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Metsudo Kushoudou</font>======<br />
{{MoveData<br />
|name=Metsudo Kushoudou<br />
|input=236236H after a successful Ground or Air Azami catch or during Suzuran<br />
|image=GGXRD_Baiken_MetsudoKushoudou1.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=5+1<br />
|active=<br />
|recovery=Total: <br />
|frameAdv=-40<br />
|inv=<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br />
==[[GGXRD-R2Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Garyo Tensei<br />
|input=During IK Mode: 236236H<br />
|image=GGXRD_Baiken_IK1.png<br />
|image2=GGXRD_Baiken_IK2.png<br />
|caption=Now with 100% more shamisen<br />
|data=<br />
{{AttackData-GGXRD-R2 |damage=DESTROY<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=9+27 [5+22]<br />
|active=<br />
|recovery=<br />
|frameAdv=-37<br />
|inv=<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 84F [5F+5F]<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Baiken<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/371-baiken/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Bedman&diff=69143GGXRD-R2/Bedman2017-06-05T11:20:46Z<p>72.42.164.71: /* 6H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bedman<br />
|-<br />
||<br />
[[File:GGXRD-R_Bedman_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{CharData-GGXRD-R2<br />
|defense=x0.94<br />
|guts=0<br />
|stun=60<br />
|weight=Heavy<br />
|jumpStartup=3F<br />
|backdashTime=23F<br />
|backdashInv=1-11F<br />
}}<br />
;Movement Options<br />
:Floaty 8-way Airdash<br />
:Teleport-type Backdash<br />
:Guard-point forward dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrdR_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:250px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.<br/><br />
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.<br/><br />
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.<br/><br />
<br />
===Strengths===<br />
*Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals<br/><br />
*Has great air normals for every need<br/><br />
*Fantastic anti-air 6P<br/><br />
*Versatile and tricky movement, especially in the air<br/><br />
*Tied with Potemkin for highest base defense modifier<br/><br />
*Has a rewarding throw game that is supported by his fast walk speed<br/><br />
*Very dangerous mix-ups and has very elaborate and tricky set-ups<br/><br />
*Has a decent reversal super as it has slow startup but is + on block<br/><br />
*Forward dash parry can be used especially to disrupt opponents' projectile game<br/><br />
<br />
===Weaknesses===<br />
*No meterless reversal options<br/><br />
*Limited neutral and pressure if he cannot get Deja Vu seals out<br/><br />
*Air movement is not fast<br/><br />
*Large and wide hitbox<br/><br />
*Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner<br/><br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Bedman_5P.png<br />
|caption=Useful as a fast anti-air, but 2P is better for mashing.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=144<br />
|risc=8<br />
|prorate=90<br />
|level=0<br />
|guard=Mid<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=4<br />
|recovery=6<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*90% combo proration.<br />
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.<br />
*Whiffs on most Crouching characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Bedman_5K.png<br />
|caption= Low invulnerable poke.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22<br />
|tension=264<br />
|risc=7<br />
|prorate=85<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Does slightly more damage in combos than 2K.<br />
*Low body invulnerability on this move allows it to beat a lot of character's 2K. Can be used to avoid Potemkin's Slide Head even.<br />
*Good frame trap if delayed canceled after 2P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Bedman_c.S.png<br />
|caption= The butter of all breads.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=6<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Fast startup and has a tall and far hitbox. One of Bedman's best normals.<br />
*One of the few normals that combo into both hits of 5H. Bedman's strongest combos will start from this.<br />
*Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform c.S if they are either airborne or just barely outside of throw reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Bedman_f.S.png<br />
|caption= Decent poke<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=2<br />
|recovery=19<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations.<br />
*As a round starter beats many opposing pokes.<br />
*Can combo into the 1st hit of 5H but not the second.<br />
*On counter hit or crouching opponents, you can combo into 2H.<br />
*Jump Cancelable for juggles off of corner throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Bedman_5H.png<br />
|caption= Swing everywhere. Maybe I'll hit them.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×2<br />
|tension=384×2<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3(3)3<br />
|recovery=18<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Both hits are special cancel-able. but only the second hit is jump cancel-able.<br />
*Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.<br />
*Depending on how far it hits, you want to either combo into Task B, 2H, or 2D. Opponents that are hit far away will be hit by 2H. Opponents close up can be hit by Task B.<br />
*2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.<br />
*Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.<br />
*Solid for punishing backdashes due to the far reach and long active frames of this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Bedman_2P.png<br />
|caption= A man's best friend is a mash-able 2P<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=144<br />
|risc=8<br />
|prorate=90<br />
|level=0<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=7<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.<br />
*Combo into 2K, 2D for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Bedman_2K.png<br />
|caption= The go-to low.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15<br />
|tension=264<br />
|risc=7<br />
|prorate=80<br />
|level=1<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=8<br />
|frameAdv=-2<br />
|inv=<br />
|description=<br />
*80% combo proration.<br />
*Bedman's fastest low attack. Good reach.<br />
*Chains into 2D for knockdown oki. Combos into a double hitting 5H if done close.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Bedman_2S.png<br />
|caption= As low as the bed will get.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Long range low, but slow startup<br />
*Can combo into 5H, but not at max distance.<br />
*Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.<br />
*Very useful to play footsies with since it hits so far and is even on block with its' fast recovery.<br />
*This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H/1H/3H<br />
|input=<br />
|image=GGXRD_Bedman_2H.png<br />
|image2=GGXRD_Bedman_2H_diagram.png<br />
|caption= Touch them from afar.<br />
|caption2= 3 choices. How versatile.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2H<br />
|damage=40<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=29<br />
|frameAdv=-24<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=1H<br />
|damage=45<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=25<br />
|frameAdv=-20<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=3H<br />
|damage=35<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=19<br />
|active=14<br />
|recovery=33<br />
|frameAdv=-28<br />
|inv=<br />
|description=<br />
*There are 3 variations of this attack. 1H will always come out next to Bedman. 2H will come out at the half way point between Bedman and the edge of screen he's facing. 3H will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.<br />
*2H/3H are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes.<br />
*Can hit opponents far away who are attempting something full-screen. Examples: Venom setting balls, Axl's Sparrowhawk Stance, Sin eating, Elphelt Rifle Stance, and Potemkin Flick.<br />
*Special cancel-able and jump-cancel-able on block or hit. It's a good way to get a Task A on the screen.<br />
*Very very punishable on whiff. Be careful.<br />
*1H combos into Task C for good damage and knockdown oki.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Bedman_j.P.png<br />
|caption= GET OUT OF MY SKY<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14<br />
|tension=144<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=High / Air<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.<br />
*Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.<br />
*HUGE counter-hit hit-stun. You have a lot of time/methods to convert if you get a counter-hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Bedman_j.K.png<br />
|caption= Your best air-to-ground normal, but still meh.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=1<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.<br />
*Cancels into j.P and j.S for more overheads if you have the air time.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Bedman_j.S.png<br />
|caption= The move you'll learn to love after a neutral tech<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=10<br />
|active=8<br />
|recovery=22<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.<br />
*One of your best air moves to go for after an air tech.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Bedman_j.H.png<br />
|caption= Use this on people you don't like. No one likes blocking this<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14×6<br />
|tension=264×6<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=13<br />
|active=12<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for 2K when you land.<br />
*Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for j.P or j.S.<br />
*Very useful move to whiff when going for empty air dash into low attacks.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Bedman_j.D.png<br />
|caption= No one blocks this on reaction<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8<br />
|recovery=24<br />
|frameAdv=6<br />
|inv=<br />
|description=<br />
*Instant overhead on the entire cast. Very important part of Bedman's mix-up.<br />
*Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit.<br />
*Bedman can air dash downwards j.K to combo if j.D is a counter hit.<br />
*The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Bedman6P_2.png<br />
|caption= IT'S THE ANTI-AIR OF LIIIIIIIIIFE<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-13<br />
|inv=1~14 Upper Body<br />
|description=<br />
*Effective anti-air but dangerous on whiff.<br />
*On hit comboes into C.S for an air combo or Task C knockdown + oki.<br />
*Upper body invulnerability through the startup and all the active frames, beats almost any jump in if timed correctly.<br />
*Hitbox is quite wide. It can hit opponents behind you.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=GGXRD-R2_Bedman_6H.png<br />
|caption=Sting like a bee<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=6H<br />
|damage=24, 18<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=18<br />
|active=3(7)3<br />
|recovery=21<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
Bedman's new 6H trades crossups for offense. Can gatling from 5K and 6P to create a 4 frame frame-trap that can catch mashers. Both hits are special cancelable, allowing you to create some damaging combos as well as overwhelming pressure. Can only be linked into from a counter hit.<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|version=6HH<br />
|damage=18, 24<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=4<br />
|active=3(11)3<br />
|recovery=16<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
Pretty much a button dedicated to returning to neutral as it has +0 frame advantage and puts you and the opponent at half screen distance on block. On hit it causes them to go flying about 3/4 screen into a knockdown, giving you ample time to throw out a Task A/A' and start your offense all over again.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Bedman_2D.png<br />
|caption=Catch their feet.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=6<br />
|recovery=12<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way.<br />
*Easy to combo into from a variety of normals.<br />
*Combos into Task B. If done far away, Task B will otg and they can air tech. You use 2D to score a knockdown so make sure you secure it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Bedman_5D.png<br />
|caption= Lots of reward if you hit this in the corner<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25<br />
|tension=384<br />
|risc=20<br />
|prorate=80<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=7<br />
|recovery=12<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Slow and short range but surprisingly safe on block<br />
*Bedman's only standing overhead. j.D however is far faster.<br />
*5D can lead to very powerful combos and set-ups in the corner. The rewards are very weak if done midscreen.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Bedman_GroundThrow.png<br />
|caption= Throw often to scare your foes<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,10,5x9,0<br />
|tension=0,60x10,0<br />
|risc=6,0<br />
|prorate=Forced: 55%<br />
|level=0<br />
|guard=Ground Throw: 75250<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+64<br />
|inv=<br />
|description=<br />
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.<br />
*Midscreen throws gives good corner carry and plenty of time to set up a mixup.<br />
*He needs to Red Roman Cancel midscreen to get a combo.<br />
*Terrifyingly effective in the corner, he can combo using f.S or 5K without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Bedman_AirThrow.png<br />
|caption= Come on and slam and welcome to the jam!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60<br />
|tension=480<br />
|risc=6,0<br />
|prorate=Forced: 65%<br />
|level=0,4<br />
|guard=Air Throw: 210000<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+24<br />
|inv=<br />
|description=<br />
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Bedman_5K.png<br />
|caption= LET ME PLAY NEUTRAL<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25<br />
|tension=-5000/264<br />
|risc=7<br />
|prorate=50%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=8<br />
|active=3<br />
|recovery=32<br />
|frameAdv=-21<br />
|inv=1~10 Full, 11~27 Foot<br />
|description=<br />
*1~10 Full invulnerability, 11~17 Foot invulnerability.<br />
*Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle.<br />
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.<br />
*Beware as it only has a hitbox in the tip of Bedman's feet so it can whiff on opponents who are very close to you!<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Bedman_BlitzAttack.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-+5<br />
|inv=?<br />
|description=<br />
*Standard Blitz Attack<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Task A</font>======<br />
{{MoveData<br />
|name=Task A<br />
|input=236P (air OK)<br />
|image=GGXRD_Bedman_TaskA.png<br />
|caption= Here, catch<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90,Refer to notes<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90,Refer to notes<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back<br />
*On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route.<br />
*Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on.<br />
*The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back.<br />
*To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task A'</font>======<br />
{{MoveData<br />
|name=Task A'<br />
|input=236K (air OK)<br />
|image=GGXRD_Bedman_TaskA.png<br />
|caption=<br />
|image2=GGXRD_Bedman_TaskAdash.png<br />
|caption2=The next dimension to your mix-ups. This is where the fun begins<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|description=<br />
*Works like Task A, except the startup is much slower<br />
*On hit or block, Task A' will cancel whatever Bedman is currently doing (unless it's an overdrive) and teleport him to where the ball made contact with the opponent. If the ball hit the opponent from behind, Bedman will be behind the opponent.<br />
*On hit you use c.S, 2K, or 2P to convert. <br />
*On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup<br />
*To successfully leave a Task A' Deja Vu seal, you must have successfully finish the attack without being hit, which leaves a seal at Bedman's location.<br />
*Being put into blockstun while the head is out will preemptively cancel the head's flight, returning it back to Bedman.<br />
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task B</font>======<br />
{{MoveData<br />
|name=Task B<br />
|input=236S (air OK)<br />
|image=GGXRD_Bedman_TaskB.png<br />
|caption=Beyblades<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=14×4<br />
|tension=250 / 360<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=14<br />
|active=4×4<br />
|recovery=26<br />
|frameAdv=-13<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=14×3<br />
|tension=200 / 480<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=12<br />
|active=6,6,4<br />
|recovery=8 After Landing<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*A good combo ender. Easy to combo into from a variety of hit confirms.<br />
*Instant air Task B recovers much more quickly than the ground version.<br />
*Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude.<br />
*To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task C</font>======<br />
{{MoveData<br />
|name=Task C<br />
|input=236H (air OK)<br />
|image=GGXRD_Bedman_TaskC.png<br />
|caption= It's raining (bed)men.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=30×2, 10<br />
|tension=200 / 480×2,120<br />
|risc=6×2,8<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All, High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8(17)10,10<br />
|recovery=13<br />
|frameAdv=-2<br />
|inv=9~Airborne<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=30×2[30×2]<br />
|tension=150 / 600,120<br />
|risc=6,8[6,7]<br />
|prorate=[―,Forced 65]<br />
|level=3,0[3,1]<br />
|guard=High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=21<br />
|active=Until Landing,10<br />
|recovery=11<br />
|frameAdv=±0[+3]<br />
|inv=<br />
|description=*[ ] Indicates high in air<br />
*One of Bedman's typical combo ender, good damage and knockdown.<br />
*Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent.<br />
*Surprisingly safe on block.<br />
*It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it.<br />
*To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing upon landing.<br />
*Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Déjà Vu</font>======<br />
{{MoveData<br />
|name=Déjà Vu<br />
|input=214P/K/S/H<br />
|image=GGXRD_Bedman_DejaVu.png<br />
|caption=This is where things get confusing<br />
|image2=GGXRD_Bedman_DejaVu2.png<br />
|caption2=Four different seals are possible, based on the four special moves that Bedman has.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Task A<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=29<br />
|active=90,54<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=29<br />
|active=90,56<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task A’<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A’<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task B<br />
|subtitle=214S<br />
|damage=14×4<br />
|tension=50 / 120<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task B<br />
|subtitle=214S<br />
|damage=26×4<br />
|tension=50 / 120<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task C<br />
|subtitle=214H<br />
|damage=30×2, 10<br />
|tension=50 / 120<br />
|risc=6×2,8<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=30<br />
|active=8(17)10(6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task C<br />
|subtitle=214H<br />
|damage=30×2[30×2]<br />
|tension=50 / 120<br />
|risc=6,8[6,7]<br />
|prorate=<br />
|level=3,0[3,1]<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=28<br />
|active=Until Landing (6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*[ ] Indicates high in air<br />
*All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack<br />
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately<br />
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses<br />
*On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again<br />
*Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction<br />
*Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom. <br />
'''Task A'''<br />
*If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated<br />
*Just like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will immediately halt. Unlike getting hit however, the seal will reappear once more.<br />
'''Task A''''<br />
*If the Task A' that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated<br />
*Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure.<br />
'''Task B'''<br />
*Deja-Vu Task B is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown.<br />
*Deja-Vu Task B has the shortest cooldown of all his Deja-vu attacks, allowing you to harass/lock-down with it very effectively.<br />
'''Task C'''<br />
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner.<br />
*Deja-vu Task C can be blocked high or low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Movement</font>======<br />
{{MoveData<br />
|name=Air Movement<br />
|image=GGXRD_Bedman_AirDash.png<br />
|caption= Bed-freaking-Neto<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Air Hang<br />
|subtitle=Double Jump<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 45<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Movement<br />
|subtitle=Air Hang > direction<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 25<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions<br />
*input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.<br />
*When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.<br /><br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
======<font style="visibility:hidden" size="0">Ground Movement</font>======<br />
{{MoveData<br />
|name=Ground Movement<br />
|image=GGXRD_Bedman_CrouchWalk.png<br />
|caption=Fastest walking speed in the game. He also has a backwards and forwards crawl.<br />
|image2=GGXRD_Bedman_Dash.png<br />
|caption2=Auto Guard Dash. Teleports behind opponent on successful auto-guard.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Crouch Walk<br />
|subtitle=1 or 3<br />
|damage=<br />
|tension=45 / ―<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dash<br />
|subtitle=66<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 39<br />
|frameAdv=<br />
|inv=3~18 Guard Point<br />
|description=<br />
*Bedman has the fastest walking speed in the game.<br />
*Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.<br />
<br />
*Bedman's forward dash has guard points on frames 3 to 18. <br />
*Forward dash works like a parry. On successful parry, Bedman will teleport behind the opponent. He is fully invincible during the teleportation and can't be punished afterwards (he can block meaties after teleport).<br />
*Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. On successful guard point parry, Bedman can YRC to cancel the teleport.<br />
*Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head).<br />
*Due to its' fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations.<br />
*The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Sinusoidal Helios</font>======<br />
{{MoveData<br />
|name=Sinusoidal Helios<br />
|input=632146H<br />
|image=GGXRD_Bedman_SinusoidalHelios.png<br />
|image2=GGXRD_Bedman_SinusoidalHelios2.png<br />
|caption2= Real Bedman hours, hit that snooze button if you're up.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×6<br />
|tension=-5000<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YR<br />
|startup=6+8<br />
|active=2×6<br />
|recovery=Total 39<br />
|frameAdv=+11<br />
|inv=1~15 Strike<br />
|description=<br />
*Frame 1~15 Strike Invul.<br />
*Bedman's only real reversal option<br />
*Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time.<br />
*Be wary that it can be thrown out of if opponent is close enough as it's only strike invulnerable. On wake-up don't ever try against Potemkin!<br />
*Can be used in corner combos for good damage, usually comboed into from 5H's 2nd hit, 1H/2H or the high air version of Task C.<br />
*On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Hemi Jack</font>======<br />
{{MoveData<br />
|name=Hemi Jack<br />
|input=632146S<br />
|image=GGXRD_Bedman_HemiJack.png<br />
|caption= The Sheep Lord demands a sacrifice.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,15<br />
|tension=-5000<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=Unblockable<br />
|cancel=<br />
|roman=Y<br />
|startup=17+183<br />
|active=536<br />
|recovery=Total 73<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.<br />
*The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously fellow believer and the Sheep shall grant you salvation.<br />
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.<br />
*Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty.<br />
*The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait.<br />
*The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Theatre of Pain<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Bedman_TheatreOfPain.png<br />
|image2=GGXRD_Bedman_TheatreOfPain2.png<br />
|image3=GGXRD_Bedman_TheatreOfPain3.png<br />
|caption3= I give this movie two thumbs up<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+12[5+9]<br />
|active=8<br />
|recovery=27<br />
|frameAdv=-18<br />
|inv=9~28 Full[5~21 Full]<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of his 6H, but does not teleport like 6H traditionally does. Very poor range all around.<br />
*Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.<br />
*You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this (Opponents needs to have 20% life left if the combo begins, or you need to bring them down to 10% from a combo that begins from 20%+ life.)<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd-R_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Ky_Kiske&diff=68724GGXRD-R2/Ky Kiske2017-05-26T20:32:14Z<p>72.42.164.71: /* j.P */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Ky Kiske<br />
|-<br />
||<br />
[[File:GGXRD-R_Ky_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.03<br />
|guts=2<br />
|stun=60<br />
|weight=Medium<br />
|jumpStartup=3F<br />
|backdashTime=16F<br />
|backdashInv=1-9F<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash Type: Run<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Ky Kiske<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_KY.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
===Backstory===<br />
After leading the Sacred Order of Holy Knights to victory against Justice and ending the crusades that ravaged the planet, Ky was haunted by the commander gear's last words that challenged his rigid ideals. His former conviction in his concept of justice and morality shaken, Ky contemplated the true meaning of justice during his search for the new commander gear, and his many clashes with his lifelong rival Sol Badguy. After fostering a forbidden relationship with Dizzy and giving birth to a son, Sin, Ky was pressured into becoming the puppet leader of Illyria by the United Nations under veiled threats to his family. Charismatic, skilled, and possessing a deep belief in hope, Ky takes the throne as High King reigning over the land of Illyria. The weight of his position has broadened his view significantly, and he has lost some of his youthful zeal in his ruling years. He feels regret for his failures as a father and husband, having sent Sin to be raised by his old rival, Sol, for his son's safety in a world hostile to gears, and to focus on his duties to his people as king. Despite his kind heart and collected royal demeanor, he still possesses an unwavering sense of justice, and is prone to outbursts of anger and emotion when pushed too far. Some doubt his abilities and think him unfit to rule, but many others adore him for displaying such human behavior. Having used the Thunderseal to save Dizzy's life, Ky takes up his imitation blade, Magnolia Eclair, in GGXRD.<br />
<br />
===Gameplay Overview===<br />
Ky Kiske fulfills the role of a simple and well rounded character. Ky performs best at midrange with a variety of useful pokes at his disposal, but he has tools at every range thanks to his Stun Edge projectiles. He uses his fast and long reaching f.S to tame opponents and threaten them with high damage counter hit combos, and rounds out his spacing game with 2S, 5HS, 2K, and 2D. From well spaced pokes, experienced Ky players can cancel into Stun Dipper to secure knockdowns from afar. Frustrated opponents that jump at him will find themselves dealing with his upper body invulnerable 6P and fast, long reaching 2HS. When he finds himself further away from the opponent he can use his Stun Edge projectiles to harass them, either covering his approach or playing keep away. After securing a knockdown, Ky can safely set up okizeme using 6HS and Charged Stun Edge, then apply his strong pressure game by lacing in low attacks, frame traps, and throws to wear the enemy down. To turn the tide, Ky can use his exceptional Stun Dipper to slide under pokes and projectiles and score knockdowns, utilize his overhead Greed Sever to attempt to catch the opponent slacking on defense, or spend Tension to use his fully invulnerable reversal, Ride The Lightning. He is a character that can rapidly switch between keeping the opponent away and turning on the offensive. His balanced movepool has a tool for every situation, though he lacks specialization in any one role. While some are quick to assume Ky is a painfully basic character, he has many tricks and tools in his arsenal that round out his game plan. In Xrd Ky was given the addition of "Grinders" (see Durandal Call below) which further augment his abilities. Using Grinders, Ky can create projectiles to augment his zoning game, okizeme, and combos. In short, Ky excels at playing the neutral game, knocking opponents down from grounded hits, setting up safe okizeme, and creating strong pressure.<br />
<br />
===Strengths===<br />
*Strong neutral game with fast and far-reaching normals that reward hits with knockdown and damage, and long range projectiles useful for zoning and anti-zoning.<br />
*Multiple safe ways to setup okizeme.<br />
*Pressure that utilizes many lows, rewarding frame traps, and opportunities to reset pressure.<br />
*Has a tool for every situation, including two strong anti-airs, and two reversal attacks.<br />
*Grinders augment both his neutral and okizeme potential.<br />
*Ease of use and focus on fundamentals make him a great choice for beginners.<br/><br />
<br />
===Weaknesses===<br />
*Basic throw/frame trap focused mixup, requiring reads and conditioning to successfully break an opponent's defense.<br />
*While he has a tool for every situation, he can be outclassed by specialists. <br/><br />
<br />
===Durandal Call and Fortified Projectiles===<br />
[[File:GGXRD_Ky_DurandalCall.png|right|thumb|300px|Powered up projectiles]]<br />
Ky can use specific attacks (5D, j.D, 236D) to summon small floating portals called Grinders that last for 3 - 4 seconds. Shoot a projectile through a Grinder and it will power up into a Fortified state. Fortified projectiles give Ky more versatility in his gameplay. Stun Edges become full screen sword-beams for zoning, Charged Stun Edges become a large, long lasting sword projectile for okizeme, and Sacred Edge becomes a massive full screen blade, slamming the opponent to the wall for combos.<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD_Ky_5P.png<br />
|caption=That way!<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage= 8<br />
|tension=1.44<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=Mid<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=5<br />
|frameAdv=+1<br />
|inv=<br />
|description=<br />
*Used for pressure, tick throws, setting up frame traps, Burst-safe confirms, and as a situational anti-air.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
While useful, 5P is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when 6P would fail (when the opponent is too close or in crossup scenarios.)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD_Ky_5K.png<br />
|caption=Watch your feet<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=12<br />
|tension=1.44<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Low<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=5<br />
|active=8<br />
|recovery=7<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*Used for mixup, okizeme, setting up frame traps, and sometimes for tick throws.<br />
*Standing low.<br />
*Proration: 80%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
5K is an all purpose attack often used in mixups (like empty jump > 5K) due to it's fast startup and animation that has Ky standing, yet is a low attack. It hits much higher up than it appears, and is a bit negative on block, which makes it ideal for canceling into frame traps like 5HS and c.S.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD_Ky_cS.png<br />
|caption= En Garde!<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=28<br />
|tension=3.84<br />
|risc=8<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=2<br />
|recovery=18<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*Used for frame traps, punishing, pressure, option selecting with forward throw, and as a situational anti-air.<br />
*On Counter Hit, combos into 6HS.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
An essential move in pressure due to it's high attack level, jump cancelability, use as a frame trap, high reward on counter hit, and ability to throw option select. It's safe to end pressure with normally, but it's common to jump cancel it into TK Stun Edge or to simply escape a situation. By late canceling other attacks into c.S in pressure, you can create a frame trap to catch opponents trying to counterattack on defense. On Counter Hit, there's enough time to combo into 6HS, leading to high damage combo routes. It's fast startup and high damage makes it a good punish tool, too. It hits a bit higher up than implied by the animation, and works as an anti-air occasionally. By pressing 6HS+S to execute a throw, you'll get this attack if the opponent jumped or backdashed. This is much faster than 5HS or 6HS, and if an opponent successfully jumps your throw attempt but didn't hold Faultless Defense, they may be caught.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD_Ky_fS.png<br />
|caption=The button everyone is afraid of<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=28<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=6<br />
|recovery=19<br />
|frameAdv=-11<br />
|inv=<br />
|description=<br />
*Used for spacing and pressure.<br />
*On crouching hit or Counter Hit, combos into 3HS.<br />
*Can be avoided with low profile attacks.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 2S, 5HS, 2HS, 6HS, 3HS, 5D, 2D<br />
Ky's farthest reaching ground normal and standard spacing/harassment tool thanks to its long range and fast startup. Use f.S at max range to lock down the opponent and prevent them from advancing or escaping. If your confirms and sense of spacing are strong, you can cancel into Stun Dipper on hit for a knockdown. On crouching or Counter Hit, it can be canceled into 3HS for a combo at most ranges. Ky's hurtbox is extended very far forward during and after the attack, so opponents can punish this if used recklessly. Some characters can get under this attack with low profile moves, mix it up with 5H, 2S, and Stun Edge if they start to find ways around f.S. With at least 25 Tension, you can YRC option select with this move by inputting a Roman Cancel the moment the attack becomes active. If the attack doesn't make contact with the opponent, you'll receive a YRC and remain safe, on hit, you'll receive no YRC, and continue as normal. When you have above 50 Tension this will become a Red Roman cancel, which can be used to close in for a combo on hit or start pressure on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5HS<br />
|image=GGXRD_Ky_5H.png<br />
|caption=Tag em' with a stagger<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=42<br />
|tension=3.84<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=6<br />
|recovery=12<br />
|frameAdv=+1<br />
|inv=<br />
|description=<br />
*Used for spacing, frame traps, situational anti-air, and punishing.<br />
*Staggers on Counter Hit (Max duration 51F).<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5D, 2D<br />
5HS can be thought of as a shorter range, but safer version of f.S. It's a medium reach poke that is safe on block, and when used in tandem with Ky's other spacing tools it can be very strong. 5HS hits a bit higher up than f.S, and can be used as an anti-air + spacing tool in some situations. On Counter Hit, it staggers the opponent, making it a great choice to frame trap with in pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD_Ky_6P.png<br />
|caption=It is perpetual, it keeps the country clean<br />
THE PEOPLE'S ELBOW!!!!!<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=30<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=5<br />
|recovery=15<br />
|frameAdv=-6<br />
|inv=<br />
|description=<br />
*Used as an anti-air, pressure tool, frame trap, and poke/counterpoke.<br />
*Upper body invul during the start of the attack (1-6f), invul above the knee near the end (7-13F).<br />
*Proration 90%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
6P is an extremely solid anti-air and your go-to attack to counter opponents coming from the air due to its invulnerability that improves the longer the move has been out. As a grounded attack, it has it's uses to counter higher-hitting pokes, though doesn't have a very high reward from far away. It can be used in pressure either to set up frame traps, or as a frame trap itself.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD_Ky_6K.png<br />
|caption=Pressure reset and frame trap<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=32<br />
|tension=3.84<br />
|risc=8<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=19<br />
|active=2<br />
|recovery=11<br />
|frameAdv=+4<br />
|inv=<br />
|description=<br />
*Used to reset pressure, and frame trap.<br />
*Ky steps forward before attacking.<br />
Because this attack is +4 on block and moves Ky forward, it allows Ky to start a new blockstring afterwards. The downside is its slow startup will lose to jumping/backdashing/mashing, so the opponent must be conditioned to block before this can be effectively used. Using YRC during the startup of this move is a tricky way to move closer to the opponent for a throw. Keep in mind that 6K is +4 on block, and Ky's fastest normals have 5f of startup. This means that even when not instant blocked, the opponent has a 1f gap to input a reversal to beat an attempt to re-establish pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6HS<br />
|image=GGXRD_Ky_6H.png<br />
|caption=Safejumps, without the jump<br />
|data= <br />
{{AttackData-GGXRD<br />
|damage=?x2<br />
|tension=?<br />
|risc=?<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=23<br />
|active=3?,(10?),2<br />
|recovery=7<br />
|frameAdv=+10<br />
|inv=<br />
|description=<br />
*Used for okizeme, resetting pressure, for frame traps, and as a situational ground poke.<br />
*Forces opponent into crouching state on ground hit, enabling combos into f.S > 3HS.<br />
6HS is a very strong tool on offense and okizeme because of its high frame advantage (+15) and extremely fast recovery time (2f). When timed correctly it will beat most reversals, with the notable exceptions of Blitz Shield and backdash. This means that it's effective as a grounded "safejump", if they block they have to deal with a move that's +15 on block, if they reversal attack they get baited and punished. Because this attack has such short recovery, whiffing a 6HS on oki can be used as a fakeout to try to get an opponent to blitz or backdash, then punish them. In pressure, 6HS can be used to catch passive opponents blocking and trap them in another +15 situation in order to reset your pressure, or to catch mashing and punish for high damage as a frame trap.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3H</font>======<br />
{{MoveData<br />
|name=3HS<br />
|image=GGXRD_Ky_3H.png<br />
|caption=Fore<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=35<br />
|tension=3.84<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=4<br />
|recovery=25<br />
|frameAdv=-12<br />
|inv=<br />
|description=<br />
*Used in pressure, frame traps, and to launch for combos.<br />
*Ky slides forward before slashing.<br />
*Combos from f.S on crouching and counter hit.<br />
Often used to extend pressure after f.S, and confirm crouching and counter hits into a launcher for high damage. On block, it's usually canceled into Stun Edge, and Split Ciel to remain safe, while on hit it's canceled into Greed Sever for a combo. Like 6K, using YRC to cancel the startup of this move is a tricky way to close in for a throw. While 3HS does connect from f.S, it won't work from max range f.S.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD_Ky_5D.png<br />
|caption=Atone for your sins!<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=25<br />
|tension=3.84<br />
|risc=20<br />
|prorate=<br />
|level=<br />
|guard=HF<br />
|cancel=<br />
|roman=YRP<br />
|startup=28<br />
|active=13<br />
|recovery=11<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*Used as an overhead attack in pressure.<br />
*Cancels to Homing Jump or Dash on hit only.<br />
*Summons a Grinder.<br />
*Clashes with projectiles.<br />
*Safe on block at most distances<br />
*Proration: 80%<br />
Ky can summon Grinders faster with Split Ciel (236D) so it's not recommended for much other than the occasional sneaky unexpected overhead. While 5D can destroy the opponent's projectiles (and leave Ky with a Grinder afterwards), its slow startup makes it difficult to use for that purpose. It is among the slower Dust overheads in the game. This overhead is much safer on block than Ky's other, faster overhead, Greed Sever, especially when it hits near the end of it's active frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD_Ky_2P.png<br />
|caption= It all starts here<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=6<br />
|tension=1.44<br />
|risc=8<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=4<br />
|frameAdv=+2<br />
|inv=<br />
|description=<br />
*Used for pressure, setting up frame traps and tick throws, and Burst-safe confirms.<br />
*Proration: 80%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
<br />
An essential move in Ky's pressure since it's fast, +2 on block, and easy to confirm into a combo. From here you can choose to do many things, such as frame trap to c.S or 5HS, gatling into another normal, or go for a throw. Due to it's quick recovery, it can create Burst-safe points in combos.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD_Ky_2K.png<br />
|caption= More lows, more frame traps, more tick throws<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=14<br />
|tension=1.44<br />
|risc=8<br />
|prorate=<br />
|level=<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=6<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Used for pressure, setting up frame traps and tick throws, and as a poke<br />
*Proration: 70%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6P, 6K, c.S, f.S, 2S, 5HS, 2HS, 6HS, 5D, 2D<br />
2K has good range and fast startup, which makes it a nice close range poke. Although it is a low, 5K is preferred over 2K as a mixup tool since 2K prorates damage by 70%, and 5K by 80%. In pressure, 2K is neutral on block, which makes it strong for tick throws and frame traps.<br />
<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD_Ky_2S.png<br />
|caption=They aren't going under anything<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=25<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=2<br />
|recovery=15<br />
|frameAdv=-3<br />
|inv=<br />
|description=<br />
*Used for spacing, low mixup, and gatling into from f.S for safety<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 6K, 5HS, 2HS, 5D, 2D<br />
<br />
2S is a long range low, used to supplement Ky's other spacing tools, and is a long range low attack. It can be used to stop advancing opponents who are tying to either low profile your other attacks, or attempting to rush in. With good sense of spacing and confirming skill, you can cancel correctly spaced 2S hits into Stun Dipper for a knockdown. It's often canceled from f.S on hit or block, and used in pressure to add another low to blockstrings.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2HS<br />
|image=GGXRD_Ky_2H.png<br />
|caption=There is no true escape <br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=28x2<br />
|tension=3.84<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=11<br />
|active=1,4<br />
|recovery=20<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*Used for anti-air, situationally as a spacing tool, and as a frame trap.<br />
*Pulls in opponent on air hit.<br />
*Launches and pulls in opponent on Counter Hit.<br />
*Proration: 90%<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] 5D, 2D<br />
<br />
It's potential as a preemptive anti-air attack is high, since it's decently fast, and covers a massive amount of space in front of Ky, hitting much farther and higher than 6P. It sometimes functions as a spacing tool + anti-air because of it's large range, jump cancel ability, and the fact that it launches on Counter Hit. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD_Ky_2D.png<br />
|caption= Active for a day and half<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=30<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Low<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=12<br />
|recovery=12<br />
|frameAdv=-10<br />
|inv=<br />
|description=<br />
*Used for leading combos into knockdown, poking, and as a low mixup.<br />
2D is a fast, long range sweep that is active for an unusually long amount of time. It's often used as a poke in neutral to try to score a knockdown, and sometimes on defense as a fast and long range counterattack. Sweeping and then attacking a downed opponent with 6HS or Charged Stun Edge is Ky's basic okizeme.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD_Ky_jP.png<br />
|caption= That way! (air OK)<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=6<br />
|tension=1.44<br />
|risc=8<br />
|prorate=<br />
|level=<br />
|guard=HA<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=6<br />
|frameAdv=<br />
|inv=<br />
|description= <br />
*Used for countering opponents in the air, controlling air space, tick throws, and Burst-safe confirms.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j,K, j.S, j.HS, j.D<br />
<br />
While Ky's other jumping normals are generally better, j.P is his fastest and least risky airborne attack. j.P is a great way to interrupt opponents approaching you from above when airborne. It's not guaranteed to beat out an opponent's airthrow attempts, since it hits more high up and horizontally than low and vertically.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD_Ky_jK.png<br />
|caption=Ky can annoyingly poke you to death in the air too<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=16<br />
|tension=1.44<br />
|risc=8<br />
|prorate=<br />
|level=<br />
|guard=HA<br />
|cancel=S<br />
|roman=YRP<br />
|startup=7<br />
|active=4<br />
|recovery=12<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for long-range air-to-air encounters, and catching opponents jumping away.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.S, j.HS, j.D<br />
j.K is very fast and hits very far, making it a great for air-to-air encounters. It's almost just as fast as j.P, and hits much further and a bit higher up, making this a great choice to catch opponents attempting to escape pressure by jumping, or to challenge an opponent from the air that's far away.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD_Ky_jS.png<br />
|caption= Unfortunately doesn't hit crossup anymore<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=28<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=HA<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for okizeme, air combos, as an air-to-ground attack, and in fuzzy guard setups.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.P, j.HS, j.D<br />
Ky's standard jump in attack. It's often used for safejumps over a knocked down opponent for okizeme. j.S is important in Ky's air combos and fuzzy guard (f-shiki) setups due to being jump cancelable.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.HS<br />
|image=GGXRD_Ky_jH.png<br />
|caption=Whack a mole<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=38<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=HA<br />
|cancel=S<br />
|roman=YRP<br />
|startup=13<br />
|active=4<br />
|recovery=23<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for okizeme, air combos, as an air-to-ground or air-to-air attack, countering anti-airs, and controlling air space.<br />
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table|Gatling Options:]] j.D<br />
j.HS hits very far, as well as slightly below Ky, it's a gigantic normal that is used to space opponents at the tip, or to cover escapes by using it while backdashing. It can even beat anti-air attacks when positioned properly at max range! j.HS is also used in okizeme, as a safejump right before landing. It's startup frames are also useful when doing empty jump mixups, where you would fake an overhead. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD_Ky_jD.png<br />
|caption= Summons a helpful cross that plays neutral for you<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=40<br />
|tension=2.64<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=38<br />
|active=13<br />
|recovery=25 Total + 8 after landing <br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for zoning, space control, okizeme, crossups, and to summon grinders.<br />
*Disappears if Ky gets hit<br />
*Clashes with projectiles<br />
*Creates a Grinder<br />
*Has landing recovery unless you YRC or double jump after j.D <br />
*Can only j.D once per jump<br />
J.D is a passive "trap" tool with considerable startup that suspends Ky in the air briefly, so it's best to use it from a distance or while the opponent is downed. It leaves an electric cross hanging in the air for a short amount of time that will hit the opponent if it's touched while active. This is useful for zoning, as well as setting up okizeme. It's possible to cross up an opponent's block by airdashing over them the moment they wake up into j.D. It also functions as an anti-zoning tool, since j.D also creates a Grinder, allowing you to immediately use Air Stun Edge afterwards for a DC Stun Edge. If done close enough to the ground, ground Stun Edges can pass through the grinder as well.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Ky_throw.png<br />
|caption= They can't simply block forever<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=60<br />
|tension=4.80<br />
|risc=6, 8<br />
|prorate=<br />
|level=<br />
|guard=Ground Throw: 75250<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+49<br />
|inv=<br />
|description= <br />
*Proration: Forced 65%<br />
<br />
This is the cornerstone of Ky's mixup. It can be RCd in the corner for high damage, or midscreen to carry the opponent to the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Ky_AirThrow.png<br />
|imageSize=250x325px<br />
|caption= No-fly zone<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=60<br />
|tension=4.80<br />
|risc=6, 0<br />
|prorate=<br />
|level=<br />
|guard=Air Throw: 192500<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description= <br />
*Standard Throw, 65% Forced Proration<br />
*RC to add a bit of extra damage midscreen, or VT loop in the corner.<br />
Basic air throw used to catch those who jump out of your pressure. Enemies land below for knockdown and enough time to use 6HS, but not Charged Stun Edge.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Ky_6P.png<br />
|caption=VETOED<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=25<br />
|tension=<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=12<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-13<br />
|inv=<br />
|description=<br />
*1-14f full invul, 15-32f throw invul<br />
A standard Dead Angle Attack, using Ky's 6P animation. It has moderate startup and recovery, and covers a good amount of space. While always an option, Ky already has access to defensive options with Vapor Thrust or Ride The Lightning, so consider your options before using up your Tension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Ky_BlitzAttack.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-+5<br />
|inv=?<br />
|description=<br />
Ky's Blitz Attack is the same as the rest of the cast's, and he has little use for it in combos. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Stun Edge</font>======<br />
{{MoveData<br />
|name=Stun Edge<br />
|image=GGXRD_Ky_StunEdge.png<br />
|caption=COCONUT<br />
|image2=GGXRD_Ky_StunEdge2.png<br />
|caption2=I am the bone of my sword<br />
|input=236S<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=Normal<br />
|damage=30<br />
|tension=2.75/4.80<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=10<br />
|active=Until Corner<br />
|recovery=Total 46<br />
|frameAdv=-10<br />
|inv=<br />
|description=<br />
*Used for spacing, zoning, ending blockstrings, and resetting pressure with YRC<br />
*Can be avoided with low profile moves<br />
Stun Edge (SE) is an important part of Ky's neutral game, and is extremely versatile with YRC. It can be used to supplement Ky's spacing midscreen, acting as a longer range but riskier f.S since it has significant recovery and will be punished if jumped or airdashed over. It can also be used at long range as a zoning and harassment tool, especially when the opponent is too far away to punish it with an airdash. It only hits once, SE is outclassed by multi-hit projectiles, and characters that can quickly create projectiles for zoning. SE is safe and a strong approach tool when used with YRC, Ky has the ability to immediately react to what the opponent is doing and then counter accordingly or approach. Certain moves that low profile can completely avoid SE.<br />
}}<br />
{{AttackData-GGXRD<br />
|header=no<br />
|version=Fortified<br />
|damage=40<br />
|tension=4.80<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=~+9<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|inv=<br />
|description=<br />
*Used for zoning, anti-zoning, and resetting pressure.<br />
*Passes through other projectiles<br />
*Knocks down opponent on CH<br />
*Can be avoided with low profile moves<br />
An extremely useful tool, Fortified Stun Edge is also known as DC SE. Shooting an SE through a grinder turns it into a full screen sword beam. DC SE passes through other projectiles, and on Counter Hit it knocks down. This makes it invaluable as a zoning/anti-zoning tool, since SE on it's own is rather weak against dedicated zoners. With one well placed shot, Ky can break a zoning situation using DC SE. In pressure where a grinder has been placed between the opponent and Ky, it's useful to reset pressure with since it's +5 on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Charged Stun Edge</font>======<br />
{{MoveData<br />
|name=Charged Stun Edge<br />
|image=GGXRD_Ky_ChargedStunEdge.png<br />
|caption=Thunder and sparks, in the heart of the dark<br />
|image2=GGXRD_Ky_ChargedStunEdge2.png<br />
|caption2=Fortified is a large stationary projectile<br />
|input=236HS<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=Normal<br />
|damage=20x3<br />
|tension=2.40<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=38<br />
|active=Until Corner<br />
|recovery=Total 69<br />
|frameAdv=+14<br />
|inv=<br />
|description=<br />
*Used for okizeme, zoning, and occasionally as a pressure reset.<br />
*Can be avoided with low profile moves<br />
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use j.HS to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.<br />
}}<br />
{{AttackData-GGXRD<br />
|header=no<br />
|version=Fortified<br />
|damage=20x6<br />
|tension=1.20<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=~+9<br />
|active=59<br />
|recovery=<br />
|frameAdv=+18<br />
|inv=<br />
|description=<br />
*Used for okizeme, and occasionally as a zoning tool.<br />
*Clashes with projectiles<br />
*Can be avoided with low profile moves.<br />
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Stun Edge</font>======<br />
{{MoveData<br />
|name=Air Stun Edge<br />
|image=GGXRD_Ky_AirStunEdge.png<br />
|caption=Air Stun Edge<br />
|image2=GGXRD_Ky_AirStunEdge2.png<br />
|caption2=Fortified is a beam<br />
|input=j.236S/HS<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=S, Normal<br />
|damage=33<br />
|tension=1.50/2.40<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=21<br />
|active=Until Ground <br />
|recovery=Total: 41 + 14 after landing <br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.<br />
*S shoots at a more shallow angle than HS.<br />
*Ky is crouching during landing recovery.<br />
S Air SE is a multipurpose projectile that can be used in many ways. In neutral it can be used to catch approaching opponents, and to punish anti-air attempts once they've got under you. This is always a risk, but is extremely safe with YRC, since you won't have to deal with landing recovery, and can assess the situation to confirm into a combo if it hit, go for a mixup if it was blocked, or disengage with an airdash if it was avoided. When Tiger Knee'd (2369S/HS, also referred to as TK), it is advantageous on block, which makes it another way to reset pressure, especially after a jump cancelable normal such as 2HS or c.S. Using an aerial projectile as a pressure reset is unconventional, and many opponents may try to challenge with an attack, leading to an easy frame trap. This is extra effective in the corner!<br />
}}<br />
{{AttackData-GGXRD<br />
|header=No<br />
|version=HS, Normal<br />
|damage=33<br />
|tension=1.50/2.40<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=21<br />
|active=Until Ground<br />
|recovery=Total: 41 + 14 after landing <br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for zoning.<br />
*HS shoots at a less shallow angle than S.<br />
*Ky is crouching during landing recovery<br />
Compared to S Air SE, HS Air SE is far less multi-use, and is generally TK'd from far away to cover a good portion of the screen and harass the opponent, or to call out an enemy's jump out attempt in pressure where you'd normally use S Air SE. What it does, it does well.<br />
<br />
}}<br />
{{AttackData-GGXRD<br />
|header=No<br />
|version=S, Fortified<br />
|damage=43<br />
|tension=2.40<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=~+9<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for punishing anti-air attempts, stopping momentum in mid-air, pressure, resetting pressure, setting up frame traps and as a zoning tool.<br />
*Passes through projectiles.<br />
*Knocks down on Counter Hit.<br />
For the most part, this move functions exactly the same as S Air SE, only more rewarding. You may find yourself using DC Air SE after using j.D as an okizeme tool, or after jump canceling a normal during pressure and using j.D. DC Air SE stuns the opponent for a long time on counter hit, giving you time confirm, run in, and perform a quick combo on the opponent for knock down. Observant players can even confirm Counter Hits into 3HS!<br />
}}<br />
{{AttackData-GGXRD<br />
|header=No<br />
|version=HS, Fortified<br />
|damage=43<br />
|tension=2.40<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=~+9<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used for zoning, and anti-zoning.<br />
*Passes through projectiles.<br />
*Knocks down on Counter Hit.<br />
Though it's used in the same way as normal HS Air SE, it's far more potent as a zoning/anti-zoning tool. You can setup a grinder for this move by using j.D in neutral far from the opponent. It's angle makes it very hard for opponents to deal with.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Vapor Thrust</font>======<br />
{{MoveData<br />
|name=Vapor Thrust<br />
|image=GGXRD_Ky_VaporThrust.png<br />
|caption= Never forgive a Shenanigan<br />
|input=623S/HS (air OK)<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=S<br />
|damage=48<br />
|tension=2.50/4.80<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=9<br />
|active=3<br />
|recovery=32 + 9 Landing<br />
|frameAdv=-30<br />
|inv=<br />
|description=<br />
*Used as a reversal on defense, as a risky wakeup reversal, as a high risk high reward anti-air, and as an invincible attack.<br />
*1-8F full invul, airborne on frame 9.<br />
*Can be low profiled.<br />
*Can not be YRC'd or PRC'd.<br />
Vapor Thrust (VT) is Ky's invulnerable reversal attack. The S version (SVT) is very rewarding on Counter Hit and starts up/recovers slightly faster than the HS version, but it has much less invulnerability time. It's usually used as a high risk high reward anti-air, or in very specific situations to take advantage of the long untechable recovery on Counter Hit to deal lots of damage. This is an attack that sees rare use.<br />
}}<br />
{{AttackData-GGXRD<br />
|header=no<br />
|version=HS<br />
|damage=48<br />
|tension=2.50/4.80<br />
|risc=10<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=11<br />
|active=4<br />
|recovery=35 + 9 Landing<br />
|frameAdv=-34<br />
|inv=<br />
|description=<br />
*Used as a reversal on defense and wakeup, as a risky anti-air, in combos, and as an invincible attack.<br />
*1-10 full invul, 11-15F strike invul, airborne on frame 11.<br />
*Can be low profiled<br />
*Can not be YRC'd or PRC'd.<br />
While better than SVT, as far as wakeup reversals go, HS VT (HVT) is risky; it loses to low profile and safe jump attacks, so players need to be sure the opponent isn't doing one of those before attempting this. It also starts up slowly in comparison to other reversals. For example, Ky can use 5K as a meaty on okizeme that will recover in time to block HVT if it's used. HVT hits on both sides of Ky, making it useful for dealing with crossups (as long as your input isn't crossed up). Ky is not left in Counter Hit or crouching state during the recovery. It is integral in Ky's combos, including Vapor Thrust loops, Split Ciel loops, and Dash VT combos. It's used to juggle the opponent, secure knockdowns, and end combos.<br />
}}<br />
{{AttackData-GGXRD<br />
|header=no<br />
|version=Air<br />
|damage=48<br />
|tension=2.50/4.80<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=9<br />
|active=3<br />
|recovery=9 After landing<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used as a risky anti-air, to interrupt momentum, and as an invincible attack<br />
*Frames 1-8 are strike invulnerable.<br />
*Can not be YRC'd or PRC'd.<br />
Because VT lacks a low hitting hitbox, it's rare to see it used in the air like Sol would use his Volcanic Viper.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Stun Dipper</font>======<br />
{{MoveData<br />
|name=Stun Dipper<br />
|image=GGXRD_Ky_StunDipper.png<br />
|input=236K<br />
|caption= F I V E F R A M E S<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=12, 32<br />
|tension=2.00/4.80, 7.20<br />
|risc=2, 5<br />
|prorate=<br />
|level=<br />
|guard=Low, Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=5<br />
|active=14(7)3<br />
|recovery=26<br />
|frameAdv=-15<br />
|description=<br />
*Used to low profile oncoming attacks, counterattack on defense, confirm knockdowns from pokes, as a last ditch low attack at the end of pressure, and to cover lots of space quickly.<br />
*Frames 1-4 upper body invincibility; Frames 5-18 invincible above the knee<br />
*First hit is a low, second hit is a mid.<br />
*Second hit will not combo after the first if spaced too close.<br />
*Second hit combos on Counter Hit.<br />
Stun Dipper (SD) is one of Ky's strongest tools in general. Its upper body invulnerability, very fast startup, and long travel distance make it useful in a wide variety of situations. SD can be used to counter an opponent's spacing by sliding right under their attacks, and to confirm knockdowns from combos and pokes spaced at the tip. If you are spaced too close and attempt to confirm into SD, the first hit will connect, but the second hit won't, leaving you wide up for a punish. Experienced players know the general feeling for when SD is spaced correctly or not. At the end of pressure, it's often used as a last ditch attack once the opponent has been pushed far away and is attempting to escape pressure. This is risky without 50 Tension to RC or PRC it; SD is very unsafe on block. It's also commonly used to escape pressure once a hole opens up in an opponent's offense.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Greed Sever</font>======<br />
{{MoveData<br />
|name=Greed Sever<br />
|image=GGXRD_Ky_GreedSever.png<br />
|caption= <s>Telegraphed and reactable</s> UNBLOCKABLE<br />
|input=214K<br />
|data= <br />
{{AttackData-GGXRD<br />
|damage=30<br />
|tension=2.00/6.00<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=19<br />
|active=14<br />
|recovery=5 + 11 Landing <br />
|frameAdv=-13<br />
|inv=<br />
|description=<br />
*Used as a combo tool, to control space against active opponents, to counter hit low attacks, and occasionally as an overhead mixup. <br />
*Do note that while the startup is 19F, it does not hit crouching opponents until later (22-23F speculated).<br />
*Airborne and invulnerable at the feet from frame 4.<br />
As an overhead, Greed Sever (GS) is telegraphed and a bit slow, and unsafe on block, so it's primarily used in combos. While faster than most dusts, it has a unique animation and loud audio cue that makes it easier to react to. Though it's lacking as a pure mixup tool, GS begins to shine after an opponent is properly read and is used to catch defensive mashing, low attacks in neutral, and active and aggressive neutral play. It's unsafe on block, so it's typically reserved until 50 Tension is saved up to RC it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Split Ciel</font>======<br />
{{MoveData<br />
|name=Split Ciel<br />
|image=GGXRD_Ky_SplitCiel.png<br />
|caption= Gate of Illyria<br />
|input=236D<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=40<br />
|tension=2.00/6.00<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=15<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*Used to summon grinders, in combos, and to end blockstrings.<br />
*Lower body invulnerable in the middle of the startup (5-12F)<br />
In neutral, Split Ciel (SC) is used to summon Grinders as quickly and safely as possible. The threat of a grinder allows Ky to play much more passive neutral game, forcing the opponent to change their position to avoid being caught by DC SE. In combos, it staggers the opponent and leaves behind a Grinder to use DC CSE after a knockdown. If it hits while the opponent is airborne (typically after 2D), it will blow them away towards the corner. Ending blockstrings with SC is strong, because it's only -1 on block and leaves Ky with a Grinder to work with. Beware using it when too far from the opponent, since it has a decent amount of whiff recovery.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Ride The Lightning</font>======<br />
{{MoveData<br />
|name=Ride The Lightning<br />
|image=GGXRD_Ky_RideTheLightning.png<br />
|input=632146HS (air OK)<br />
|caption=''Thunder sounds!''<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=Ground<br />
|damage=36x5<br />
|tension=<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=10+1<br />
|active=42<br />
|recovery=18<br />
|frameAdv=-22<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD<br />
|version=Air<br />
|header=No<br />
|damage=36x5<br />
|tension=<br />
|risc=7<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=8+1<br />
|active=42<br />
|recovery=Until Landing +6 After Landing<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Used to end midscreen air combos in a knockdown, as a wakeup reversal, as a reversal in pressure, to confirm from j.S fuzzy guard (f-shiki), and to end rounds with Burst Overdrive<br />
*Fully invincible from 1-25F (air version 1-17F). Projectile invincible during all active frames.<br />
Ride The Lightning (RTL) is Ky's signature super, which sends him bolting across the screen surrounded by lightning. Boasting tons of invul and damage, it can be used to completely turn the tide of match, especially in Hellfire. It's horizontal movement allows it to beat options that would otherwise bait Vapor Thrust, and it can be difficult to punish since using FD will make it safe. That said, it is unsafe on block and has Counter Hit recovery, so it's risky. Ending common midscreen air combos with RTL allows Ky to score knockdowns where he's usually unable to. While it has lots of invulnerability, it starts up exactly as fast as HS Vapor Thrust.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Sacred Edge</font>======<br />
{{MoveData<br />
|name=Sacred Edge<br />
|image=GGXRD_Ky_SacredEdge.png<br />
|image2=GGXRD_Ky_SacredEdge2.png<br />
|input=236236P<br />
|caption2= The lightning strikes, cracking the night<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=Normal<br />
|damage=27x5<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=4+3<br />
|active=Until Corner<br />
|recovery=Total 36<br />
|frameAdv=+7<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD<br />
|version=Fortified<br />
|header=No<br />
|damage=100<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=R<br />
|startup=~+1<br />
|active=3<br />
|recovery=<br />
|frameAdv=+6<br />
|inv=<br />
|description=<br />
*Used in combos<br />
*Fortified version wall sticks opponent in the corner.<br />
*Frames 4-6 strike invulnerable.<br />
<br />
Sacred Edge is used both mid screen and in the corner to add damage to a combo without sacrificing much Tension. Because Overdrives don't put a player into Tension cooldown, you can gain quite a bit of the Tension spent on the Overdrive just by succefully completing your combo. DC Sacred Edge wallsticks the opponent in the corner, which creates new combo opportunities. Though Sacred Edge is a projectile, it is rarely used outside of combos since Stun Edge and Charged Stun Edge accomplish similar things and don't cost 50 Tension.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Instant Kill==<br />
{{MoveData<br />
|name=Rising Force<br />
|image=GGXRD_Ky_RisingForce.png<br />
|image2=GGXRD_Ky_RisingForce2.png<br />
|caption2= ''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry-''<br />
|input=in IK mode: 236236H<br />
|data=<br />
{{AttackData-GGXRD<br />
|version=Normal<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+12<br />
|active=4<br />
|recovery=30<br />
|frameAdv=-17<br />
}}<br />
{{AttackData-GGXRD<br />
|header=no<br />
|version=Conclusion Conditions Complete<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=5+12<br />
|active=4<br />
|recovery=30<br />
|frameAdv=-17<br />
|inv=<br />
|description=<br />
*Uses animation from 3HS<br />
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Ky Kiske<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_KY.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/280-ky-kiske/<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Bedman/Frame_Data&diff=68723GGXRD-R2/Bedman/Frame Data2017-05-26T20:31:17Z<p>72.42.164.71: /* Gatling Table */</p>
<hr />
<div>{{CharNav |charMainPage=GGXRD-R2/Bedman<br />
|image=GGXRD-R_Bedman_Icon.png<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[GGXRD-R2/System Data|System Data]]==<br />
{{CharData-GGXRD-R2<br />
|defense=x0.94<br />
|guts=0<br />
|stun=60<br />
|weight=Heavy<br />
|jumpStartup=3F<br />
|backdashTime=23F<br />
|backdashInv=1-11F<br />
}}<br />
<br clear=all/><br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5P<br />
|damage=12<br />
|tension=144<br />
|risc=-8/+3<br />
|prorate=Initial: 90%<br />
|level=0<br />
|guard=Mid<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=4<br />
|recovery=6<br />
|frameAdv=±0<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5K<br />
|damage=22<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=Initial: 85%<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-4<br />
|inv=5-16 Lower body<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=c.S<br />
|damage=28<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=6<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=f.S<br />
|damage=36<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=Initial: 90%<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=2<br />
|recovery=19<br />
|frameAdv=-7<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5H<br />
|damage=28×2<br />
|tension=384×2<br />
|risc=-6/+14<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3(3)3<br />
|recovery=18<br />
|frameAdv=-4<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2P<br />
|damage=12<br />
|tension=144<br />
|risc=-8/+3<br />
|prorate=Initial: 90%<br />
|level=0<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=7<br />
|frameAdv=-1<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2K<br />
|damage=15<br />
|tension=264<br />
|risc=-7/+6<br />
|prorate=Initial: 70%<br />
|level=1<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=8<br />
|frameAdv=-2<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2S<br />
|damage=30<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=1H<br />
|damage=45<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=25<br />
|frameAdv=-20<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Pulls in opponent on hit<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2H<br />
|damage=40<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=Initial: 90%<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=29<br />
|frameAdv=-24<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Pulls in opponent on hit<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=3H<br />
|damage=35<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=Initial: 90%<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=19<br />
|active=14<br />
|recovery=33<br />
|frameAdv=-28<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Pulls in opponent on hit<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.P<br />
|damage=14<br />
|tension=144<br />
|risc=-8/+3<br />
|prorate=<br />
|level=0<br />
|guard=High / Air<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.K<br />
|damage=18<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=1<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.S<br />
|damage=28<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=10<br />
|active=8<br />
|recovery=22<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.H<br />
|damage=14×6<br />
|tension=264×6<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=13<br />
|active=12<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=j.D<br />
|damage=50<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=Initial: 90%<br />
|level=4<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8<br />
|recovery=24<br />
|frameAdv=+6<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Recovery becomes 12F on hit or block<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6P<br />
|damage=32<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-13<br />
|inv=1~14 Upper Body<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=6H<br />
|damage=60<br />
|tension=384<br />
|risc=-6/+20<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=27<br />
|active=6<br />
|recovery=27<br />
|frameAdv=-14<br />
|inv=14~20 Strike<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Staggers opponent on CH. Max duration 47F<br />
*Stagger Frame Adv: +3 to +27<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=2D<br />
|damage=28<br />
|tension=264<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=6<br />
|recovery=12<br />
|frameAdv=-4<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=5D<br />
|damage=25<br />
|tension=384<br />
|risc=-20/+20<br />
|prorate=Initial: 80%<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=7<br />
|recovery=12<br />
|frameAdv=±0<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Ground Throw<br />
|damage=0,10×10,0<br />
|tension=0,60×10,0<br />
|risc=-6,-0/NA<br />
|prorate=Forced: 55%<br />
|level=0<br />
|guard=Ground Throw: 75250<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+64<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Frame Advantage listed is on successful throw<br />
*Stun: 5x10<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Air Throw<br />
|damage=0,60<br />
|tension=480<br />
|risc=-6,-0/NA<br />
|prorate=Forced: 65%<br />
|level=0,4<br />
|guard=Air Throw: 210000<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+24<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Frame Advantage listed is on successful throw<br />
*Stun: 30<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dead Angle Attack<br />
|damage=25<br />
|tension=-5000 / 264<br />
|risc=-7/+10<br />
|prorate=Initial: 50%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=8<br />
|active=3<br />
|recovery=32<br />
|frameAdv=-21<br />
|inv=1~10 Full,11~27 Foot<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack<br />
|subtitle=<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)<br />
*Crumples opponent on ground CH (79F)<br />
}}<br />
}}<br />
{{FrameData-GGXRD-R<br />
|version=Blitz Attack<br />
|subtitle=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=+5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description={{ColumnList |text=*Hitstop 30F<br />
*Slighty refills own Burst and slightly drains opponent's Burst on hit<br />
*Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)<br />
*Crumples opponent on ground hit<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Special Moves==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Special Movement 1(Crouch Walk)<br />
|subtitle=1 or 3<br />
|damage=<br />
|tension=45 / ―<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Tension gain only on down forward direction<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Special Movement 2(Air Hang)<br />
|subtitle=Double Jump<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 45<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Can cancel into Air Movement from 11F onwards<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=→Air Movement<br />
|subtitle=Air Hang > direction<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 25<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Can cancel into Attacks from 2F onwards<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Dash<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 39<br />
|frameAdv=<br />
|inv=4~18 Guard Point<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*On successful guard point, 15F recovery<br />
*Recovers faster than opponent by 1F<br />
*Guard point recovery in invulnerable<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Task A<br />
|subtitle=236P<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=-7/+2<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90, until return<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Aerial Task A<br />
|subtitle=j.214P<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=-7/+2<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90, until return<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Task A)<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=-7/+2<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=29<br />
|active=90,54<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Aerial Task A)<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=-7/+2<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=29<br />
|active=90,56<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|subtitle=236K<br />
|version=Task A’<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=-7/+2<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Aerial Task A’<br />
|subtitle=j.236K<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=-7/+2<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Task A’)<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=-7/+2<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Aerial Task A’)<br />
|subtitle=j.214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=-7/+2<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Task B<br />
|subtitle=236S<br />
|damage=14×4<br />
|tension=250 / 360<br />
|risc=-6/+2<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=14<br />
|active=4×4<br />
|recovery=26<br />
|frameAdv=-13<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Aerial Task B<br />
|subtitle=j.236S<br />
|damage=14×3<br />
|tension=200 / 480<br />
|risc=-6/+2<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=12<br />
|active=6,6,4<br />
|recovery=8 After Landing<br />
|frameAdv=-5<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Task B)<br />
|subtitle=214S<br />
|damage=14×4<br />
|tension=50 / 120<br />
|risc=-6/+2<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Aerial Task B)<br />
|subtitle=j.214S<br />
|damage=26×4<br />
|tension=50 / 120<br />
|risc=-6/+2<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Task C<br />
|subtitle=236H<br />
|damage=30×2, 10<br />
|tension=200 / 480×2,120<br />
|risc=-6×2,-8/+2×2,+2<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All, High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8(17)10,10<br />
|recovery=13<br />
|frameAdv=-2<br />
|inv=9~Airborne<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Aerial Task C<br />
|subtitle=j.236H<br />
|damage=30×2[30×2]<br />
|tension=150 / 600,120<br />
|risc=-6,-8[-6,-7]/+2,+2[+3,+3]<br />
|prorate=[―,Forced 65]<br />
|level=3,0[3,1]<br />
|guard=High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=21<br />
|active=Until Landing,10<br />
|recovery=11<br />
|frameAdv=±0[+3]<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*[ ] Indicates high in air<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Task C)<br />
|subtitle=214H<br />
|damage=30×2, 10<br />
|tension=50 / 120<br />
|risc=-6×2,-8/+2×2,+2<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=30<br />
|active=8(17)10(6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu (Aerial Task C)<br />
|subtitle=j.214H<br />
|damage=30, 10[30×2]<br />
|tension=50 / 120<br />
|risc=-6,-8[-6,-7]/+2,+2[+3,+3]<br />
|prorate=<br />
|level=3,0[3,1]<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=28<br />
|active=Until Landing (6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F / [ ] Indicates high in air<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Icon Properties<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=421<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Deja Vu <br />
|damage=<br />
|tension=50 / ―<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Deja Vu starts at 6F<br />
}}<br />
|-<br />
|}<br />
<br />
==Overdrives==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Sinusoidal Helios<br />
|subtitle=632146H<br />
|damage=28×6<br />
|tension=-5000<br />
|risc=-7/+10<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YR<br />
|startup=6+8<br />
|active=2×6<br />
|recovery=Total 39<br />
|frameAdv=+11<br />
|inv=1~15 Strike<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|version=Hemi Jack<br />
|subtitle=632146S<br />
|damage=0,15<br />
|tension=-5000<br />
|risc=-8/NA<br />
|prorate=<br />
|level=0<br />
|guard=Unblockable<br />
|cancel=<br />
|roman=Y<br />
|startup=17+183<br />
|active=536<br />
|recovery=Total 73<br />
|frameAdv=<br />
|inv=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*Stun: 800<br />
}}<br />
|-<br />
|}<br />
<br clear=all/><br />
<br />
==Instant Kill==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|-<br />
{{FrameDataHeader-GGXRD-R2|version=yes}}<br />
|-<br />
{{FrameData-GGXRD-R<br />
|subtitle=During IK Mode: 236236H<br />
|version=Theater Of Pain<br />
|damage=DESTROY<br />
|tension=<br />
|risc=-6/+14<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+12<br/>[5+9]<br />
|active=8<br />
|recovery=27<br />
|frameAdv=-18<br />
|inv=9~28 Full<br/>[5~21 Full]<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/gg_revelator_103/BED<br />
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension<br />
*IK Mode Activation: 96F [5F+5F]<br />
}}<br />
|-<br />
|}<br />
<br />
==Gatling Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Ground Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! 5P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup></span> || <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Jump, Sp<br />
|-<br />
! 2P<br />
| <span style="color:green">5P<sup>[+]</sup>, 2P<sup>[+]</sup>, 6P<sup>[+]</sup></span> || <span style="color:green">5K<sup>[+]</sup>, 2K<sup>[+]</sup></span> || c.S, f.S, 2S || 5H, 2H, 6H || 5D, 2D || Sp<br />
|-<br />
! 6P<br />
| - || - || c.S || 2H, 6H || - || Sp<br />
|-<br />
! 5K<br />
| - || - || c.S, f.S, 2S || 5H, 1H/2H/3H, 6H || 5D, 2D || Jump, Sp<br />
|-<br />
! 2K<br />
| - || - || c.S, f.S, 2S || 5H, 1H/2H/3H || 5D, 2D || Sp<br />
|-<br />
! c.S<br />
| 6P || - || f.S, 2S || 5H, 1H/2H/3H || 5D, 2D || Jump, Sp<br />
|-<br />
! f.S<br />
| - || - || 2S || 5H, 2H, 6H || - || Jump, Sp<br />
|-<br />
! 2S<br />
| - || - || - || 5H, 1H/2H/3H || 5D, 2D || Sp<br />
|-<br />
! 5H<br />
| - || - || - || 2H || 5D, 2D || Jump (2nd hit), Sp<br />
|-<br />
! 1H/2H/3H <br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
! 6H<br />
| - || - || - || - || - || Sp<br />
|-<br />
! 5D<br />
| - || - || - || - || - || Homing Jump, Homing Dash<br />
|-<br />
! 2D<br />
| - || - || - || - || - || Jump, Sp<br />
|-<br />
|}<br />
<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+Air Gatlings<br />
|-<br />
! <br />
! P !! K !! S !! H !! D !! Cancel<br />
|-<br />
! j.P<br />
| j.P || j.K || j.S || j.H || j.D || Jump, Sp<br />
|-<br />
! j.K<br />
| j.P || - || j.S || j.H || j.D || Jump, Sp<br />
|-<br />
! j.S<br />
| j.P || - || - || j.H || j.D || Jump, Sp<br />
|-<br />
! j.H<br />
| - || - || - || - || - || Sp<br />
|-<br />
! j.D<br />
| - || - || - || - || - || -<br />
|-<br />
|}<br />
*5D can be only canceled into Homing Jump and Homing Dash on ground hit<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)<br />
: '''Su''' = Overdrives (aka: Supers)<br />
----<br />
{{CharLinks <br />
|charMainPage=FrameData-GGXRD-R/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Izanami&diff=68663BBCF/Izanami2017-05-22T22:28:25Z<p>72.42.164.71: /* Jintou no Koku */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Izanami<br />
|-<br />
||<br />
[[File:BBCF_Izanami_Portrait.png|330px|center]]<br />
|-<br />
||<br />
{{CharData-BBCF<br />
|health=10,500<br />
|comboRate=60%<br />
|jumpStartup=4<br />
|backdashTime=22<br />
|backdashInv=1-7<br />
}}<br />
;Movement Options<br />
:Float, 1 Airdash, Dash type: Run<br />
;Play-style<br />
:Rushdown/Zoning<br />
|}<br />
{{CharNav |charMainPage=BBCF/Izanami<br />
|videos=http://horibuna.web.fc2.com/BBCF/<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/363-izanami/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Overview==<br />
Hades Izanami is an immortal being, death incarnate, and the true main antagonist of the ''BlazBlue'' series, as well as the former Imperator of the Novus Orbis Librarium. Using Ragna's sister, Saya, as a vessel, her goal is to reduce everything in the universe to nothing. She first appears as a playable character in ''BlazBlue: Central Fiction''.<br />
<br />
===Drive: Sharin (Exodus Arc)===<br />
Izanami has two modes, and can switch between them by pressing the D button: <br />
<br />
*Normal Mode: In this mode, she has access to followups after C attacks by just pressing C again.<br />
*Active Mode: In this mode, Izanami activates her special unit, Yasakani No Magatama. She gains the ability to shoot projectiles with 2D, 4D and 6D. However, the projectiles have to recharge after being used, and Izanami won't be able to block.<br />
<br />
===Unique Ability: Float===<br />
Unlike most characters, instead of a double jump, Izanami has the ability to float. While floating, Izanami can use her ground normals, special moves & even dash while in the air. However, she cannot create an actual double jump even when floating. Floating has a set time limit relative to how far from the ground she is, but Izanami can cancel the float at any time by inputting a jump motion.<br />
<br />
===Overdrive: Zekkai (Arc Force)===<br />
Izanami has full access to the abilities of both modes at the same time, including the ability to block. She can also perform her D special moves during her attacks.<br />
<br />
===Pros/Strengths===<br />
*Ability to change modes between rushdown and zoning allows for a versatile playstyle.<br />
*Float ability provides unparalleled movement.<br />
*Can restore a portion of her HP and Barrier Gauges through her Distant Affection special move.<br />
<br />
===Cons/Weaknesses===<br />
*Unorthodox mobility.<br />
*Below-average health.<br />
*High execution barrier.<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_5A.png<br />
|caption=<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|startup=6<br />
|cancel=SOJR<br />
|active=4<br />
|recovery=8<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=nine/5A<br />
|description=<br />
*Doesn't cancel into itself <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_5B.png<br />
|caption=<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=650<br />
|heatgain=<br />
|p1=<br />
|p2=85<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SO(J)R<br />
|startup=8<br />
|active=5<br />
|recovery=18<br />
|frameAdv=-6<br />
|hitbox=izanami/5B<br />
|description=<br />
Izanami performs a back kick. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_5C.png<br />
|caption=<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SO(J)R<br />
|startup=13<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-8<br />
|hitbox=izanami/5C<br />
|description=<br />
Performs a darkness-empowered palm thrust.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5CC</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_5CC.png<br />
|caption=<br />
|name=5CC<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SR<br />
|startup=13<br />
|active=11<br />
|recovery=10<br />
|frameAdv=-4<br />
|hitbox=izanami/5CC<br />
|description=<br />
*Only usable in Normal Mode<br />
<br />
Performs a palm thrust while firing off her magatama projectiles.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_2A.png<br />
|caption=<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=F<br />
|cancel=SOJR<br />
|startup=6<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+0<br />
|hitbox=izanami/2A<br />
|description=<br />
Performs a crouching jab.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_2B.png<br />
|caption=<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=500<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=L<br />
|attribute=F<br />
|cancel=SOR<br />
|startup=9<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-7<br />
|hitbox=izanami/2B<br />
|description=<br />
Performs a low kick.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_2C.png<br />
|caption=<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=880<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=F<br />
|startup=19<br />
|cancel=SOR<br />
|active=3<br />
|recovery=27<br />
|frameAdv=-13<br />
|hitbox=izanami/2C<br />
|description=<br />
*Fatal Counter<br />
<br />
Performs a low-hitting darkness-empowered claw swipe.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2CC</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_2CC.png<br />
|caption=<br />
|name=2CC<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|startup=17<br />
|cancel=SOR<br />
|active=10<br />
|recovery=8<br />
|frameAdv=-1<br />
|hitbox=izanami/2CC<br />
|description=<br />
*Only usable in Normal Mode<br />
<br />
Performs a claw swipe while firing off her magatama projectiles.<br />
Vacuums on hit or block, spins opponent on CH.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_6A.png<br />
|caption=Main anti-air.<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=770<br />
|heatgain=<br />
|p1=90<br />
|p2=79<br />
|starter=<br />
|SMP=<br />
|guard=HL<br />
|attribute=B<br />
|cancel=SOR<br />
|startup=10<br />
|active=4<br />
|recovery=30+5<br />
|frameAdv=<br />
|invul=<br />
|hitbox=izanami/6A<br />
|description=<br />
*Head invulnerable from frame 7-13<br />
Performs an upward kick that causes you to flip backward. On hit Izanami can use her float ability during recovery, which allows her to perform follow up combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_6B.png<br />
|caption=<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=980<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=LA<br />
|cancel=SOR<br />
|attribute=B<br />
|startup=25<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|hitbox=izanami/6B<br />
|description=<br />
*110% bonus proration<br />
<br />
Performs an overhead-hitting claw swipe.<br />
<br />
If used when floating, Izanami will cancel the float and drop to the ground. If it hits an opponent during the fall, Izanami can cancel it into her aerial attacks.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_6C.png<br />
|caption=<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=650,650<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=L,H<br />
|attribute=B<br />
|cancel=SO(J)R<br />
|startup=21<br />
|active=3(9)3<br />
|recovery=34<br />
|frameAdv=-16<br />
|hitbox=izanami/6C<br />
|description=<br />
Performs an upward darkness-empowered claw swipe, then follows up with a downward darkness-empowered double claw swipe. first strike hits low, and the second strike is an overhead.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6CC</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_6CC.png<br />
|caption=<br />
|name=6CC<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600,600<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=All<br />
|attribute=B<br />
|cancel=SOR<br />
|startup=14<br />
|active=9<br />
|recovery=16<br />
|frameAdv=-4<br />
|hitbox=izanami/6CC<br />
|description=<br />
*Only usable in Normal Mode<br />
<br />
Performs an upward darkness-empowered claw swipe, then follows up with a downward darkness-empowered double claw swipe while firing off her magatama projectiles.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_3C.png<br />
|caption=<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=900<br />
|heatgain=<br />
|p1=90<br />
|p2=89<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=14<br />
|active=9<br />
|recovery=33<br />
|frameAdv=-15<br />
|hitbox=izanami/3C<br />
|description=<br />
Performs a low-hitting headbutt with the horn on her head.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_jA.png<br />
|caption=<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|hitbox=izanami/jA<br />
|description=<br />
Performs a midair palm thrust that reaches downward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_jB.png<br />
|caption=<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=560<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=9<br />
|active=6<br />
|recovery=12<br />
|frameAdv=<br />
|hitbox=nine/jB<br />
|description=<br />
|description=<br />
Performs a midair back kick. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_jC.png<br />
|caption=<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=13<br />
|active=5<br />
|recovery=25<br />
|frameAdv=<br />
|hitbox=nine/jC<br />
|description=<br />
Performs a midair darkness-empowered palm thrust that reaches downward. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.CC</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_jCC.png<br />
|caption=<br />
|name=j.CC<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=OR<br />
|startup=8<br />
|active=12<br />
|recovery=6<br />
|frameAdv=<br />
|hitbox=nine/jCC<br />
|description=<br />
*Only usable in Normal Mode<br />
<br />
Performs a palm thrust in midair while firing off her magatama projectiles downward. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2C</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_j2C.png<br />
|caption=<br />
|name=j.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=13<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=izanami/j2C<br />
|description=<br />
Spins her magatama projectiles around her while in midair.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_5D.png<br />
|caption=<br />
|name=5D/j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=-<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=-<br />
|invul=<br />
|hitbox=Izanami/5D<br />
|description=<br />
Switches between Normal and Active mode.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_4D.png<br />
|caption=<br />
|name=4D/j.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=-<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=-<br />
|invul=<br />
|hitbox=Izanami/4D<br />
|description=<br />
*Only usable in Active Mode<br />
<br />
Fires her magatama projectiles.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_6D.png<br />
|caption=<br />
|name=6D/j.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=-<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=-<br />
|invul=<br />
|hitbox=Izanami/6D<br />
|description=<br />
*Only usable in Active Mode<br />
<br />
Fires her magatama forward. Unlike 4D, the projectiles are closer together.<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_2D.png<br />
|caption=<br />
|name=2D/j.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=-<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=-<br />
|invul=<br />
|hitbox=Izanami/2D<br />
|description=<br />
*Only usable in Active Mode<br />
<br />
Creates a dark portal that she fires her magatama projectiles through.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3D</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_3D.png<br />
|caption=<br />
|name=3D/j.3D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=-<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=-<br />
|invul=<br />
|description=<br />
*Only usable in Active Mode<br />
<br />
Fires her magatama projectiles through a dark portal in an upward motion.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">1D</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_1D.png<br />
|caption=<br />
|name=1D/j.1D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=-<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=-<br />
|invul=<br />
|description=<br />
*Only usable in Active Mode<br />
<br />
Fires her magatama projectiles through a dark portal in a downward motion.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_ForwardThrow.png<br />
|input=5/6B+C<br />
|caption=<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=T<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=T<br />
|invul=<br />
|hitbox=Izanami/ForwardThrow<br />
|description=<br />
*100% minimum damage<br />
<br />
Grabs the opponent and slams them to the ground with a darkness-empowered claw slash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_BackThrow.png<br />
|input=4B+C<br />
|caption=<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=T<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=T<br />
|invul=<br />
|hitbox=Izanami/BackThrow<br />
|description=<br />
*100% minimum damage<br />
<br />
Grabs the opponent and throws them behind her with a darkness-empowered claw slash.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_AirThrow.png<br />
|input=j.B+C<br />
|caption=<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=T<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=T<br />
|invul=<br />
|hitbox=Izanami/AirThrow<br />
|description=<br />
*100% minimum damage<br />
<br />
Kicks the opponent downward.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_5B.png<br />
|name=Counter Assault<br />
|input=6A+B (While Blocking)<br />
|caption=<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=B<br />
|invul=<br />
|hitbox=Izanami/5B<br />
|description=Uses her 5B animation<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_CT.png<br />
|name=Crush Trigger<br />
|input=5A+B<br />
|caption=<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|attribute=<br />
|invul=<br />
|hitbox=Izanami/CT<br />
|description=<br />
Performs a thrust with her hand.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Gaihou no Geki</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Gaihou_no_Geki.png<br />
|input=236A<br />
|caption=<br />
|name=Ghost Peak Strike<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=800<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=10<br />
|recovery=15<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/236A<br />
|description=<br />
Conjures a ghostly skeletal T-Rex head to bite the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tourai no Hoko</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Tourai_no_Hoko_A.png<br />
|input=214A/B<br />
|image2=BBCF_Izanami_Tourai_no_Hoko_B.png<br />
|caption=<br />
|name=Thunderbolt Lance<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|version=A<br />
|damage=1200<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=25<br />
|active=4<br />
|recovery=16<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/214A<br />
|description=<br />
*Fatal Counter<br />
<br />
Izanami disappears for a split second, then performs a palm thrust.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=L<br />
|startup=28<br />
|active=12<br />
|recovery=16<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/214B<br />
|description=<br />
Izanami disappears for a split second, then performs a sliding kick. If used while Izanami is floating, she will reappear in the ground.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Mujuu no Tate</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Mujuu_no_Tate_Activate.png<br />
|input=623B<br />
|caption=Activate<br />
|name=Shield of Dreams <br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=<br />
|description=<br />
Izanami creates a ribcage-like purple energy shield that blocks attacks for a short time. Being grabbed will dissipate it, even if Izanami techs the throw. It also depletes Izanami's barrier meter, so be careful if you use it for too long. Since Izanami can't block while using her magatama, its a good idea to use this during active mode.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bulwark</font>======<br />
{{MoveData<br />
|image2=BBCF_Izanami_Mujuu_no_Tate_Deactivate.png<br />
|caption2=Deactivate<br />
|name=Bulwark <br />
|input=623B<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=950<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=12<br />
|active=24<br />
|recovery=6<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/623B<br />
|description=<br />
*invincible until frame 16<br />
Izanami dispels the Shield of Dreams into a group of ghosts and spirits that damages the opponent on contact.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Tengai no Hi</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Tengai_no_Hi.png<br />
|input=41236C (Chargeable)<br />
|caption=<br />
|image2=BBCF_Izanami_Tengai_no_Hi_2.png<br />
|name=Flaming Dome<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|version=No Charge<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/41236C<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Half Charge<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/41236C<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Max Charge<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/41236C<br />
|description=<br />
Conjures and tosses a dark fireball. Holding down the button increases the fireball's size and damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Jiai no Yuu</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Jiai_no_Yuu.png<br />
|input=63214C<br />
|caption=Restores barrier/health on hit.<br />
|name=Distant Affection<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=13<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/63214C<br />
|description=<br />
A command grab where Izanami grabs the opponent and performs a darkness-empowered double claw slash, restoring a portion of her health and a portion of her barrier if successful.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Shizuku</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Shizuku.png<br />
|input=41236D<br />
|caption=<br />
|name=Droplet<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=12<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/41236D<br />
|description=<br />
Izanami's magatama surrounds the opponent before firing off lasers that electrocute them.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Araragi</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Araragi.png<br />
|input=63214D<br />
|caption=<br />
|name=Orchid<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/63214D<br />
|description=<br />
Tosses her magatama in a spinning motion.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Renge no Kai</font>======<br />
{{MoveData<br />
|image=BBCF_Izanami_Renge_no_Kai.png<br />
|input=j.63214B<br />
|caption=<br />
|name=Arms of Sympathy<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|damage=900<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=14<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=Izanami/j63214B<br />
|description=<br />
Attacks the opponent with a ghostly face while in midair. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Hazen no Kui</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_Hazen_no_Kui.png<br />
|caption=<br />
|name=Stake of Supremacy <br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|header=yes<br />
|version=Hazen no Kui<br />
|damage=800,500*3,2500<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-17<br />
|hitbox=Izanami/236236B<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Hazen no Kui<br />
|damage=800,500*5,2800<br />
|hetagain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=<br />
|active=4<br />
|recovery=32<br />
|frameAdv=-17<br />
|hitbox=Izanami/236236B<br />
|description=<br />
*Invincible until end of active frames<br />
<br />
Izanami kicks the opponent on startup, then performs a series of midair dash attacks that end with her dragging the opponent along the ground and finishing them off with a darkness-empowered double claw slash. The Overdrive version adds more midair dashes.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Kyomu no Koku</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_Kyomu_no_Koko.png<br />
|caption=ZA WARUDO! TOKI WO TOMARE!<br />
|name=Hour of Nihility<br />
|input=214214C<br />
|data=<br />
{{AttackData-BBCP<br />
|damage=<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=Izanami/214214C<br />
|description=<br />
Izanami gathers energy in her hand and performs a command grab that damages the opponent and freezes time, allowing her to deal extra hits.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Jintou no Koku</font> ======<br />
{{MoveData<br />
|image=BBCF_Izanami_Jintou_no_Koku.png<br />
|imageSize=175px<br />
|caption= ROADA ROLLA DA!<br />
|name=Moment of Benevolence<br />
|input=720A<br />
|data=<br />
{{AttackData-BBCP<br />
|damage=<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|description=<br />
Izanami gathers energy then performs a pose that freezes time around the opponent, allowing her to deal extra hits.<br />
<br />
In Overdrive, the time for activation is noticeably shorter.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Izanami_Nayuta.png<br />
|caption=Spooky scary skeletons.<br />
|input=ABCD during Overdrive<br />
|name=Melancholy Death (Arc Drive)<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=<br />
|damage=2100<br />
|starter<br />
|p1=<br />
|p2=<br />
|smp=<br />
|guard=All<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|airHit=<br />
|airCH=<br />
|groundHit=<br />
|groundCH=<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|cancel=<br />
|damage=4290<br />
|starter=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|guard=All<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|airHit=<br />
|airCH=<br />
|groundHit=<br />
|groundCH=<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent.<br />
<br />
Puts Izanami in Active Flow if she hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCF_Izanami_Tokoyo_no_Yami.png<br />
|caption=HEEEEEERE'S JOHHNY!<br />
|name=Eternal Darkness<br />
|input=1632143D<br />
|data=<br />
{{AttackData-BBCP<br />
|damage= DESTROY<br />
|heatgain=<br />
|p1=<br />
|p2=<br />
|starter=<br />
|SMP=<br />
|guard=<br />
|attribute=<br />
|cancel=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=Izanami/720D<br />
|description=<br />
Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
*Japanese Name: <br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=mi&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/topic/12513-bbcf-izanami-video-thread/ Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Izanami<br />
|videos=http://horibuna.web.fc2.com/BBCF<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/363-izanami/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Elphelt_Valentine&diff=68661GGXRD-R2/Elphelt Valentine2017-05-22T11:36:33Z<p>72.42.164.71: /* Miss Travailler */ Made the images correspond with descriptions</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Elphelt Valentine<br />
|-<br />
||<br />
[[File:GGXRD-R_Elphelt_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-GGXRD-R2<br />
|defense=x1.03<br />
|guts=0<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=13F<br />
|backdashInv=1-9F<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Air Dash, Dash Type: Run<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Elphelt Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_EL.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/318-elphelt-valentine/ <br />
}}<br />
<div style="float:left; width:175px; margin-left:30px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Once the happy-go-lucky Valentine sister of Ramlethal, she was "activated" at the end of Xrd -SIGN- and fell under the control of the Universal Will, mother of the Valentines. Sol, Sin, and Ramlethal are now determined to free her. Elphelt is a versatile character who has multiple weapons to get her opponents at any position. A shotgun used for close range bullying and dishing out monstrous damage, a free movement aim sniper rifle for picking opponents off at a distance, A handgun for normals, and her infamous grenade used to set up her offense game.<br />
===Strengths===<br />
*Versatile neutral.<br />
*Strong pressure with plenty of options and mixups.<br />
*Great and safe okizeme including many reliable unblockable setups.<br />
*Very high damage.<br />
<br/><br />
<br />
===Weaknesses===<br />
*Unreliable reversal.<br />
*Numerous character specific combos.<br />
*Gameplan and useful tools are heavily matchup dependent.<br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD-R_Elphelt_5P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=9<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=Mid<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=5<br />
|active=3<br />
|recovery=5<br />
|frameAdv=+2<br />
|inv=<br />
|description=<br />
Jab. Self, jump and special cancelable.<br />
It's quite fast but it doesn't hit crouchers except Potemkin and Bedman.<br />
The hitbox is actually the rose that Elphelt is holding and only that which makes it quite awful. The active frames end as soon as the rose is dropped which doesn't seem to be that much.<br />
Because of those properties, 5P is quite bad for either neutral, offense or defense. Only thing good about it is its pushback but there are still better choices for stagger pressure.<br />
Mostly a combo filler. <br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD-R_Elphelt_5K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14<br />
|tension=<br />
|risc=<br />
|prorate=Initial 90%<br />
|level=0<br />
|guard=Low<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=4<br />
|recovery=5<br />
|frameAdv=+1<br />
|inv=<br />
|description=<br />
Standing low. Jump and special cancelable. Pretty good proration for a low. Great for footsies when used to counter poke sweeps due to the complete lack of a hurtbox on Elphelt's leg.<br />
The small pushback and the decent amount of active frames makes it a great pressure starter and the main move you will jump cancel for YRC mixups like j236P YRC>jS/5K.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD-R_Elphelt_c.S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=24<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=5<br />
|active=5<br />
|recovery=18<br />
|frameAdv=-6<br />
|inv=<br />
|description=<br />
Jump and special cancelable. VERY fast and a great starter. Hits even opponents at the top of their jump but has no invul. The hitbox behind her is pretty good too so if they cross you up, there are high chances that they will get hit. The vertical hitbox allows to hit everyone at the peak of their jump except Chipp.<br />
What makes this move awesome however is when it's used with the 6H+S OS which allows you to either throw on the first frame or hit at the 5th frame with cS. It allows to beat clean some fuzzy like land low meaty/airdash high ones as they will get thrown if they meaty or get stuffed by cS if they airdash.<br />
Particularly reliable AA despite having no invul.<br />
It also doesn't have any proration and got good gatlings making it one of your best ground starter.<br />
The recovery is also quite small which makes it really hard to punish on whiff.<br />
Definetely one of her best and most important normal !<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD-R_Elphelt_f.S.png <br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=5<br />
|recovery=16<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
Jump and special cancellable. Good poke in terms of range, damage and speed. Also, unlike most characters, Elphelt can get a knockdown at nearly max range if they're standing by cancelling into 5H and at about 2/3s of the range if they're crouching by cancelling into 2H.<br />
However, it can be low-profiled by certain moves, so don't be too predictable with it.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=GGXRD-R_Elphelt_5H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20, 18x1~4<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=11, 9(2~5)<br />
|active=1<br />
|recovery=28, 26(2~4),33<br />
|frameAdv=-12<br />
|inv=<br />
|description=<br />
Special cancelable only for the first hit. Whiffs on every crouchers even Pot. 5th hit hard knockdown on ground and air hit. Longest reaching normal.<br />
A great normal that reaches half-screen and stuff a LOT of things in neutral. Extremely fast for the range it covers and the 5 hits alone do 76 damage(Sol). With an RC, you can corner carry, get big damage and still have your knockdown which is quite easy considering the 5 hits for hitconfirming it.<br />
In several matchups, getting around it can be a pain for the opponent so make sure to watch your spacing and throw it out sometimes to annoy them. It can easily be low profiled by some moves and on block, the opponent can crouch block to make it completely whiff allowing them to get in(Difficult to whiff punish it on the ground.)<br />
However, the YRC window frame is particularly lenient and seems to go up to the end of the active frames. Add the fact that it's self cancelable and with 25% tension, you got a huge window to YRC it for safety and potentially punish the opponent if he tried to low profile it.<br />
<br />
To make it easier to understand: Mash the hell out of 5H if you got 25 tension or more. If it whiffed, YRC it and react to what your opponent is doing. Don't worry, you will have more than enough time.<br />
<br />
Keep in mind however that despite triggering pineberry and looking like a projectile, it is considered to be a normal attack and will thus lose against any projectile. Also, it extends her hurtbox by quite a bit. Roughly half of the hitbox is actually her hurtbox. The vertical hitbox isn't also as big as it looks like so it will only beat IAD but any other kind of air approach will make it whiff.<br />
Overall, a very strong neutral tool that becomes a nightmare for your opponent if you have 25% tension or more.<br />
It's possible to use an OS with it thanks to the lenient YRC window which is 5H>214K~YRC. If 5H whiffs, you will get a YRC. If it gets blocked or it hits, you will do 214K instead. Unless you're quite close, 5H>214K on block is + and 5H CH>214K combo even at max range allowing to get a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD-R_Elphelt_6P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=24<br />
|tension=<br />
|risc=<br />
|prorate=Initial 75%<br />
|level=2<br />
|guard=High<br />
|cancel=S<br />
|roman=YRP<br />
|startup=23<br />
|active=4<br />
|recovery=22<br />
|frameAdv=-12<br />
|inv=<br />
|description=<br />
Overhead. Special cancelable. Faster than Dust but obvious animation. Bad proration and big pushback. Can't gatling into anything so you're always going to special cancel it.<br />
Can link 6P>236H>SG-P if you're point blank but Stagger recovery lvl2 is enough to shake out of it and block it in time.<br />
Tensionless, your only option is to do 6P>214K for only 54 dmg(Sol).<br />
With 50 tension, you will usually go the 6P>214K RC route but because of the bad proration, you won't get much.<br />
An overhead that you will throw out once in a while to surprise your opponent but that's it.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=GGXRD-R_Elphelt_6H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial 80%<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=10<br />
|recovery=30<br />
|frameAdv=-21<br />
|inv=<br />
|description=<br />
Special cancelable. Knockdown. Ground bounce on CH. Huge normal that covers a wide area above and before her with quite a lot of active frames. Can be used as a preemptive AA or as a poke. Very dangerous on whiff with a relatively bad YRC window. However, it's an attack level 5 move so canceling it into 236H makes it + on block and canceling it into 236P makes it slightly -. Throw it out in neutral only if you're certain it will hit or be blocked.<br />
Pretty cool rewards on counter hit. On normal hit, you only get a knockdown.<br />
It also looks like Elphelt is airborne while doing it. This is not the case and you can be thrown so don't use it to bait throws.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD-R_Elphelt_5D.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22<br />
|tension=<br />
|risc=<br />
|prorate=Initial 80%<br />
|level=2<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=24<br />
|active=6<br />
|recovery=16<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
Faster than average but punishable on block. Use it with caution.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD-R_Elphelt_2P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=8<br />
|tension=<br />
|risc=<br />
|prorate=Initial 80%<br />
|level=0<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=4<br />
|active=2<br />
|recovery=7<br />
|frameAdv=+1<br />
|inv=<br />
|description=<br />
Jab. Self and special cancelable. Elphelt's fastest normal in normal stance. Range is shorter than average but the pushback is also much shorter making it a decent stagger pressure tool. Also what you're going to mash if you have to in defense against pressure resets but because of its range, it's not that great.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD-R_Elphelt_2K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=<br />
|risc=<br />
|prorate=Initial 70%<br />
|level=0<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=5<br />
|active=5<br />
|recovery=6<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
Low. Special cancelable. Normal with the worst proration. Worse damage and hitbox than 5K. Quite fast but nothing else interesting about it.<br />
Gatling into 5K however which allow you to have 3 lows in a blockstring (2K>5K>2D for example) if you ever need it against players who likes fuzzy jumps a bit too much.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD-R_Elphelt_2S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=26<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=8<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-10<br />
|inv= Low profile 12~26<br />
|description=<br />
Special cancelable and staggers on CH.<br />
fS and 5H are great moves but their biggest weakness is that they can be low-profiled. 2S is here to be used against those moves. On CH, the stagger allow you at any range to do 2S>5Hx5.<br />
On normal hit though, you don't get much out of it unless you're very close or the opponent is standing.<br />
Another thing to mention is that from the last active frames to a bit before the recovery ends, Elphelt's hurtbox becomes really low allowing to make a lot of moves whiff. Because it doesn't starts during the startup frames however, it's not really something you will rely on.<br />
The hitbox also is much lower vertically than it looks like so keep in mind that it loses hard to aerial approach and thus, shouldn't be used as an AA.<br />
In some matchups (Ky, Sin and Zato mostly) this is your main ground poke as fS and 5H is too risky against them and can be easily low profiled.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD-R_Elphelt_2H.png<br />
|caption=Slide under stuff then hit them<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22x2<br />
|tension=<br />
|risc=<br />
|prorate=Initial 90%<br />
|level=3<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=18<br />
|active=3 (3) 3<br />
|recovery=18<br />
|frameAdv=-4<br />
|inv=Low profile 5~17f<br />
|description=<br />
2 hit sliding normal. Special cancelable. The sliding effect is enhanced if you do a microdash before inputting 2H making it your best way to low profile certain moves. It's slow but it's an attack level 5 meaning that cancelling into 236H make it + on block. 2H>236H>SG-P got no gap making it one of the best way to switch into shotgun stance outside of okizeme situation.<br />
Again, it's slow. You can be thrown and hit out of it quite easily and the hitbox isn't as great as it looks like so be careful with that in neutral.<br />
In pressure, you can very easily frame trap with it by using strings like fS>2H and cancel 2H again into 236H for even more frame traps which makes it a very useful normal for Elphelt's pressure game.<br />
On counter hit, pops opponents off the ground, close enough to be followed by cS. First hit on CH is untechable but the second one will make it air techable. 2H(1) CH>shotgun loops in the corner generally leads to hilarious damage and tension gain.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|image=GGXRD-R_Elphelt_2D.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-10<br />
|inv=<br />
|description=<br />
Low. Jump and special cancelable. REALLY fast for its range and can be used for ground footsies. Knockdown on both normal and counter hit but you can combo into 214K for more damage and corner carry. The fact that it's jump cancelable make it great and safe for pressure.<br />
2D>jP done quite close combo on May, Millia, Chipp, Faust and Potemkin allowing for big damage tensionless. It's possible to do 2D>jS if you're closer. Best way to abuse that is when you get a crouching confirm to go into ...>cS/fS>2H>2D>air combo for high damage and a knockdown.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD-R_Elphelt_j.P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=High<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Overhead jab. Self, jump and special cancelable. Can be used as an air-to-air but its range is worse than most jP and it can be stuffed very easily. Its downward hitbox make it better for airstring or 50/50 like jS>jP/5K.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD-R_Elphelt_j.K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=1<br />
|guard=High<br />
|cancel=S<br />
|roman=YRP<br />
|startup=8<br />
|active=6<br />
|recovery=15<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Overhead. Special cancelable. Damage is okay but hitbox is worse than the animation makes it look like. Mostly combo filler.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD-R_Elphelt_j.S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=High<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=7<br />
|active=5<br />
|recovery=16<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Overhead. Jump and special cancelable. By far Elphelt's best air normal. Hits above, before, below and even behind her ! Useful in every situation, got great gatlings, very nice damage, insane speed and recovery, important combo filler and a lot of active frames. Don't hesitate throwing it out in most air situations and press jP afterwards to make it easier to hitconfirm it.<br />
On air hit, either try to see if you're low enough to do a relaunch with jH/jD>2P or just go for a basic air combo.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=GGXRD-R_Elphelt_j.H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=34<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=High<br />
|cancel=S<br />
|roman=YRP<br />
|startup=10<br />
|active=6<br />
|recovery=18<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Overhead. Special cancelable. More range than jS but less versatile. Important recovery.<br />
Only reward you will get out of it is just a knockdown as you need a specific height to do jH>jD.<br />
Untechable for 20f on normal hit.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|image=GGXRD-R_Elphelt_j.D.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=38<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=High<br />
|cancel=S<br />
|roman=YR<br />
|startup=11<br />
|active=3<br />
|recovery=29+5 landing<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Overhead. Special cancelable. Very good air-to-air but long recovery. Use it mostly in matchups were the opponent can get some kind of space control from the air like Venom or Ramlethal. Or against people who believe that Guilty Gear should be played like Mario Bros.<br />
<br />
If used on a rising jump, the recovery is so long you won't be able to do anything until you land so it's better to use it while falling. However, you can do high jump>rising jD and be able to airdash before you land either to get in or run away.<br />
Untechable for 30f on normal hit.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD-R_Elphelt_GroundThrow.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=Initial 65%<br />
|level=<br />
|guard=Ground throw<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Long recovery so you can only get oki in the corner; if you press 6S+HS, you'll do c.S in case your throw doesn't reach. The hitstun on it is massive so RCing it leads to great rewards and corner carry. In the corner, you can RC it and go straight into shotgun loops or if you have 100 tension and the opponent is in hellfire, do throw>RC>IK mode>236236H for an unburstable instant kill combo.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD-Elphelt_AirThrow.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate= Initial 65%<br />
|level=<br />
|guard=Air throw<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Gets a knockdown right next to you so oki is possible. Can be RC'ed for an air combo.<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD-R_Elphelt_6P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=<br />
|roman=<br />
|startup=9<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
Same as 6P; has fast startup; good reach and hitbox; hard to punish because the DA pushes you away from the opponent.<br />
Elphelt's most reliable defensive option with tension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Elphelt_BlitzAttack.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-+5<br />
|inv=?<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Pineberry</font>======<br />
{{MoveData<br />
|name=Pineberry<br />
|input=236P (air OK)<br />
|image=GGXRD-R_Elphelt_Pineberry.png<br />
|caption=Ready<br />
|image2=GGXRD-R_Elphelt_PineberryThrow.png<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Summon<br />
|subtitle=236P<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Overhand Throw<br />
|subtitle=4P (air OK)<br />
|damage=0,40<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0 [3]<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=10<br />
|active=<br />
|recovery=23<br />
|frameAdv=-3 [+7]<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Underhand Throw<br />
|subtitle=2P<br />
|damage=0,40<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0 [3]<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=10<br />
|active=<br />
|recovery=23<br />
|frameAdv=-3 [+7]<br />
|inv=<br />
|description=<br />
* Once you input the command, you have 3 seconds until the grenade explodes.<br />
* You can either do a lower throw (2P) or a upper throw (4P, air possible).<br />
* When the grenade is thrown, it has a hitbox until it reaches the ground but deals 0 damage on hit.<br />
* If you don't throw the grenade in 3 seconds it'll self-destruct on Elphelt.<br />
* All Elphelt gun normals (5HS, jD, SG-H, Sniper shot) can activate the explosion early by hitting the grenade when it's being thrown and the explosion's damage is bigger than it'd be when self-destructing on you. <br />
* Throwing the grenade when the timer is at or under 1 second make it a level 4 move allowing Toss>Explosion to combo if the timer is under ~0,5s.<br />
* Doesn't disappear on block or hit forcing your opponent to respect it and try to get around it once tossed.<br />
<br />
One of her most important special and the core of her okizeme game. The pineberry is so useful that it should be tossed everytime you get a knockdown as the toss will always hit them on the first frame. The fact that it doesn't disappear on hit allow to punish several reversals on whiff, hit or block. Not only is it great for okizeme but it also is an important part of her unblockable setups (more details below).<br />
<br />
In neutral, it becomes one of her best tool for space control and is extremely strong when tossed with a YRC in most matchups. The toss will clash with any projectile it will meet but the explosion will still happen.<br />
Neither the toss nor the explosion prorate allowing both to leads to solid damage.<br />
<br />
Finally, j236P stops momentum which allows to bait AAs, be useful in combos or allow some great 50/50 mixups with j236P YRC.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Bridal Express</font>======<br />
{{MoveData<br />
|name=Bridal Express<br />
|input=214K (air OK)<br />
|image=GGXRD-R_Elphelt_GroundBridalExpress.png<br />
|caption=Ground<br />
|image2=GGXRD-R_Elphelt_AirBridalExpress.png<br />
|caption2=Air<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=45<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=14<br />
|active=12<br />
|recovery=12<br />
|frameAdv=-7<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=40<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=Until landing<br />
|recovery=7 After landing<br />
|frameAdv=+6<br />
|inv=<br />
|description=<br />
Ground version:<br />
*Moves forward. Blows the opponent away and knockdown. Useful for corner carrying. It can be punished at point blank but it's still + if it's blocked on the move's last active frames and/or at the tip of the hitbox.<br />
Because of those properties, the ground version can be really annoying to deal with thanks to his big hitbox and the fact that it's + with the right spacing in neutral situations.<br />
In pressure, it can be a frightening way to reset pressure if you use it in a blockstring as far as possible and can be a frame trap while still being +. Do not abuse it however because it's dangerous on whiff and your opponent might try to FD your last normals resulting in you landing before him, ready to be punished.<br />
It's Elphelt's main way to deal with opponents who abuse FD however if they do it early in your blockstring.<br />
<br />
Air version:<br />
* Moves downwards; its startup is slow but also hard to punish; since it stops air momentum for a bit before actually descending on the bouquet, it can be used to bait antiair moves accordingly.<br />
Close to no landing recovery on it so on block, you will pretty much always be +. Do NOT abuse it however because you can easily airthrow/stuff it on reaction.<br />
The +10 value only concern j214K touching the opponent's feet which makes it the highest frame advantage you can get off the move.<br />
<br />
You can also get a safe jump with the air version with something like 2D ender>high jump>air bridal express. Impossible to combo afterwards without a CH however. Can sometimes crossup too on block but you need a very specific angle.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Stance Moves==<br />
======<font style="visibility:hidden" size="0">Miss Confire</font>======<br />
{{MoveData<br />
|name=Miss Confire<br />
|input=236S<br />
|image=GGXRD-R_Elphelt_MissConfire.png<br />
|caption=Ready<br />
|image2=GGXRD-R_Elphelt_MissConfireReticule.png<br />
|caption2=Unblockable when reticule becomes big<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ready<br />
|subtitle=236S<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=27<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Fire<br />
|subtitle=P/K/S/H after Ready<br />
|damage=35<br/>45<br />
|tension=<br />
|risc=<br />
|prorate=Nonebr/>Initial: 65%<br />
|level=<br />
|guard=Mid<br/>Unblockable<br />
|cancel=<br />
|roman=YRP<br />
|startup=3<br />
|active=3<br />
|recovery=47<br />
|frameAdv=-14<br/>-<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Reload<br />
|subtitle=46S during Fire<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=39 [27]<br />
|frameAdv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Cancel<br />
|subtitle=D after Ready<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=27<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
'''Characteristics'''<br />
* You can't move while in the rifle stance.<br />
* Once in the stance, a target appears and you can freely move the target by pressing any directions.<br />
* To cancel the stance, press D.<br />
* By pressing any button (P, K, S or HS) other than D, Elphelt shoots with her rifle. Rifle shots are air unblockable (need FD to block it).<br />
* When the target stays in place for 0.4 seconds, you get the level 2 shot; the target increases in size and the next rifle shot becomes an unblockable move.<br />
* Even if you RC while in rifle stance, she stays in the stance - however, it moves the target right onto the opponent.<br />
<br />
'''46S: Miss Confire - Reload'''<br />
<br />
* After shooting once, you need to input 46S in order to be able to shoot again.<br />
* If you take too long to reload Elphelt leaves the rifle stance automatically.<br />
* By pressing 6 and S at the same time, you get a "Perfect Reload". The window for the Perfect Reload is 2 frames between 6 and S, and needs to be done not right after shooting, but after waiting a little bit. By successfully performing a Perfect Reload, Elphelt swings and reloads her rifle MUCH FASTER than normal, letting you shoot again sooner than usual. To be more specific, a normal reload has 23f of recovery while a perfect one is 11f<br />
<br />
'''Comment'''<br />
Despite looking particularly good on paper, the scope is actually quite slow compared to the speed of most of the cast and the faster characters can be really tough to properly hit on reaction. Usually, it's something you will use with a hard read. You can also YRC to make it easier to aim with it. <br />
Main problem however is that the level 1 shot gives relatively poor rewards and entering and/or leaving the stance have a rather important recovery making it a low reward/high risk options.<br />
Level 1 shot is pretty much something you will use once in a while against characters like Venom or Ky to make them stop zoning so it's a relatively situationnal neutral tool.<br />
<br />
Level 2 shot is completely unblockable and is used in very specific okizeme situations with the pineberry. Please check the okizeme section at the bottom of the page for more details.<br />
Unlike level 1 shot, level 2 shot actually got 70% initial proration.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Miss Travailler</font>======<br />
{{MoveData<br />
|name=Miss Travailler<br />
|input=236H<br />
|image=GGXRD-R_Elphelt_MissTravailler.png<br />
|caption=Ready<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ready<br />
|subtitle=236H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=14<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
'''Characteristics'''<br />
*Every normals in Shotgun stance change. The specials are all the same however except that 236H leaves Shotgun stance.<br />
*You CANNOT jump,throw or enter IK mode in Shotgun stance but you can do anything else like blocking, crouching or dashing.<br />
*Getting hit in Shotgun stance makes you leave it.<br />
*Any kind of RC in Shotgun stance will keep it unless you did SG-H>RC.<br />
*Not moving or performing any action in Shotgun stance makes you enter a power-up mode that will enhance SG-H's damage, range and properties characterized by a red aura.<br />
Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.<br />
Every normal in shotgun stance except SG-H will keep the power-up.<br />
Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode right away.<br />
<br />
'''Comment'''<br />
Unlike Rifle stance that is purely situationnal, Shotgun stance can be used in both neutral and offense and allow her in the corner to get one of the highest damage output in the game. It also allows her to have a very strong pressure in the corner that is quite hard to disrespect and leads into big rewards. <br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Reload<br />
|subtitle=46H after SG-H<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=YRP<br />
|startup=<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|description=<br />
Nothing really special about it. It can only be used right after SG-H and allow you to keep being in shotgun stance without SG-H's recovery to end and pressing 236H again.<br />
Still quite important as it is a move that will be used often in shotgun loops.<br />
In order to reload as fast as possible, it's better to press 46H right after doing SG-H which is mandatory for normal SG-H loops.<br />
}}<br />
}}<br />
{{MoveData<br />
|name=Miss Travailler Fire<br />
|input=236H~H<br />
|image=GGXRD_Elphelt_Fire.png<br />
|caption=Stand still for powered up shot<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Fire or SG-H<br />
|subtitle=H with Shotgun<br />
|damage= 20(far),30(close)[35(far),55(close)]<br />
|tension=<br />
|risc=<br />
|prorate=Initial 90%(normal only)<br />
|level=2 [4]<br />
|guard=Mid<br />
|cancel=<br />
|roman=YRP<br />
|startup=3 [1]<br />
|active=1 [1]<br />
|recovery=31 [29]<br />
|frameAdv=-2 [+5]<br />
|description=<br />
The most important Shotgun stance normal and possess 2 versions, normal SG-H and powered SG-H. The value in [] concern the powered-up version.<br />
All version got the same pushback on block, hit or whiff and isn't affected by faultless defense. Both version are also considered to be projectiles and will cancel any projectile that hit once (except overdrives).<br />
46H has to be done right afterwards if you want to keep shotgun stance.<br />
<br />
'''Normal SG-H'''<br />
3f normal. Extremely fast for its range. When done quite close, will give you a hard knockdown. Got no special properties when done a bit farther.<br />
Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage.<br />
<br />
You can loop {SG-H>46H}xN during corner pressure if you want to and it's actually possible to hit you out of it. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. Main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.<br />
<br />
'''Powered SG-H'''<br />
1f normal but considering that you need to not do anything for a few frames in order to reach power-up mode, and the fact that it only gatlings from SG-H, it's not really important.<br />
Only one word is necessary to describe this move: Ridiculous.<br />
Ridiculous damage, hitstun and hitbox.<br />
Midscreen, you won't really get much out of it aside from a knockdown.<br />
In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing to loop powered SG-H into each other for huge damage. This allows her to reach one of the highest damage output in the game.<br />
<br />
Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health.<br />
It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.<br />
}}<br />
}}<br />
{{MoveData<br />
|name=Miss Travailler Thrust<br />
|input=236H~P<br />
|image=GGXRD-R_Elphelt_Thrust.png<br />
|caption=Fast, frame trap<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Thrust or SG-P<br />
|subtitle=P with Shotgun<br />
|damage=18<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=3<br />
|active=3<br />
|recovery=6<br />
|frameAdv=+1<br />
|description=<br />
Arguably the best 3f normal in the game. SG-P got a great hitbox and damage for its range while still being +1 on block with a small pushback making it the best move for stagger pressure in the game.<br />
However, the only combo that you will get out of it will generally be SG-P xN>SG-H which deals average damage. Thankfully and despite its speed, SG-P doesn't prorate so RCing the final SG-H allow to get some great damage.<br />
The main reasons why you should this move is mostly for tension gain and you can use SG-D if you notice that the opponent respects too much for some corner carry midscreen and high damage in the corner.<br />
}}<br />
}}<br />
{{MoveData<br />
|name=Miss Travailler Roll<br />
|input=236H~K<br />
|image=GGXRD-R_Elphelt_Roll.png<br />
|caption=Crossup and evasion tool<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Roll or SG-K<br />
|subtitle=K with Shotgun<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|inv=Full 1~10<br />
|description=<br />
Despite being a roll, this move got some invuls instead of low profiling certain attacks. It is also affected by dash momentum so you will generally use it with a microdash.<br />
This move is the sole reason why the opponent has to be very careful when dealing with Elphelt's shotgun in neutral situations as she will be able to whiff punish pretty much anything with an SG-H CH and it only has 14 vulnerable frames.<br />
You will mostly use it in reaction against projectiles in some matchups. Any other situations will generally require a hard read which makes it really useful only in certain matchups.<br />
<br />
During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. It will however loses quite badly against 2P mashing so you will have to make sure that your opponent respects your pressure before using it.<br />
<br />
Overall, a rather matchup dependent tool.<br />
}}<br />
}}<br />
{{MoveData<br />
|name=Miss Travailler Launch<br />
|input=236H~S<br />
|image=GGXRD-R_Elphelt_Launch.png<br />
|caption=Anti jump, moves forward<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Launch or SG-S<br />
|subtitle=S with Shotgun<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=Initial 80%<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=11<br />
|active=7<br />
|recovery=7<br />
|frameAdv=0<br />
|description=<br />
Doesn't gatling from anything and only gatling into SG-K.<br />
Can be used in neutral with a microdash for more range. Fully untechable on air hit.<br />
You can however be thrown or hit out of it quite easily so don't rely on it too much.<br />
<br />
During pressure, the fact that it's slow makes it great against opponents who think that they can fuzzy jump SG-D. Use SG-S to prove how wrong they are.<br />
}}<br />
}}<br />
{{MoveData<br />
|name=Miss Travailler Demolish<br />
|input=236H~D<br />
|image=GGXRD-R_Elphelt_Demolish.png<br />
|caption=Command grab, slow but scary<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Demolish or SG-D<br />
|subtitle=D with Shotgun<br />
|damage=0, 47,16<br />
|tension=<br />
|risc=<br />
|prorate=Forced 70%<br />
|level=<br />
|guard=Ground Throw<br />
|cancel=<br />
|roman=YRP<br />
|startup=15<br />
|active=3<br />
|recovery=35<br />
|frameAdv=+57 [+46]<br />
|inv=<br />
|description=<br />
Slow command grab that is special cancelable.<br />
Generally, your only combo(tensionless) midscreen is SG-D>214K which leads to poor damage but great corner carry.<br />
In the corner however, it leads straight into shotgun loops and allows the highest damage output for a command grab in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the loops following SG-D generally allow you to get up to 90% tension.<br />
A frightening mixup tool when you consider how strong her stagger pressure is.<br />
<br />
Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Judge Better Half</font>======<br />
{{MoveData<br />
|name=Judge Better Half<br />
|input=236236H/D<br />
|image=GGXRD_Elphelt_JudgeBetterHalf2.png<br />
|caption=<br />
|image2=GGXRD_Elphelt_JudgeBetterHalf.png<br />
|caption2=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=20, 140<br />
|tension=-5000<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid, All*5<br />
|cancel=<br />
|roman=YRP<br />
|startup=3+1<br />
|active=3(3)3,3,3,3,3<br />
|recovery=43+6 after landing<br />
|frameAdv=-39<br />
|inv=1-9 All<br />
|description=<br />
Reversal. 1st hit triggers a cinematic and deals a LOT of damage. Invul seems to disappear a bit before the active frames. Doesn't trigger the cinematic if it trades. Bad hitbox and horrible on whiff or block. If the cinematic isn't triggered, do a shoryuken like move that hits 5 times maximum for moderate damage.Problem is that the opponent can air tech before your face while you're still in recovery allowing some characters to punish you on HIT.<br />
<br />
This is probably the worst reversal in the game and if you need to use meter in defense, consider using Faultless Defense or Dead Angle Attack instead.<br />
It's good as a combo filler however and will provide you a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Genoise</font>======<br />
{{MoveData<br />
|name=Genoise<br />
|input=632146HS<br />
|image=GGXRD_Elphelt_Genoise.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=55, 17*5<br />
|tension=-5000<br />
|risc=<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=9+3<br />
|active=<br />
|recovery=Total:39<br />
|frameAdv=+27<br />
|inv=<br />
|description=<br />
Multihit projectile super. Deals okay damage and is + on block. However, you got better option with RC to get more damage and more corner carry. Will have to see how her combo routes evolve to conclude whether this super is worth doing as a combo filler or not.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Magnum Wedding<br />
|input=in IK mode: 236236H<br />
|image=GGXRD-R_Elphelt_MagnumWedding1.png <br />
|caption=<br />
|image2=GGXRD_Elphelt_MagnumWedding2.png <br />
|caption2=<br />
|image3=GGXRD_Elphelt_MagnumWedding3.png<br />
|caption3=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+13[5+9]<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-8<br />
|inv=10-36 All<br/>[10-32 All]<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of her f.S, which has generous range.<br />
*If the opponent is in Hellfire state, it's only possible to combo into it in the corner.<br />
*The most used Hellfire IK combos are generally throw>RC>IK mode>IK for 100 tension and an unburstable IK combo and anything into Powered SG-H>RC>IK mode>IK which is particularly easy to do.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Elphelt Valentine<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_EL.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/318-elphelt-valentine<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Bedman&diff=68580GGXRD-R2/Bedman2017-05-14T11:09:48Z<p>72.42.164.71: /* Ground Throw */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Bedman<br />
|-<br />
||<br />
[[File:GGXRD-R_Bedman_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{CharData-GGXRD-R2<br />
|defense=x0.94<br />
|guts=0<br />
|stun=60<br />
|weight=Heavy<br />
|jumpStartup=3F<br />
|backdashTime=23F<br />
|backdashInv=1-11F<br />
}}<br />
;Movement Options<br />
:Floaty 8-way Airdash<br />
:Teleport-type Backdash<br />
:Guard-point forward dash<br />
|}<br />
{{CharNav |charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrdR_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:250px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Bedman is a tricky and versatile character who thrives when he can engage his opponent on his own terms with backup from his unique Deja-Vu mechanic. Whenever Bedman does a special move he leaves a seal on the stage which can be used to create shadowy duplicates that mimic the special move that created them. These can be used for zoning or lockdown with terrifying effectiveness but can be destroyed by his opponent's attacks.<br/><br />
His variety of movement options, solid normals and boomerang-style projectile gives Bedman the ability to play evasive until he can set up Deja-Vu and take control of the match, but if he's caught off guard his defensive options are limited. Even when he's on offense, without backup from Deja-Vu his rushdown is much less dangerous.<br/><br />
Overall, he's a character that wants to frustrate his opponents until he can find an opening to exploit.<br/><br />
<br />
===Strengths===<br />
*Many ways to control space and threaten opponents thanks to his 2H/3H, Task A projectile, and Deja Vu Seals<br/><br />
*Has great air normals for every need<br/><br />
*Fantastic anti-air 6P<br/><br />
*Versatile and tricky movement, especially in the air<br/><br />
*Tied with Potemkin for highest base defense modifier<br/><br />
*Has a rewarding throw game that is supported by his fast walk speed<br/><br />
*Very dangerous mix-ups and has very elaborate and tricky set-ups<br/><br />
*Has a decent reversal super as it has slow startup but is + on block<br/><br />
*Forward dash parry can be used especially to disrupt opponents' projectile game<br/><br />
<br />
===Weaknesses===<br />
*No meterless reversal options<br/><br />
*Limited neutral and pressure if he cannot get Deja Vu seals out<br/><br />
*Air movement is not fast<br/><br />
*Large and wide hitbox<br/><br />
*Due to being a big and a slow character with poor reversal options Bedman really struggles against tight, oppressive rushdown and pressure in the corner<br/><br />
<br clear=all/><br />
<br />
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|input=<br />
|image=GGXRD_Bedman_5P.png<br />
|caption=Useful as a fast anti-air, but 2P is better for mashing.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=144<br />
|risc=8<br />
|prorate=90<br />
|level=0<br />
|guard=Mid<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=4<br />
|recovery=6<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*90% combo proration.<br />
*A decent standing poke. Primarily useful as a fast anti-air that has decent horizontal range.<br />
*Whiffs on most Crouching characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|input=<br />
|image=GGXRD_Bedman_5K.png<br />
|caption= Low invulnerable poke.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=22<br />
|tension=264<br />
|risc=7<br />
|prorate=85<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=8<br />
|active=3<br />
|recovery=15<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Does slightly more damage in combos than 2K.<br />
*Low body invulnerability on this move allows it to beat a lot of character's 2K. Can be used to avoid Potemkin's Slide Head even.<br />
*Good frame trap if delayed canceled after 2P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|input=<br />
|image=GGXRD_Bedman_c.S.png<br />
|caption= The butter of all breads.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=6<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Fast startup and has a tall and far hitbox. One of Bedman's best normals.<br />
*One of the few normals that combo into both hits of 5H. Bedman's strongest combos will start from this.<br />
*Also is one of his best throw option selects due to how high it hits and it being even on block. Inputting 6+S+HS will have Bedman either throw the opponent if he's close enough to them, or perform c.S if they are either airborne or just barely outside of throw reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|input=<br />
|image=GGXRD_Bedman_f.S.png<br />
|caption= Decent poke<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=36<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=2<br />
|recovery=19<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
*Good reach and hitbox. Your fastest move for the reach, but doesn't typically lead to much. Can be useful to get guaranteed punishes in some situations.<br />
*As a round starter beats many opposing pokes.<br />
*Can combo into the 1st hit of 5H but not the second.<br />
*On counter hit or crouching opponents, you can combo into 2H.<br />
*Jump Cancelable for juggles off of corner throw.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|input=<br />
|image=GGXRD_Bedman_5H.png<br />
|caption= Swing everywhere. Maybe I'll hit them.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×2<br />
|tension=384×2<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3(3)3<br />
|recovery=18<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*Both hits are special cancel-able. but only the second hit is jump cancel-able.<br />
*Hits far and high up, but the hitbox is angled so it's not impressive against crouching opponents.<br />
*Depending on how far it hits, you want to either combo into Task B, 2H, or 2D. Opponents that are hit far away will be hit by 2H. Opponents close up can be hit by Task B.<br />
*2nd hit vacuums grounded opponents in. This is important for Bedman's longer combos.<br />
*Can jump cancel second hit on grounded opponents into j.D for a near instant overhead, but opponent can blitz-shield or DP if they expect it. You can always just jump backwards and FD to bait that.<br />
*Solid for punishing backdashes due to the far reach and long active frames of this move.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|input=<br />
|image=GGXRD_Bedman_2P.png<br />
|caption= A man's best friend is a mash-able 2P<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=12<br />
|tension=144<br />
|risc=8<br />
|prorate=90<br />
|level=0<br />
|guard=Mid<br />
|cancel=CS<br />
|roman=YRP<br />
|startup=5<br />
|active=4<br />
|recovery=7<br />
|frameAdv=-1<br />
|inv=<br />
|description=<br />
*Bedman's fastest normal and subsequently his most important defensive normal. Hits low enough to hit all crouching opponents, but has a reasonably high hitbox, all while slouching Bedman's hurtbox as well.<br />
*Combo into 2K, 2D for a knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|input=<br />
|image=GGXRD_Bedman_2K.png<br />
|caption= The go-to low.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=15<br />
|tension=264<br />
|risc=7<br />
|prorate=80<br />
|level=1<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=8<br />
|frameAdv=-2<br />
|inv=<br />
|description=<br />
*80% combo proration.<br />
*Bedman's fastest low attack. Good reach.<br />
*Chains into 2D for knockdown oki. Combos into a double hitting 5H if done close.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|input=<br />
|image=GGXRD_Bedman_2S.png<br />
|caption= As low as the bed will get.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=30<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=3<br />
|recovery=11<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Long range low, but slow startup<br />
*Can combo into 5H, but not at max distance.<br />
*Can combo into 2H, but only if 2S is a counter hit or if the opponent is crouching.<br />
*Very useful to play footsies with since it hits so far and is even on block with its' fast recovery.<br />
*This is also Bedman's best low profiling move. Bedman can use this to avoid many air attacks or high hitting moves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H/1H/3H<br />
|input=<br />
|image=GGXRD_Bedman_2H.png<br />
|image2=GGXRD_Bedman_2H_diagram.png<br />
|caption= Touch them from afar.<br />
|caption2= 3 choices. How versatile.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=2H<br />
|damage=40<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=29<br />
|frameAdv=-24<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=1H<br />
|damage=45<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=15<br />
|active=14<br />
|recovery=25<br />
|frameAdv=-20<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=3H<br />
|damage=35<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=19<br />
|active=14<br />
|recovery=33<br />
|frameAdv=-28<br />
|inv=<br />
|description=<br />
*There are 3 variations of this attack. 1H will always come out next to Bedman. 2H will come out at the half way point between Bedman and the edge of screen he's facing. 3H will come out at the far end of the screen, but it has a limit of one character's width away from the very end of the screen if Bedman is full screen away.<br />
*2H/3H are long range pokes that are slow but can catch your opponent by surprise. The pegs that come up do not have hurtboxes.<br />
*Can hit opponents far away who are attempting something full-screen. Examples: Venom setting balls, Axl's Sparrowhawk Stance, Sin eating, Elphelt Rifle Stance, and Potemkin Flick.<br />
*Special cancel-able and jump-cancel-able on block or hit. It's a good way to get a Task A on the screen.<br />
*Very very punishable on whiff. Be careful.<br />
*1H combos into Task C for good damage and knockdown oki.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|input=<br />
|image=GGXRD_Bedman_j.P.png<br />
|caption= GET OUT OF MY SKY<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14<br />
|tension=144<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=High / Air<br />
|cancel=CSJ<br />
|roman=YRP<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's most reliable air-to-air move. Hits very far for how fast it is. This will be your most useful air normal.<br />
*Cancels into itself, even on whiff. You can rapid fire this normal in the air regardless if you're hitting the opponent or not.<br />
*HUGE counter-hit hit-stun. You have a lot of time/methods to convert if you get a counter-hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|input=<br />
|image=GGXRD_Bedman_j.K.png<br />
|caption= Your best air-to-ground normal, but still meh.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=18<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=1<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's best air-to ground normal. This is mostly used when combined with an air dash to hit a grounded opponent.<br />
*Cancels into j.P and j.S for more overheads if you have the air time.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|input=<br />
|image=GGXRD_Bedman_j.S.png<br />
|caption= The move you'll learn to love after a neutral tech<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=SJ<br />
|roman=YRP<br />
|startup=10<br />
|active=8<br />
|recovery=22<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman's farthest hitting horizontal normal. This is one of the most important air normals in your arsenal.<br />
*One of your best air moves to go for after an air tech.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|input=<br />
|image=GGXRD_Bedman_j.H.png<br />
|caption= Use this on people you don't like. No one likes blocking this<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=14×6<br />
|tension=264×6<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=High / Air<br />
|cancel=S<br />
|roman=YRP<br />
|startup=13<br />
|active=12<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Hits a total of 6 times, all of the hits are overhead. Becomes very tricky to block when Bedman is getting close to the ground since you can quickly go for 2K when you land.<br />
*Not very good as an air-to-air move, but it has long active frames. If you're attempting air throws, it's not a bad option select, but it's better to go for j.P or j.S.<br />
*Very useful move to whiff when going for empty air dash into low attacks.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=j.D<br />
|input=<br />
|image=GGXRD_Bedman_j.D.png<br />
|caption= No one blocks this on reaction<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=50<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=High / Air<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8<br />
|recovery=24<br />
|frameAdv=6<br />
|inv=<br />
|description=<br />
*Instant overhead on the entire cast. Very important part of Bedman's mix-up.<br />
*Bedman can convert into a combo only if he has Deja Vu assistance, Red Roman Cancels it, or if j.D is a counter hit.<br />
*Bedman can air dash downwards j.K to combo if j.D is a counter hit.<br />
*The momentum after j.D can also be altered if Bedman holds forward, backwards, or neutral after he connects with j.D<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|input=<br />
|image=GGXRD_Bedman6P_2.png<br />
|caption= IT'S THE ANTI-AIR OF LIIIIIIIIIFE<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=32<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=9<br />
|active=6<br />
|recovery=21<br />
|frameAdv=-13<br />
|inv=1~14 Upper Body<br />
|description=<br />
*Effective anti-air but dangerous on whiff.<br />
*On hit comboes into C.S for an air combo or Task C knockdown + oki.<br />
*Upper body invulnerability through the startup and all the active frames, beats almost any jump in if timed correctly.<br />
*Hitbox is quite wide. It can hit opponents behind you.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=<br />
|image=RIP6H.jpg<br />
|caption= In loving memory (2014-2017)<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=60<br />
|tension=384<br />
|risc=6<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=S<br />
|roman=YRP<br />
|startup=27<br />
|active=6<br />
|recovery=27<br />
|frameAdv=-14<br />
|inv=14~20 Strike<br />
|description=<br />
*A kind of short-range teleport-attack with a short period of invul frames.<br />
*Staggers on counter hit.<br />
*Can pass though the opponent and cross them up.<br />
*Can cancel into Task A to make it safe, task B for a meterless knockdown, or task C for an additional crossup (and combo on airborne opponents, or some tall standing ones).<br />
*Good potential for damage if you have the meter to RC this, usual route with Task A goes like: 6H > 236P > RRC > walk 5H(2) > 1H > sj.KH > j.236H...<br />
*Bedman can be hit/thrown a few frames after he reappears, so be careful when getting predictable with this move.<br />
<br />
We have gathered here today, not to mourn the death of 6H, but to celebrate its life. There has never been a better couple between number and letter than 6 and H. The 6H we know may be gone, but it will forever live in our hearts.<br />
<br />
I first met 6H when I picked up Guilty Gear Xrd Sign on the Japanese PSN store on December 2015. Our first encounter was a bit awkward. 6H was too fast for his own good; in fact, he was so fast that he didn't even cross up properly. The opponent could block 6H both ways! 6H was such a silly button back then, but he was still charming as ever. It filled me with joy to see 6H grow so much after the 1.1 patch where it was slower and more delayed. The young restless 6H grew into a patient 6H. 6H became famous and loved by all Bedman players. GcYoshi13 would sing praises of 6H and before ever evening, he would take out his holy bible and thank the Lord for food, shelter, and 6H. Also the Lord that GcYoshi13 thanked was Daisuke Ishiwatari and the bible he held was Tuna Empire's most influential NTR manga: Slave Wife.<br />
<br />
6H's best friend Task B and Task A' are here with us as well to pay respects to 6H. Task A' would tell me stories of how the two would team up and use YRC to break people's ankles. Task B would love to do the honors of providing a hard knockdown after 6H. 6H is survived by many friends and family, and I feel that we are all equally blessed to be part of his life, as he was part of ours.<br />
<br />
I will remember 6H. You all will remember 6H. People will still talk about this command normal that carried so many Bedman players to adulthood. While 6H is gone now, we will live on with a lesson. Enjoy your command normals in their wonderful lifespan before they are patched out. Never take any button for granted.<br />
<br />
Thank you 6H. My dear friend. My best friend. Thank you and good bye.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=2D<br />
|input=<br />
|image=GGXRD_Bedman_2D.png<br />
|caption=Catch their feet.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28<br />
|tension=264<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=Low<br />
|cancel=S<br />
|roman=YRP<br />
|startup=12<br />
|active=6<br />
|recovery=12<br />
|frameAdv=-4<br />
|inv=<br />
|description=<br />
*A basic sweep. Good reach, but very slow. Don't poke/swing with this since 2S is superior in nearly every way.<br />
*Easy to combo into from a variety of normals.<br />
*Combos into Task B. If done far away, Task B will otg and they can air tech. You use 2D to score a knockdown so make sure you secure it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|input=<br />
|image=GGXRD_Bedman_5D.png<br />
|caption= Lots of reward if you hit this in the corner<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25<br />
|tension=384<br />
|risc=20<br />
|prorate=80<br />
|level=4<br />
|guard=High<br />
|cancel=<br />
|roman=YRP<br />
|startup=26<br />
|active=7<br />
|recovery=12<br />
|frameAdv=±0<br />
|inv=<br />
|description=<br />
*Slow and short range but surprisingly safe on block<br />
*Bedman's only standing overhead. j.D however is far faster.<br />
*5D can lead to very powerful combos and set-ups in the corner. The rewards are very weak if done midscreen.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD_Bedman_GroundThrow.png<br />
|caption= Throw often to scare your foes<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,10,5x9,0<br />
|tension=0,60x10,0<br />
|risc=6,0<br />
|prorate=Forced: 55%<br />
|level=0<br />
|guard=Ground Throw: 75250<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+64<br />
|inv=<br />
|description=<br />
*Bedman's throw range is decent, but his fast walk speed makes throws even more dangerous.<br />
*Midscreen throws gives good corner carry and plenty of time to set up a mixup.<br />
*He needs to Red Roman Cancel midscreen to get a combo.<br />
*Terrifyingly effective in the corner, he can combo using f.S or 5K without meter. Corner combos usually net ~100ish damage + 1-2 djv seals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD_Bedman_AirThrow.png<br />
|caption= Come on and slam and welcome to the jam!<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,60<br />
|tension=480<br />
|risc=6,0<br />
|prorate=Forced: 65%<br />
|level=0,4<br />
|guard=Air Throw: 210000<br />
|cancel=<br />
|roman=R<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+24<br />
|inv=<br />
|description=<br />
*Bedman's air throw leaves him next to the opponent at a large frame advantage, allowing a good mix-up.<br />
*Even if you RC, you can only get a single OTG attack as a combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD_Bedman_5K.png<br />
|caption= LET ME PLAY NEUTRAL<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=25<br />
|tension=-5000/264<br />
|risc=7<br />
|prorate=50%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=8<br />
|active=3<br />
|recovery=32<br />
|frameAdv=-21<br />
|inv=1~10 Full, 11~27 Foot<br />
|description=<br />
*1~10 Full invulnerability, 11~17 Foot invulnerability.<br />
*Bedman's Dead Angle uses his 5K animation. Vertical hitbox is poor, so make sure your opponent is not too high if you choose to dead angle.<br />
*Because of Bedman's lack of defensive options, this is a good way to get opponents off of you.<br />
*Beware as it only has a hitbox in the tip of Bedman's feet so it can whiff on opponents who are very close to you!<br />
}}<br />
}}<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Bedman_BlitzAttack.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-+5<br />
|inv=?<br />
|description=<br />
*Standard Blitz Attack<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Task A</font>======<br />
{{MoveData<br />
|name=Task A<br />
|input=236P (air OK)<br />
|image=GGXRD_Bedman_TaskA.png<br />
|caption= Here, catch<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90,Refer to notes<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=35×2<br />
|tension=150 / 360<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=18<br />
|active=90,Refer to notes<br />
|recovery=Total 49<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*A slow but annoying projectile that hits twice, once on the way forward and once on the way back<br />
*On the way back, the projectile tracks Bedman's position, allowing you to manipulate it's return route.<br />
*Grounded Task A goes generally straight, but air Task A will fly at a downwards angle, making it useful to hit crouching opponents that the grounded Task A otherwise whiffs on.<br />
*The ball disappears/returns to Bedman if Bedman is hit or if he's put into blockstun. It also disappears preemptively if it hits on the way back.<br />
*To successfully place a Task A seal with this move, Bedman has to finish the attack without being hit or Roman Canceling with the seal appearing at his current location.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task A'</font>======<br />
{{MoveData<br />
|name=Task A'<br />
|input=236K (air OK)<br />
|image=GGXRD_Bedman_TaskA.png<br />
|caption=<br />
|image2=GGXRD_Bedman_TaskAdash.png<br />
|caption2=The next dimension to your mix-ups. This is where the fun begins<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=35<br />
|tension=150 / 480<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=37<br />
|active=<br />
|recovery=Total 70<br />
|frameAdv=+9<br />
|inv=<br />
|description=<br />
*Works like Task A, except the startup is much slower<br />
*On hit or block, Task A' will cancel whatever Bedman is currently doing (unless it's an overdrive) and teleport him to where the ball made contact with the opponent. If the ball hit the opponent from behind, Bedman will be behind the opponent.<br />
*On hit you use c.S, 2K, or 2P to convert. <br />
*On block you are at significant frame advantage so you can either safely push them out with 2P or go for a mixup<br />
*To successfully leave a Task A' Deja Vu seal, you must have successfully finish the attack without being hit, which leaves a seal at Bedman's location.<br />
*Being put into blockstun while the head is out will preemptively cancel the head's flight, returning it back to Bedman.<br />
*Unlike Task A, Task A' can be Roman Canceled after the head is thrown while still generating a Deja Vu seal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task B</font>======<br />
{{MoveData<br />
|name=Task B<br />
|input=236S (air OK)<br />
|image=GGXRD_Bedman_TaskB.png<br />
|caption=Beyblades<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=14×4<br />
|tension=250 / 360<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=14<br />
|active=4×4<br />
|recovery=26<br />
|frameAdv=-13<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=14×3<br />
|tension=200 / 480<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=YRP<br />
|startup=12<br />
|active=6,6,4<br />
|recovery=8 After Landing<br />
|frameAdv=-5<br />
|inv=<br />
|description=<br />
*A good combo ender. Easy to combo into from a variety of hit confirms.<br />
*Instant air Task B recovers much more quickly than the ground version.<br />
*Air Task B YRC will retain a lot of momentum of the move, so it's a great way to get out of corners once you've gained altitude.<br />
*To successfully place a Task B seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing at the end of the spin<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Task C</font>======<br />
{{MoveData<br />
|name=Task C<br />
|input=236H (air OK)<br />
|image=GGXRD_Bedman_TaskC.png<br />
|caption= It's raining (bed)men.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Ground<br />
|damage=30×2, 10<br />
|tension=200 / 480×2,120<br />
|risc=6×2,8<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All, High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=11<br />
|active=8(17)10,10<br />
|recovery=13<br />
|frameAdv=-2<br />
|inv=9~Airborne<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air<br />
|damage=30×2[30×2]<br />
|tension=150 / 600,120<br />
|risc=6,8[6,7]<br />
|prorate=[―,Forced 65]<br />
|level=3,0[3,1]<br />
|guard=High / Air, All<br />
|cancel=<br />
|roman=YRP<br />
|startup=21<br />
|active=Until Landing,10<br />
|recovery=11<br />
|frameAdv=±0[+3]<br />
|inv=<br />
|description=*[ ] Indicates high in air<br />
*One of Bedman's typical combo ender, good damage and knockdown.<br />
*Hits overhead on the way down. If done close to the opponent, the falling portion will cross-up the opponent.<br />
*Surprisingly safe on block.<br />
*It has a very wide crossup hitbox (both air and ground version) but you need to RC to combo from it.<br />
*To successfully place a grounded Task C seal with this move, Bedman has to finish the attack without being hit or Roman Canceling, with the seal appearing upon landing.<br />
*Alternatively, to place a aerial Task C seal Bedman need simply to start the move, as the aerial seal is placed at the end of the startup frames.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Déjà Vu</font>======<br />
{{MoveData<br />
|name=Déjà Vu<br />
|input=214P/K/S/H<br />
|image=GGXRD_Bedman_DejaVu.png<br />
|caption=This is where things get confusing<br />
|image2=GGXRD_Bedman_DejaVu2.png<br />
|caption2=Four different seals are possible, based on the four special moves that Bedman has.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Task A<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=29<br />
|active=90,54<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A<br />
|subtitle=214P<br />
|damage=35×2<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=29<br />
|active=90,56<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task A’<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task A’<br />
|subtitle=214K<br />
|damage=35<br />
|tension=50 / 240<br />
|risc=7<br />
|prorate=Initial: 80%<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=48<br />
|active=<br />
|recovery=Total 30<br />
|frameAdv=+9<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task B<br />
|subtitle=214S<br />
|damage=14×4<br />
|tension=50 / 120<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task B<br />
|subtitle=214S<br />
|damage=26×4<br />
|tension=50 / 120<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=23<br />
|active=16<br />
|recovery=Total 30<br />
|frameAdv=+28<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Task C<br />
|subtitle=214H<br />
|damage=30×2, 10<br />
|tension=50 / 120<br />
|risc=6×2,8<br />
|prorate=<br />
|level=3×2,0<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=30<br />
|active=8(17)10(6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Task C<br />
|subtitle=214H<br />
|damage=30×2[30×2]<br />
|tension=50 / 120<br />
|risc=6,8[6,7]<br />
|prorate=<br />
|level=3,0[3,1]<br />
|guard=All<br />
|cancel=<br />
|roman=Y<br />
|startup=28<br />
|active=Until Landing (6)10<br />
|recovery=Total 30<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*[ ] Indicates high in air<br />
*All of Bedman's special moves place an seal on the stage that allows him to "replay" the same special move from that position, creating a phantom of himself to do the corresponding attack<br />
*Each seal lasts for 421F normally. The seals can be attacked by the opponent however, which will eliminate the seal immediately<br />
*Bedman poses for 30F, frame data listed above is for the attacks themselves. Attack starts 6F after Bedman poses<br />
*On use of any Deja Vu, the seal enters a cooldown phase where it disappears and can't be activated again until it reappears. If Bedman is hit during the cooldown, the attack will be immediately halted and the seal will not return unless manually placed again<br />
*Deja-vu phantoms always auto-correct towards your opponent, even if the attack that created the seal was facing the other direction<br />
*Works very well for meaty and oki setups, as YRC'ing any Deja Vu will still summon the phantom. <br />
'''Task A'''<br />
*If the Task A that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated<br />
*Just like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will immediately halt. Unlike getting hit however, the seal will reappear once more.<br />
'''Task A''''<br />
*If the Task A' that spawned the seal was done in the air, the Deja Vu version will follow the same ground sweeping pattern<br />
*Doesn't track Bedman's position on return. Instead, the Deja Vu version will return to the seal from where it originated<br />
*Unlike like the normal version, if Bedman is put into blockstun while the Deja Vu version is active, the attack will continue until the end, making this extremely useful for extended pressure.<br />
'''Task B'''<br />
*Deja-Vu Task B is the fastest of his Deja Vu replays, it hits 4 times and has a large hitbox. Very useful for space control and lockdown.<br />
*Deja-Vu Task B has the shortest cooldown of all his Deja-vu attacks, allowing you to harass/lock-down with it very effectively.<br />
'''Task C'''<br />
*Deja-vu Task C covers a huge amount of vertical space and is extremely oppressive in the corner.<br />
*Deja-vu Task C can be blocked high or low.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Movement</font>======<br />
{{MoveData<br />
|name=Air Movement<br />
|image=GGXRD_Bedman_AirDash.png<br />
|caption= Bed-freaking-Neto<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Air Hang<br />
|subtitle=Double Jump<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 45<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Air Movement<br />
|subtitle=Air Hang > direction<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 25<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Bedman lacks a traditional air-dash, what he has instead is a 'floating' state from which he can dash in any of 8 directions<br />
*input 8 then 2 for a downward air dash or 87 for and up+back airdash, etc.<br />
*When you connect with j.P, j.K, or j.S and you haven't air dashed yet, you can cancel it directly into his air movement without needing to tap 8 first. Just press the next direction you which to air dash towards quickly after the normal connects.<br /><br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
======<font style="visibility:hidden" size="0">Ground Movement</font>======<br />
{{MoveData<br />
|name=Ground Movement<br />
|image=GGXRD_Bedman_CrouchWalk.png<br />
|caption=Fastest walking speed in the game. He also has a backwards and forwards crawl.<br />
|image2=GGXRD_Bedman_Dash.png<br />
|caption2=Auto Guard Dash. Teleports behind opponent on successful auto-guard.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|version=Crouch Walk<br />
|subtitle=1 or 3<br />
|damage=<br />
|tension=45 / ―<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R2<br />
|header=no<br />
|version=Dash<br />
|subtitle=66<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=<br />
|cancel=<br />
|roman=Y<br />
|startup=<br />
|active=<br />
|recovery=Total 39<br />
|frameAdv=<br />
|inv=3~18 Guard Point<br />
|description=<br />
*Bedman has the fastest walking speed in the game.<br />
*Bedman can crawl forward and backwards with 3 and 1 respectively. He gains tension as quickly as his walk when he crawls.<br />
<br />
*Bedman's forward dash has guard points on frames 3 to 18. <br />
*Forward dash works like a parry. On successful parry, Bedman will teleport behind the opponent. He is fully invincible during the teleportation and can't be punished afterwards (he can block meaties after teleport).<br />
*Bedman's forward dash is not cancelable in any way other than YRC or PRC. For this reason, it is very unsafe to use it for movement. On successful guard point parry, Bedman can YRC to cancel the teleport.<br />
*Bedman can guard point virtually anything. Projectiles, normals, and even overdrives. Bedman will still be vulnerable to throws, command throws, and unblockables (Like Potemkin Slide Head).<br />
*Due to its' fast startup it can be used as a pseudo reversal in the middle of loose blockstrings to escape oppressive situations.<br />
*The parry dash is especially effective against slow or stationary projectiles, for example Zato's drills or Potemkin's flick.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Sinusoidal Helios</font>======<br />
{{MoveData<br />
|name=Sinusoidal Helios<br />
|input=632146H<br />
|image=GGXRD_Bedman_SinusoidalHelios.png<br />
|image2=GGXRD_Bedman_SinusoidalHelios2.png<br />
|caption2= Real Bedman hours, hit that snooze button if you're up.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=28×6<br />
|tension=-5000<br />
|risc=7<br />
|prorate=<br />
|level=2<br />
|guard=All<br />
|cancel=<br />
|roman=YR<br />
|startup=6+8<br />
|active=2×6<br />
|recovery=Total 39<br />
|frameAdv=+11<br />
|inv=1~15 Strike<br />
|description=<br />
*Frame 1~15 Strike Invul.<br />
*Bedman's only real reversal option<br />
*Limited horizontal range, since it has slow startup it's an ok reversal at best: very safe on block but opponents can usually YRC their actions to block in time.<br />
*Be wary that it can be thrown out of if opponent is close enough as it's only strike invulnerable. On wake-up don't ever try against Potemkin!<br />
*Can be used in corner combos for good damage, usually comboed into from 5H's 2nd hit, 1H/2H or the high air version of Task C.<br />
*On-hit, you can do a short juggle combo. If the opponent is cornered, it will wall splat, allowing a 5D follow-up!<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Hemi Jack</font>======<br />
{{MoveData<br />
|name=Hemi Jack<br />
|input=632146S<br />
|image=GGXRD_Bedman_HemiJack.png<br />
|caption= The Sheep Lord demands a sacrifice.<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=0,15<br />
|tension=-5000<br />
|risc=8<br />
|prorate=<br />
|level=0<br />
|guard=Unblockable<br />
|cancel=<br />
|roman=Y<br />
|startup=17+183<br />
|active=536<br />
|recovery=Total 73<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Summons our savior, the evil, black, giant, sheep that will slowly float towards our opponent. The start-up of this overdrive will summon Lord Sheep behind our opponents, but it takes a few seconds for our new Lord to awaken and begin homing towards the intended sacrifice.<br />
*The great sheep disappears if Bedman is hit but not if Bedman blocks. You must please our Sheep overlord by not getting hit. Play cautiously fellow believer and the Sheep shall grant you salvation.<br />
*The Sheep Lord is gracious of its followers and is generous enough to shield us from enemy projectiles.<br />
*Non-believers can attack and knock away the Sheep. Their efforts are fruitless however, for the Sheep has no life bar and is almighty.<br />
*The Sheep Lord has a timer before he gives up chase in frustration. As a worshiper, it is your duty to present our Sheep Lord with a sacrifice as swiftly as possible. Do not make our God wait.<br />
*The sheep does not believe in damage, and thus only does 10 damage. However, the true wisdom of our God lies in dizzy damage. Our Sheep lord deals massive amounts of dizzy damage, that will guarantee dizzy on raw hit. You can combo into our Sheep Lord, but the dizzy damage he graciously provides to us will be scaled as well. Our Lord does not like to share, and prefers the entirety of the opponent to himself.<br />
<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[GGXRD-R/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Theatre of Pain<br />
|input=in IK mode: 236236H<br />
|image=GGXRD_Bedman_TheatreOfPain.png<br />
|image2=GGXRD_Bedman_TheatreOfPain2.png<br />
|image3=GGXRD_Bedman_TheatreOfPain3.png<br />
|caption3= I give this movie two thumbs up<br />
|data=<br />
{{AttackData-GGXRD-R2<br />
|damage=DESTROY<br />
|tension=<br />
|risc=6<br />
|prorate=<br />
|level=3<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=9+12[5+9]<br />
|active=8<br />
|recovery=27<br />
|frameAdv=-18<br />
|inv=9~28 Full[5~21 Full]<br />
|description=*[ ] Indicates during Hell Fire<br />
*Uses the animation of his 6H, but does not teleport like 6H traditionally does. Very poor range all around.<br />
*Landing it will have Bedman show his opponent an embarrassing or regretful memory. He then proceeds to pop-off as usual.<br />
*You have a lot of methods to land this with the use of Deja Vu combos, 5D, and Sinusoidal Helios. Remember your opponent should be in instant kill state if you want to combo into this (Opponents needs to have 20% life left if the combo begins, or you need to bring them down to 10% from a combo that begins from 20%+ life.)<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R2/Bedman<br />
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd-R_BE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/284-bedman<br />
}}<br />
{{Navbar-GGXRD-R2}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Change_Log&diff=68562GGXRD-R2/Change Log2017-05-14T03:31:14Z<p>72.42.164.71: /* Sol */</p>
<hr />
<div>{{notice|<br />
*'''Official source (Japanese):''' http://www.arcsystemworks.jp/ggxrd/GGXrdR2_Changes.pdf<br />
*Translation source<br />
**https://www.evernote.com/shard/s296/sh/9b1f1c0a-7ad2-4edb-bb5b-179aded57788/290a6c67ce0a7d8dbe17a26607258184<br />
}}<br />
<br />
== Non-Gameplay Changes ==<br />
*'''Overall Production:''' Camera effects and hit effects have been changed overall.<br />
<br />
==System Changes==<br />
*'''Roman Cancels:''' Input buffer during RC increased. In counterhit state during RC startup<br />
*'''Purple Roman Cancels:''' PRC startup shortened<br />
*'''Standing and Air Blitz:''' Can be cancelled into from normals.<br />
*'''Charged Blitz Attack:''' Cancelled version has forced proration. On its second use in a combo, the wall stick is removed and untechable time is shortened.<br />
*'''Danger Time:''' When Danger Time is triggered, both players gain a set amount of tension.<br />
*'''Wall Crumple:''' Throw invul added to the recovery after Wall Crumples.<br />
<br />
==Sol==<br />
*'''5K:''' startup lengthened<br />
*'''6H:''' on normal ground hit, opponent enters normal hit state. Given new animation<br />
*'''Wild Throw:''' wild throw doesn't start if up directions are mixed into the input when the input is completed (not entirely sure about this)<br />
*'''Gunflame Feint:''' now affected by dash momentum<br />
*'''Dragon Install Gunflame:''' now affected by dash momentum<br />
*'''Dragon Install Grand Viper:''' flames will always hit opponent towards sol<br />
<br />
==Ky==<br />
*'''6H:''' changed into a completely new move<br />
*'''5D:''' when YRCed, a mid hitting projectile still comes out<br />
*'''Stun Edge:''' hitbox while moving has been standardized<br />
<br />
==May==<br />
*'''6P:''' when P is held, the upper body invul is also lengthened<br />
*'''Overhead Kiss:''' May can move in the air on hit<br />
*'''Applause for the Victim:''' input buffer for normals while riding the dolphin has been increased. <br />
<br />
==Millia==<br />
*'''j.H:''' changed into a completely new move<br />
*'''Roll:''' input buffer for the followups were increased<br />
*'''Digitalis:''' startup is faster, untech time is longer<br />
*'''S Silent Force:''' behavior on hit changed and untech time increased<br />
*'''H Silent Force:''' new move, input is 214H<br />
*'''Bad Moon:''' properties changed when performed from above a certain height<br />
*'''Secret Garden:''' the ball's hitbox appears later<br />
*'''Chroming Rose:''' roses disappear when Millia is hit<br />
<br />
==Zato==<br />
*'''j.D:''' wall bounces on counter hit only in the corner. Counter hit untech time reduced.<br />
*'''Invite Hell:''' triggers proximity guard in a shorter range<br />
*'''Shadow Gallery:''' launch height on 1st hit is reduced. 2nd hit wall bounces in the corner. Creates puddle<br />
*'''Break the Law:''' creates puddle<br />
*'''Shadow Puddle (]H[):''' creates puddle<br />
*'''Great White:''' can be used when Eddie is not summoned. Launch trajectory of the opponent is changed<br />
<br />
==Potemkin==<br />
*'''Crouch:''' animation changed, hurtbox shortened<br />
*'''Crouch Block:''' animation changed, hurtbox shortened<br />
*'''Air Throw:''' untech time increased<br />
*'''Heat Knuckle:''' hitbox is bigger, launch height increased<br />
*'''F.D.B:''' can hold S for a charged version. The charged versions hitbox and projectile reflect only starts when the button is released<br />
*'''Trishula:''' changed to 214K<br />
<br />
==Chipp==<br />
*'''Various Specials:''' when the button is held, Chipp will automatically wall stick<br />
*'''Shinkirou:''' launches on counter hit.<br />
*'''Alpha Plus:''' tumbles on counter hit<br />
*'''Shuriken:''' damage increased from 1 to 9, now considered a projectile<br />
*'''Gamma Blade:''' Earlier YRC point, projectile also comes out earlier on trade<br />
<br />
==Faust==<br />
*'''5D:''' can reflect enemy projectiles. However it does not reflect the projectile as is, it creates a projectile unique to Faust instead<br />
*'''Nani ga deru kana:''' new items added<br />
<br />
==Axl==<br />
*'''5P:''' cancel window increased<br />
*'''5H:''' cancel window increased<br />
*'''j.6K:''' new move added<br />
*'''j.2S:''' new move added<br />
*'''Haitaka no Kamae (Sparrowhawk Stance):''' when his attacks are blocked, he cannot cancel into another move. Startup, hitboxes and hurtboxes were changed drastically. Attacks become unblockable after a set period of time (like elphelt rifle)<br />
<br />
==Venom==<br />
*'''2H:''' changed into a completely new move<br />
*'''Stinger Aim:''' when 2 is held after the input, the ball gains back spin. Otherwise, it has top spin<br />
*'''Carcass Raid:''' when 4 is held after the input, the ball gains back spin. Otherwise, it has top spin<br />
*'''Red Hail:''' startup reduced, ball trajectories changed<br />
<br />
==Slayer==<br />
*'''2S:''' hitbox changes at a different timing, late hitbox buffed<br />
*'''Bloodsucking Universe:''' on hit, all specials counter hit for a set period of time<br />
<br />
==I-No==<br />
*'''663:''' changed airdash trajectory after 663<br />
*'''f.S:''' when YRCed, projectile attack still comes out<br />
*'''6H:''' when the later part of the move hits in the air, it vacuums<br />
*'''5D:''' when YRCed, a mid hitting projectile still comes out<br />
*'''j.H:''' counter hit recovery removed<br />
*'''Sterilization Method:''' removed throw hitbox behind I-no<br />
<br />
==Bedman==<br />
*'''Dash:''' overall duration and counter duration reduced. Speed increased<br />
*'''Backdash:''' hurtbox widened<br />
*'''Crouch:''' hurtbox shortened<br />
*'''Crouch block:''' hurtbox shortened<br />
*'''2K:''' gatling into 5H removed<br />
*'''2H and 3H:''' on ground hit, the opponent now enters a normal hit state<br />
*'''6H:''' changed into a completely new move<br />
*'''j.P:''' hurtbox widened<br />
*'''Air Throw:''' can be comboed off on RC<br />
*'''Dejavu:''' can be used in the air<br />
<br />
==Ramlethal==<br />
*'''Maruterri:''' new move. Input is 236S while holding the S sword<br />
*'''Foruterri:''' new move. Input is 236H while holding the H sword. Can cancel from Maruterri on hit<br />
<br />
==Sin==<br />
*'''Backdash:''' invul period shortened<br />
*'''6P:''' not jump cancellable anymore. Untech time increased<br />
*'''Still Growing:''' can gain calories again by hitting H<br />
*'''Leap:''' can be cancelled into specials right after jumping<br />
<br />
==Elphelt==<br />
*'''Defense:''' lowered a little<br />
*'''5H:''' followup hits can be special cancelled. Followup hits attack level reduced<br />
*'''j.S:''' hitbox reduced<br />
*'''j.H:''' hitbox widened<br />
*'''Shotgun Shot:''' Elphelt retreats a little bit more after shooting<br />
*'''Sniper Shot:''' takes longer to become unblockable<br />
<br />
==Leo==<br />
*'''6P:''' upper body invul removed, added high and mid armor. Removed gatlings into 6P other than from 5P and 2P. Launches back on hit<br />
*'''5H:''' hurtbox increased<br />
<br />
==Johnny==<br />
*'''Mist Finer:''' when FDed while Bacchus Sigh is on the opponent, Mist Finer does a set amount of damage. Hitback on regular block Bacchus Sigh Mist Finer removed<br />
*'''Zweihander:''' attack level reduced<br />
<br />
==Jack-O==<br />
*'''Explode:''' cooldown reduced. Servants are invulnerable during the countdown<br />
*'''Various Servants:''' lvl 1 and 2 servants disappear after one attack<br />
<br />
==Jam==<br />
*'''Parry:''' can cancel into followup from the beginning. Hitting P without inputting 6 will have it startup at the previous timing<br />
*'''Hyappoushinshou:''' horizontal knockback increased<br />
*'''Renhoukyaku:''' throw invul time lengthened<br />
<br />
==Raven==<br />
*'''6P:''' jump cancel removed<br />
*'''Scharf Kugel:''' amount of hits depends on Excitement Meter.<br />
**Excitement 0-2: 2 hits; Excitement 3-5: 3 hits; Excitement over 6: 4 hits<br />
*'''Grausam Impuls:''' startup changed based on excitement meter<br />
<br />
==Haehyun==<br />
*'''Shiinken (Reverse):''' input made easier, time to input the back input has been increased<br />
*'''Hayabusa Otoshi (Reverse):''' launch on hit increased<br />
<br />
==Dizzy==<br />
*'''Various Normals:''' hurtbox reduced<br />
*'''j.P and j.K:''' can gatling into j.D<br />
*'''2S:''' launches on ground counter hit. Changed launch trajectory on air hit<br />
*'''j.236P and K:''' bounces off the side of the stage<br />
*'''236S and H:''' appears on stage when used near the corner<br />
*'''421S and H:''' hitstop changed. Hitbox increased<br />
*'''421S:''' spear rises faster after the first hit.<br />
*'''421H:''' 2nd hit attack level increased<br />
*'''Air S and H fish:''' startup reduced<br />
*'''D fish:''' after countering a move, it tracks the opponent vertically as well<br />
*'''Burst Imperial Ray:''' removed bug where Dizzy did not gain Burst meter on hit<br />
----<br />
{{Navbar-GGXRD-R2}}</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=68199BBCF/Hazama2017-04-29T10:16:07Z<p>72.42.164.71: /* Serpent's Infernal Rapture */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, grants two fully invincible reversals, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches standing opponents a little bit in the air, which can be linked into either 4D if you are far enough away, or a charged Devouring Fang if you're closer.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=2(2)4<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Serpent's Infernal Rapture in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other good tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled any time after the hit, even during the follow-up stance.<br />
<br />
At the very end of Hazama's recovery frames, he enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow-ups since the uncharged versions now have the same invincibility as their charged stances. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. The charged version causes ground bounce, which can also lead to devatating combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. You probably aren't going to use this very often after a blocked Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a great tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move only has frame 1 invincibility during Overdrive, making it a questionable reversal at best when used otherwise, but is nonetheless still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. No longer a real reversal, it will lose completely to proper meaty attacks, though if your opponent makes an error, the trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too, which can punish some meaty attacks in recovery, and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=68112BBCF/Hazama2017-04-22T09:55:16Z<p>72.42.164.71: /* Shadow Serpent */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, grants two fully invincible reversals, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches standing opponents a little bit in the air, which can be linked into either 4D if you are far enough away, or a charged Devouring Fang if you're closer.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=2(2)4<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Serpent's Infernal Rapture in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other good tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled any time after the hit, even during the follow-up stance.<br />
<br />
At the very end of Hazama's recovery frames, he enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow-ups since the uncharged versions now have the same invincibility as their charged stances. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. The charged version causes ground bounce, which can also lead to devatating combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. You probably aren't going to use this very often after a blocked Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from one high, as Hazama's leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a great tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=68111BBCF/Hazama2017-04-22T09:54:53Z<p>72.42.164.71: /* Shadow Serpent */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, grants two fully invincible reversals, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches standing opponents a little bit in the air, which can be linked into either 4D if you are far enough away, or a charged Devouring Fang if you're closer.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=2(2)4<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Serpent's Infernal Rapture in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other good tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled any time after the hit, even during the follow-up stance.<br />
<br />
At the very end of Hazama's recovery frames, he enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow-ups since the uncharged versions now have the same invincibility as their charged stances. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. The charged version causes ground bounce, which can also lead to devatating combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. You probably aren't going to use this very often after a blocked Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from one high, as Hazama'slashes leg has a massive hurtbox attached to it , meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a great tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=68110BBCF/Hazama2017-04-22T09:52:13Z<p>72.42.164.71: /* Serpent's Redemption */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all D chains to become their far versions. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
* Benefits immensely from his Overdrive, which steals life, grants two fully invincible reversals, and greatly augments his combo game<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal outside of Exceed Accel<br />
* Gameplan is largely dependent on a resource that can be easy to deplete<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can hit Relius while in crouching blockstun <br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=3<br />
|recovery=25<br />
|frameAdv=-11<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Landing a Counter with this launches standing opponents a little bit in the air, which can be linked into either 4D if you are far enough away, or a charged Devouring Fang if you're closer.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Serpent's Infernal Rapture, and can be linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with. Can also be thrown out after 5B or 5C mid-combo as a damage reset leading into another, potentially more damaging combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end blockstrings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Venom Sword as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=2(2)4<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo filler<br />
*Okay as an approach sometimes<br />
*50% Heat Gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
<br />
This moves extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit (but no regain on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Venom Sword.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Serpent's Infernal Rapture in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Hungry Coils or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Shadow Serpent. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Shadow Serpent. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Hungry Coils wallbounce or after Venom Sword counter hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Devouring Fang/Rising Fang. Midscreen you can link into Falling Fang if you buffer it with a Serpent's Benediction.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Devouring Fang (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Uncharged<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|version=Charged<br />
|header=no<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=1<br />
|recovery=24<br />
|frameAdv=±0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
<br />
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense since Hazama has plenty of other good tools, but it can still get the job done. Can be used after 3C to get an easy combo going.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword - Jabaki<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper - Jagai<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
*Can be rapid-cancelled any time after the hit, even during the follow-up stance.<br />
<br />
At the very end of Hazama's recovery frames, he enters a Serpent's Benediction stance. Unlike the manual version of Serpent's Benediction, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow-ups since the uncharged versions now have the same invincibility as their charged stances. Hits opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction - Jasetsu<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow-ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption - Jakatsu<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Back: 32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. You can dash forward as many times as you like, but can dash backwards only once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang - Ressenga<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=1+11L<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. The charged version causes ground bounce, which can also lead to devatating combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang - Gashoukyaku<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Since it takes a long time for stance attacks to come out, don't expect to use this as a wake-up reversal.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The charged version of this move causes the opponent to fly far away midscreen allowing for easy link into Hungry Coils or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang - Zaneiga<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Charged<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 214B for oki. You probably aren't going to use this very often after a blocked Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal a good combo with or without meter. Charged version causes the opponent to go into a long air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste - Chuudan<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent - Jameijin<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes groundbounce.<br />
<br />
An aerial spike that sends Hazama straight down to the ground. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints, since on whiff the recovery is cut down to 5 frames. Never use this to hit an opponent who is below you from the air, as it extends a massive hurtbox below the small hitbox, meaning it can be beat out by literally any attack from the opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs - Gasaishou<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a great tool for getting through your opponent's defense, okizeme, and combos that leave you in a favourable position.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils - Jakou<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture - Jayoku Houtenjin<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Serpent's Infernal Rapture is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+15<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath - Orochi Burensou<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it comes out on the first frame of Benediction, you can also use this as a handy situational reversal. It can also be rapid-cancelled from the second hit onward. Pair this move up with Overdrive and you've got a one way ticket to damage heaven.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk - Meija Gekkouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls - Senkon Meiraku<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=GGXRD-R/Jack-O%27&diff=67931GGXRD-R/Jack-O'2017-04-19T06:29:20Z<p>72.42.164.71: /* 3H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Jack-O<br />
|-<br />
||<br />
[[File:GGXRD-R_JackO_Portrait.png|350px|center]]<br />
|-<br />
|-<br />
||{{CharData-GGXRD-R<br />
|defense=1.03<br />
|guts=2<br />
|stun=60<br />
|weight=Light<br />
|jumpStartup=3F<br />
|backdashTime=13F<br />
|backdashInv=9F<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash Type: Run<br/><br />
|}<br />
{{CharNav |charMainPage=GGXRD-R/Jack-O'<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_JC.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/351-jack-o/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Jack-O brings a new and unique fighting style to Guilty Gear. Her gameplay revolves around the summoning of three types of Servants that gravitate their way towards the opponent attacking them when in range. These Servants begin at the base level of 1 where their attacks are weak and have short range, but throughout the round there will be opportunities to level them up to their max level of 3. At level 3 the Servants have increased range, damage, and some Servants even attack multiple times in a single strike. Utilizing their various attacks and special abilities combined with Jack-O's own make for a formidable pressure game that can overwhelm the opponent.<br />
<br />
===Strengths===<br />
*Extreme corner pressure with Servants that can eliminate many options for retaliation <br />
*Many moves to keep the opponent in the corner, and to buy time so Servants can level up<br />
*A variety of high/low/unblockable moves to keep the opponent guessing<br />
*Normal attacks can be used for serious frame-traps and space control (neutral)<br />
*Her Servants can be a major distraction to the opponent's game plan if placed correctly (especially when they are clocked-up)<br />
*Gains serious amounts of Tension when standing near stationary Ghosts and also from Servants attacking the opponent<br />
*Can be a good choice for players new to FGs or players who are "not FG players" otherwise, due to her generally simplified inputs & overall different playstyle<br />
<br />
===Weaknesses===<br />
*NEEDS servants for safe corner pressure<br />
*Her D attacks automatically consume a small amount of Tension to enhance themselves, making her heavily meter-reliant<br />
*Tension is needed to get out of oppressive situations<br />
*Servants can sometimes interfere with progress if you're not careful (random hit/s aspect)<br />
*Loses a LOT of momentum when servants leave (by hit or time) and Ghosts are destroyed<br />
<br clear=all/><br />
==Normal Moves==<br />
======<font style="visibility:hidden" size="0">5P</font>======<br />
{{MoveData<br />
|name=5P<br />
|image=GGXRD-R_JackO_5P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=0<br />
|guard=All<br />
|cancel=JS<br />
|roman=<br />
|startup=4<br />
|active=4<br />
|recovery=6<br />
|frameAdv=0<br />
|inv=<br />
|description=<br />
Standard jab. Mostly used in OTG combos that'll end the round but it can be useful in tight situations to jab out of holes in pressure or awkward situations in neutral <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5K</font>======<br />
{{MoveData<br />
|name=5K<br />
|image=GGXRD-R_JackO_5K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=26<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=JS<br />
|roman=<br />
|startup=6<br />
|active=6<br />
|recovery=13<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
* Somewhat good poke for catching people trying to jump<br />
* Good ender for OTG combos to push the opponent away<br />
<br />
Has decent range and can be good for a poke. Because it hits more upward, it can be better than fS to catch people trying to jump. Also good at the end of OTG combos to kick the opponent away. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">c.S</font>======<br />
{{MoveData<br />
|name=c.S<br />
|image=GGXRD-R_JackO_cS.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=JS<br />
|roman=<br />
|startup=7<br />
|active=5<br />
|recovery=6<br />
|frameAdv=+3<br />
|inv=<br />
|description=<br />
* Good for stagger pressure to buy time for servants to catch up and lockdown the opponent<br />
<br />
Mostly used in stagger pressure or combos. It's +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with 2K (Also +3) during your stagger pressure to maximize it's effectiveness. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">f.S</font>======<br />
{{MoveData<br />
|name=f.S<br />
|image=GGXRD-R_JackO_fS.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=JS<br />
|roman=<br />
|startup=8<br />
|active=6<br />
|recovery=20<br />
|frameAdv=-12<br />
|inv=<br />
|description=<br />
* Good poke<br />
* Good round start option<br />
* Good point for varying your pressure<br />
<br />
Jack-O's best ground poke. Pretty good option at round start. Has good range to challenge what other characters can do at round start and even on block, it'll still let you set up a Ghost. Though not used often because of Jack-O's more unorthodox pressure and mixup structure, it can still be a good place of variation in a blockstring due to its ability to be normal, special and jump cancelled.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=GGXRD-R_JackO_5H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=36, 16×2<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=S<br />
|roman=<br />
|startup=10<br />
|active=3(2)2(2)2(4)2(2)2(4)2(2)2<br />
|recovery=24<br />
|frameAdv=-13<br />
|inv=<br />
|description=<br />
*Jump-cancellable on the first hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6P</font>======<br />
{{MoveData<br />
|name=6P<br />
|image=GGXRD-R_JackO_6P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=S<br />
|roman=<br />
|startup=10<br />
|active=6<br />
|recovery=20<br />
|frameAdv=-12<br />
|inv=<br />
|description=<br />
* Emergency anti-air<br />
* On CH, blows back full screen<br />
<br />
Not as desirable to use as an anti air as 2S because on CH, it'll blow back full screen instead of giving you a full combo. However, it's very useful as an anti-air in tight situations because of the usual 6P 1F upper body invuln. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6K</font>======<br />
{{MoveData<br />
|name=6K<br />
|image=GGXRD-R_JackO_6K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=20x2<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=High<br />
|cancel=<br />
|roman=<br />
|startup=24<br />
|active=2(3)3<br />
|recovery=11<br />
|frameAdv=0<br />
|inv=<br />
|description=<br />
* Good Overhead <br />
* Good for beating wakeup throw attempts<br />
<br />
An overhead. Under normal circumstances, you can't convert it into a combo meterless unless a Knight or Lancer attack happens to be timed to attack at just the right moment. Usually to convert this into a combo meterless, you'll have to your servants constantly attacking while they're already locking down the opponent. That said, if you have 50 meter, you can always convert this into a full combo by doing 6K RC > Air dash j.S > j.HS.<br />
<br />
Because 6K makes Jack-O airborne, it's also good for beating and punishing an opponent's attempts to throw on wakeup.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=GGXRD-R_JackO_6H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=30,50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=JS<br />
|roman=<br />
|startup=7<br />
|active=2(9)8<br />
|recovery=19<br />
|frameAdv=-8<br />
|inv=<br />
|description=<br />
* Situational long range anti-air<br />
* Good for standing loop combos<br />
<br />
Can be a good long range anti-air or prevent people from jumping out of getting locked down by servants in some situations. The tricky part with using this is that whiffing it can end with you eating a full combo because of the recovery. You mostly want to use this either when you're dealing with opponent's with a lack of air options or sluggish air movement or when you have knights and lancers covering the ground to minimize the risks of getting whiff punished. For the most part though, 6HS will see most of its use in Jack-O's standing loop combo that does pretty nice damage.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">3H</font>======<br />
{{MoveData<br />
|name=3H<br />
|image=GGXRD-R_JackO_3H.png<br />
|caption=whirrrrr...<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=30<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Low<br />
|cancel=No<br />
|roman=<br />
|startup=11<br />
|active=15<br />
|recovery=9<br />
|frameAdv=-10<br />
|inv=<br />
|description=<br />
<br />
* Jack-O's sweep<br />
* Sometimes good round start option<br />
* Low profiles.<br />
<br />
A standard way to end most ground combos since it gives knockdown in front of you and allows you to set Ghosts, pick up Ghosts to throw, reposiiton yourself to hide behind advancing servants or just go in for a regular blockstring. However, you should keep in mind servants in the area and whether they're likely to attack next. A knight or lancer could help you extend your combo if their attack timing is in sync with your combo just right but they could also hit the opponent OTG and ruin a hard knockdown setup. You'll need to be able to know in advance which one it'll be and act accordingly<br />
<br />
3HS can sometimes be a good option at round start due to its ability to low profile some of your opponent's round start options. On hit, it'll let you set up a Ghost or two. On block, it's usually safe-ish because of the distance away from the opponent you'll be doing it from. The biggest danger here is whiffing 3HS entirely can lead to punishes or putting you in undesirable situations, which is why you probably won't be using this option as much as others. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">5D</font>======<br />
{{MoveData<br />
|name=5D<br />
|image=GGXRD-R_JackO_5D.png<br />
|caption=<br />
|input=5D<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=22<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=High<br />
|cancel=<br />
|roman=<br />
|startup=26[31]<br />
|active=4<br />
|recovery=16[21]<br />
|frameAdv=-6[-11]<br />
|inv=<br />
|description=<br />
* Good overhead when opponent is being locked down by Clocked Up Servants<br />
* Low profiles at the middle of the animation<br />
* Uses 10-15% Tension if you have the Tension<br />
<br />
Jack-O's Dust tends to get more mileage than your typical Dust. In situations where you have the opponent locked down with Clocked Up servants, 5D can be a good overhead option because of the red glow of the servants can make it hard to see the usual red flash that a dust makes. Also because of its ability to low profile, it can also to beat a poke when used sparingly. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">4D</font>======<br />
{{MoveData<br />
|name=Hunger of Dopoulos<br />
|image=GGXRD-R_JackO_HungerOfDopoulos.png<br />
|caption=<br />
|input=4D (air OK)<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=10,40<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No<br />
|roman=<br />
|startup=11[16]<br />
|active=9<br />
|recovery=26[31]<br />
|frameAdv=-11[-16]<br />
|inv=<br />
|description=<br />
* Uses 10-15% Tension if you have the Tension<br />
* Alternate ground combo ender, staple air combo ender<br />
* Strike Grab that can be combo'd into<br />
* You can determine the direction the opponent will be sent flying by inputting it on your stick/controller during animation<br />
* Can be a (cheeky) opener depending on matchup<br />
<br />
An alternate way to end your ground combos. Mostly used when you want to throw the opponent to the other side of the screen away from Jack-O or sideswap them into the corner. Be sure to confirm the current situation of your servants before attempting to use this in a combo. If they're too close to you and their next attack is timed just right, it could mess up trying to throw them away and instead force the opponent to air tech near you. <br />
<br />
This is the usual air combo ender for Jack-O combos. When determining which direction to have the opponent spit out, be sure to verify the current situation. For instance, if your close to the corner, you'll probably want to toss them into the corner and proceed to try and have your servants lockdown the opponent. Other times if the right servants are nearby, it might be best to have the opponent spit out towards them to try and extend your combo. <br />
<br />
It does need to be emphasized that, despite the move behaving in most regards like a throw, the initial hit behaves like a normal mid attack, meaning it can be blocked and punished from all positions.<br />
<br />
It can also be used a somewhat cheeky opener, depending on the matchup and what the opponent chooses to lead with. If it does strike, it puts you in an excellent position as you absolutely have time to set down at least one Ghost and get Aegis Field up if the matchup calls for it. It is a risky opening, however, as a number of opposing openings will beat it in frames handily.<br />
<br />
Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">6D</font>======<br />
{{MoveData<br />
|name=Elysion Driver<br />
|image=GGXRD-R_JackO_ElysionDriver1.png<br />
|caption=On hit<br />
|image2=GGXRD-R_JackO_ElysionDriver2.png<br />
|caption2=On whiff<br />
|input=6D (air OK)<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Ground<br />
|damage=0,90,0<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Ground Throw: 157500[90000]<br />
|cancel=No<br />
|roman=Yellow<br />
|startup=17[22]<br />
|active=4<br />
|recovery=43[48]<br />
|frameAdv=+66<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Air<br />
|damage=0,90,0<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Air Throw: 157500[110000]<br />
|cancel=<br />
|roman=<br />
|startup=10[15]<br />
|active=4<br />
|recovery=Until Landing + 9 After Landing<br />
|frameAdv=+66<br />
|inv=<br />
|description=<br />
* Can be a good mixup from time to time<br />
* Uses 10-15% Tension if you have the Tension<br />
<br />
Command grab. Rarely used as a mixup due to a combination of the unorthodox structure of Jack-O's pressure and the risks of getting punished when people jump out but it's still good to use every now and then. It can't be converted into a combo normally midscreen but its damage on its own is pretty good. <br />
<br />
Air version doesn't really get used.<br />
<br />
Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version, along with increased range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2P</font>======<br />
{{MoveData<br />
|name=2P<br />
|image=GGXRD-R_JackO_2P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=12<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=S<br />
|roman=<br />
|startup=5<br />
|active=4<br />
|recovery=6<br />
|frameAdv=0<br />
|inv=<br />
|description=<br />
Crouching jab. You can use it to poke out of holes in pressure. Can be used when near a Ghost without picking it up if inputted as 1P/3P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2K</font>======<br />
{{MoveData<br />
|name=2K<br />
|image=GGXRD-R_JackO_2K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=14<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Low<br />
|cancel=S<br />
|roman=<br />
|startup=6<br />
|active=3<br />
|recovery=6<br />
|frameAdv=+3<br />
|inv=<br />
|description=<br />
* Go to low in mixups <br />
* Good for stagger pressure to buy time for servants to catch up and lockdown the opponent<br />
<br />
The move you'll use when you want to open people up with a low. It's also +3 on block so it's great to use in stagger pressure to help give your servants time to catch up and lockdown the opponent. Combine it with varying resetting pressure with c.S (also +3) during your stagger pressure to maximize its effectiveness. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=GGXRD-R_JackO_2S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=JS<br />
|roman=<br />
|startup=8<br />
|active=7<br />
|recovery=22<br />
|frameAdv=-15<br />
|inv=<br />
|description=<br />
*Good Anti-Air used to cover space directly above Jack-O. Similar to Dizzy's 2S from previous Guilty Gear games.<br />
<br />
Jack-O's go-to anti air. While it isn't 1f upper body invuln like 6P, her hurtbox is pretty low to the ground and the upward vertical kick has good vertical range (but limited horizontal range!). On CH, you can convert it into a full combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=GGXRD-R_JackO_2H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=8×(3-15), 26-34<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=S<br />
|roman=<br />
|startup=13<br />
|active=3(3)3(3)3(3)3(9)3<br />
|recovery=18<br />
|frameAdv=-2<br />
|inv=<br />
|description=<br />
* Sometimes good for buying time for servants to swarm<br />
* Mash HS to make more hits come out<br />
<br />
This normal typically doesn't get much use. However, in some situations, the many hits 2HS can trap an opponent in blockstun or prolong a ground combo long enough to give time for her servants to swarm the opponent so you'll want to be on the look out for these situations and use this normal accordingly<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">2D</font>======<br />
{{MoveData<br />
|name=Zest<br />
|image=GGXRD-R_JackO_Zest.png<br />
|caption=<br />
|input=2D (air OK)<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=30,25<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No<br />
|roman=<br />
|startup=9[14]<br />
|active=3(6)9<br />
|recovery=<br />
|frameAdv=-45<br />
|inv=<br />
|description=<br />
* Good meterless reversal<br />
* Uses 10-15% Tension if you have the Tension<br />
<br />
Zest is 1f strike invuln and can be used like a regular DP, though it will lose to well-timed throws. Due note that like all of Jack-O's D moves, it'll use meter if meter is available. The metered version has quicker start up than the meterless version. Also, you should keep in mind that 2D's horizontal range is limited, and it can be outspaced by characters with good range. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.P</font>======<br />
{{MoveData<br />
|name=j.P<br />
|image=GGXRD-R_JackO_j.P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=12<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=High<br />
|cancel=S<br />
|roman=<br />
|startup=6<br />
|active=4<br />
|recovery=6<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Can cancel into itself<br />
<br />
Can be good in some jump-in or air-to-air situations to keep the opponent in blockstun so that you can safely land and continue pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.K</font>======<br />
{{MoveData<br />
|name=j.K<br />
|image=GGXRD-R_JackO_j.K.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=16<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=High<br />
|cancel=JS<br />
|roman=<br />
|startup=5<br />
|active=6<br />
|recovery=12<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
* Good air to air<br />
<br />
Usually used in air combos, but it can be a good air-to-air sometimes as well since while it doesn't have much vertical range, it does have good horizontal range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=GGXRD-R_JackO_j.S.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=28<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=High<br />
|cancel=JS<br />
|roman=<br />
|startup=9<br />
|active=5<br />
|recovery=21<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
* Good jump in<br />
<br />
Mostly just used in combos, but j.S's downward hitbox does give it some usefulness as a jump in. Use as an air-to-ground strike.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=GGXRD-R_JackO_j.H.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=26x2<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=High<br />
|cancel=S<br />
|roman=<br />
|startup=11<br />
|active=3,3<br />
|recovery=32<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
* Good jump in<br />
* Good for cross-ups<br />
<br />
j.HS has a lot of blockstun/hitstun and a great hitbox that hits both sides, making it great for both combos and jump-ins. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.D</font>======<br />
{{MoveData<br />
|name=Remove the Chain of Chiron<br />
|image=GGXRD-R_JackO_Remove the Chain of Chiron.png<br />
|caption=<br />
|input=j.D<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=24x3[24]<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No<br />
|roman=<br />
|startup=21<br />
|active=<br />
|recovery=Total 32 + 10 After Landing <br> [51 + 10 After Landing]<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
* Uses 10-15% Tension if you have the Tension<br />
* Without sufficient Tension = 1 shot, With sufficient Tension = 3 shots<br />
* Metered version is good for buying time for servants to catch up and lock down<br />
* Metered version is good for creating a safer way to land<br />
<br />
The version that doesn't use Tension hasn't seen much use, but the metered version of j.D can be good in two situations. The first situation is when you have the opponent in the corner and you need to buy time for your servants to catch up and lock down the opponent. In this situation, jumping into the air and forcing them to block the 3 fireballs from the metered version of j.D can be helpful when varying your tactics to buy time to keep your opponent guessing. The tension version is a block-stun nightmare.<br />
<br />
The second situation that the metered version comes in handy is when you are in the air above the opponent. In this situation, the 3 fireballs can be useful to cover your landing against opponents trying to wait down below to Anti Air you. If the fireballs miss and you still have unused air options such as an air dash, be sure to use them to try and get yourself to safety. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">j.2D</font>======<br />
{{MoveData<br />
|name=Air Zest <br />
|image=GGXRD-R_JackO_AirZest.png<br />
|caption=2D in reverse<br />
|input=j.2D<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No<br />
|roman=<br />
|startup=17[22]<br />
|active=Until Landing<br />
|recovery=13 After Landing<br />
|frameAdv=0<br />
|inv=<br />
|description=<br />
* Can be good for baiting Anti-Airs<br />
* Uses 10-15% Tension if you have the Tension <br />
* Frame Advantage is from lowest possible Zest<br />
<br />
Jack-O's dive kick. Like most dive kicks, it can be used to beat out people trying to anti-air you. However, it might be safer to use the meter version of j.D instead since a blocked j.2D will likely end in a punish or being forced to block. <br />
}}<br />
}}<br />
<br clear=all/><br />
==Universal Mechanics==<br />
======<font style="visibility:hidden" size="0">Ground Throw</font>======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=GGXRD-R_JackO_GroundThrow.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=0,60<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Ground Throw: 63000<br />
|cancel=<br />
|roman=<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=+54<br />
|inv=<br />
|description= <br />
* Sometimes a good mixup when combined with IAD Ghost Throw<br />
* Solid defensive option<br />
<br />
A good mixup to go for sometimes when combined with IAD Ghost Throw. The key here is to have a good understanding of your spacing when you do IAD Ghost Throw so that you know before hand that the Ghost will actually whiff over your opponent slightly so that you can throw them when you land. In general in Guilty Gear, ground throws can be good defensive options to deal with certain situations because of how quick they are. After a ground throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Air Throw</font>======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=GGXRD-R_JackO_AirThrow.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=0,60<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Air Throw: 192500<br />
|cancel=<br />
|roman=<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description= <br />
* Good option to deal wtih air appraoches up close<br />
<br />
In situations where 2S won't reach horizontally and 6P won't hit high enough vertically, jumping up and air throwing the opponent can be your best option to deal with an air approach up close. After an air throw, you should have time to either set a Ghost, pick up a Ghost to throw, retreat back behind advancing servants, etc.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======<br />
{{MoveData<br />
|name=Dead Angle Attack<br />
|image=GGXRD-R_JackO_6P.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=25<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=13<br />
|active=6<br />
|recovery=20<br />
|frameAdv=-12<br />
|inv=<br />
|description= <br />
Same animation as her 6P.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======<br />
{{MoveData<br />
|name=Blitz Attack<br />
|image=GGXRD-R_Jack-O_BlitzAttack.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Uncharged<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=Initial: 55%<br />
|level=1<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=(15-48)+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-2<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Max Charge<br />
|damage=50<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=4<br />
|guard=Mid<br />
|cancel=<br />
|roman=R<br />
|startup=50+13<br />
|active=3<br />
|recovery=Hit: 11<br/>Whiff: 20<br />
|frameAdv=-+5<br />
|inv=?<br />
|description=<br />
*List what the move is used for<br />
*List interesting properties in bullet points like invul, floating opponents on CH, etc.<br />
Follow the [[Help:Writing_Character_Pages]] guidelines<br />
}}<br />
}}<br />
<br clear=all/><br />
==Special Moves==<br />
======<font style="visibility:hidden" size="0">Ghost Set</font>======<br />
{{MoveData<br />
|name=Ghost Set<br />
|image=GGXRD-R_JackO_GhostSet.png<br />
|caption=<br />
|input=22P/K/S<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=No<br />
|roman=Yes<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Can only place one of each Ghost<br />
*First Servant will materialize after 93F<br />
<br />
Places a Ghost on the screen, which will later spawn a Servant. Up to a maximum of 2 of the respective Servant can be on the field.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ghost Pick Up</font>======<br />
{{MoveData<br />
|name=Ghost Pick Up<br />
|image=GGXRD-R_JackO_GhostPickUp.png<br />
|caption=<br />
|input=2P near a Ghost<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=No<br />
|roman=Yes<br />
|startup=<br />
|active=<br />
|recovery=18<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Picks up a nearby Ghost. You can then either throw the Ghost, put it away or place it down once you've picked it up. Useful to special-cancel into during pressure so you can throw a Ghost or retreat with a Ghost ready to throw to help your retreat. It's like playing a game of ''Wario's Woods!''<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ghost Place</font>======<br />
{{MoveData<br />
|name=Ghost Place<br />
|image=GGXRD-R_JackO_GhostPlace.png<br />
|caption=<br />
|input=Ghost Pick Up > 2P/K/S<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=No<br />
|roman=Yes<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=24<br />
|inv=<br />
|description=<br />
Jack-O places the Ghost at her feet. Not usually used since you usually end up throwing it or in dangerous situations, you'll end up putting it away. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ghost Put Away</font>======<br />
{{MoveData<br />
|name=Ghost Put Away<br />
|image=GGXRD-R_JackO_GhostPutAway.png<br />
|caption=<br />
|input=Ghost Pick Up > 4P/K/S<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=No<br />
|roman=Yes<br />
|startup=<br />
|active=<br />
|recovery=12<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
Jack-O absorbs and removes any Ghosts from play while restoring their health and maintaining their levels. Putting away the Ghost can be done in the air as well so IABD Put Away Ghost can be a nice tactic to use in emergencies.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Ghost Throw</font>======<br />
{{MoveData<br />
|name=Ghost Throw<br />
|image=GGXRD-R_JackO_GhostThrow.png<br />
|caption=<br />
|input=Ghost Pick Up > 5P/K/S (Air OK)<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Ground<br />
|damage=35<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No <br />
|roman=Yes<br />
|startup=12<br />
|active=32<br />
|recovery=32 Total<br />
|frameAdv=-7<br />
|inv=<br />
|description=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Air<br />
|damage=35<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No<br />
|roman=Yes<br />
|startup=12<br />
|active=Until Landing<br />
|recovery=32 Total<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Picked up Ghost is thrown forward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Organ Deployment</font>======<br />
{{MoveData<br />
|name=Organ Deployment<br />
|image=GGXRD-R_JackO_OrganDeployment.png<br />
|caption=<br />
|input=22H<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=No <br />
|roman=Yes<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Jack-O enters a state that looks like she is playing an Organ.<br />
*From this, Jack-O can input various commands to the Ghosts/Servants that are in play.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Recover All</font>======<br />
{{MoveData<br />
|name=Recover All<br />
|image=GGXRD-R_JackO_RecoverAll.png<br />
|caption=<br />
|input=Organ Deployment > P<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=No<br />
|roman=Yes<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Can be activated after the Explode command, which will still make the Servants explode, but Ghosts will not lose their level!<br />
*15 second cooldown<br />
<br />
Retrieves and restores all Ghost/Servants from play while maintaining their Level. Doesn't get much use but it's mainly used when the current positioning of the Ghosts doesn't really give you the option to pick up and throw Ghosts nearby. This can be especially problematic in situations when you want to attempt to lock down an opponent with servants by hindering their movement and options by throwing Ghosts. In these situations, you might consider retrieving your Ghosts so that you can place them down again for better positioning. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Clock Up</font>======<br />
{{MoveData<br />
|name=Clock Up<br />
|image=GGXRD-R_JackO_ClockUp.png<br />
|caption=<br />
|input=Organ Deplyment > K<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Servant buff. Movement and Attack Speed increased.<br />
*25 second cooldown<br />
<br />
Mostly used to make it easier to lock an opponent down with Servants. However, it can be used in neutral as well to make the Servants more effective at hindering the opponent's movements. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Explode</font>======<br />
{{MoveData<br />
|name=Explode<br />
|image=GGXRD-R_JackO_Explode.png<br />
|caption=<br />
|input=Organ Deployment > S<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None <br />
|cancel=<br />
|roman=<br />
|startup=192<br />
|active=19<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*After a 3 second countdown, all Ghosts and Servants explode, dealing damage and resetting their levels back to 1.<br />
*15 second cooldown <br />
*Damage of the explosions vary by both whether the source of the explosion was a Ghost or servant as well as their level<br />
*Damage for Servants: Level 1 = 30, Level 2 = 45, Level 3 = 60<br />
*Damage for Ghosts: Level 1 = 50, Level 2 = 65, Level 3 = 80<br />
<br />
It's more rare to see this organ command than others used but in some rare occassions, it can be useful to pressure the opponent into action. When the timing of the explosions syncs up just right, it can also extend a combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Aegis Field</font>======<br />
{{MoveData<br />
|name=Aegis Field<br />
|image=GGXRD-R_JackO_AegisField.png<br />
|caption=<br />
|input=Organ Deployment > H<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=360<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*A transparent sphere surrounds Jack-O granting her projectile invulnerability for 6 seconds.<br />
*Protects Jack-O from her own Ghosts/Servants explosion.<br />
*Any Ghosts/Servants within the sphere are also protected. <br />
*30 second cooldown (estimated)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Organ Deployment~D</font>======<br />
{{MoveData<br />
|name=Release<br />
|image=<br />
|caption=<br />
|input=Organ Deployment > D<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=None<br />
|cancel=<br />
|roman=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*Cancels the Organ Deployment animation.<br />
}}<br />
}}<br />
<br />
==Servants==<br />
======<font style="visibility:hidden" size="0">P Servant</font>======<br />
{{MoveData<br />
|name=Knight<br />
|image=GGXRD-R_JackO_Knight.png<br />
|caption=Level 1/2/3<br />
|input=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Level 1<br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=15[108]<br />
|active=6<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Level 2<br />
|damage=15<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=15[108]<br />
|active=6<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Level 3<br />
|damage=20<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=15[108]<br />
|active=6<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*[] = Startup value from spawning from a Ghost, includes placing the Ghost.<br />
*Knights glide fairly quickly just above the ground towards the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">K Servant</font>======<br />
{{MoveData<br />
|name=Lancer<br />
|image=GGXRD-R_JackO_Lancer.png<br />
|caption=Level 1/2/3<br />
|input=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Level 1<br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=12[105]<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Level 2<br />
|damage=10x2<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=12[105]<br />
|active=3(3)3<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Level 3<br />
|damage=10x4<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=12[105]<br />
|active=3(3)3(3)3(3)6<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*[] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.<br />
*Lancers move along the ground towards the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">S Ghost</font>======<br />
{{MoveData<br />
|name=Magician<br />
|image=GGXRD-R_JackO_Magician.png<br />
|caption=Level 1/2/3<br />
|input=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Level 1<br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=15[108]<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Level 2 <br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=15[108]<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
}}<br />
{{AttackData-GGXRD-R<br />
|header=no<br />
|version=Level 3<br />
|damage=10<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=15[108]<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|inv=<br />
|description=<br />
*[] = Startup from a Ghost being placed, includes the time it takes to place the Ghost.<br />
*Magicians will shoot a projectile at the opponent if the opponent attempts to jump while near them. The projectile is larger with each increasing level.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Overdrives==<br />
======<font style="visibility:hidden" size="0">Calvados</font>======<br />
{{MoveData<br />
|name=Calvados<br />
|input=214S (air OK)<br />
|image=GGXRD-R_JackO_Calvados1.png<br />
|caption=<br />
|image2=GGXRD-R_JackO_Calvados2.png<br />
|caption2=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|version=Normal<br />
|subtitle=214S<br />
|damage=40,25x3 <br> [50,31x3]<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=7+5<br />
|active=10,5,5,35<br />
|recovery=37 Total<br />
|frameAdv=+9<br />
|inv=?<br />
}}<br />
{{AttackData-GGXRD<br />
|header=no<br />
|version=Air<br />
|subtitle=j.214S<br />
|damage=40,25x3 <br> [50,31x3]<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=<br />
|roman=<br />
|startup=7+5<br />
|active=Until Ground,5,5,35<br />
|recovery=Until Landing + 12 After Landing<br />
|frameAdv=<br />
|inv=?<br />
|description=<br />
* Great combo extender<br />
* Can be good to buy time for servants to catch up<br />
* Burst version is a Good reversal to turn the tides but pricy (consumes Burst)<br />
<br />
Because of its large amount of hitstun, Calvados gets most of its use as a combo extender. If your opponent is near death, consider extending a basic combo by using Calvados and then going into an air combo. Alternatively, in corner situations where your servants are lagging behind, throwing in Calvados into your blockstring can buy you some time for them to catch up. This works especially well when combined with mashing 2HS for additional hits. <br />
<br />
Like most Burst-enhanced supers, the Burst-enhanced version of Calvados is 1f invuln and can be used as a reversal. More pricey than your other options since it'll cost both 50 meter and a Burst, but Calvados has a lot of blockstun/hitstun and can be safe-ish on block while converting into a full combo on hit. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden" size="0">Forever Elysion Driver</font>======<br />
{{MoveData<br />
|name=Forever Elysion Driver<br />
|input=360P (Air OK)<br />
|image=GGXRD-R_JackO_ForeverElysionDriver2.png<br />
|image2=GGXRD-R_JackO_ForeverElysionDriver.png<br />
|caption=<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=0,150,0<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=Unblockable<br />
|cancel=<br />
|roman=<br />
|startup=5+2<br />
|active=3<br />
|recovery=42<br />
|frameAdv=+70<br />
|inv=<br />
|description=<br />
* Good metered reversal<br />
<br />
Command Grab super. It isn't useful for mixups because it has 3 frames of startup after the super flash for the opponent to jump out of on reaction to seeing the super flash. However, Forever Elysion Driver is 1f invuln and can also be used as a reversal. Compared to 2D, it costs a lot more meter, but the jump forward gives it more horizontal range, though it'll lose to airborne opponents since it's a grab. It also does a lot of damage. If you have 75 meter when attempting to use this as a reversal, be sure to react to what the opponent is doing during the super flash and YRC if necessary to save yourself from whiffing and getting punished.<br />
<br />
Uniquely, despite being a grab, it can be combo'd into on certain situations, and can also be used as an air combo ender.<br />
}}<br />
}}<br />
<br clear=all/><br />
==[[GGXRD/Offense#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=I Want Out<br />
|input=In IK Mode: 236236H<br />
|image=GGXRD-R_JackO_IWantOut1.png<br />
|image2=GGXRD-R_JackO_IWantOut2.png<br />
|image3=GGXRD-R_JackO_IWantOut3.png<br />
|caption3="''RIDER KIIIICK!''"<br />
|data=<br />
{{AttackData-GGXRD-R<br />
|damage=DESTROY<br />
|subtitle=<br />
|tension=<br />
|risc=<br />
|prorate=<br />
|level=<br />
|guard=All<br />
|cancel=No<br />
|roman=<br />
|startup=9+8 <br> [5+8]<br />
|active=2<br />
|recovery=34<br />
|frameAdv=-19<br />
|inv=<br />
|description=<br />
*[ ] Indicates during Hell Fire<br />
*Uses the animation of her 5H.<br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=GGXRD-R/Jack-O'<br />
|videos=http://horibuna.web.fc2.com/GGXrdR/GGXrdR_JC.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/351-jack-o/<br />
}}<br />
{{Navbar-GGXRD-R}}<br />
[[Category:Guilty Gear]]<br />
[[Category:Guilty Gear Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=P4AU/Tohru_Adachi&diff=67884P4AU/Tohru Adachi2017-04-17T10:07:40Z<p>72.42.164.71: /* 2B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Tohru Adachi<br />
|-<br />
||<br />
[[File:P4U2_Adachi_Portrait.png|350px|center]]<br />
|-<br />
||<br />
{{CharData-P4AU<br />
|health=9,500<br />
|comboRate=60%<br />
|personaCards=4<br />
|jumpStartup=3<br />
|backdashTime=??<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:1 Double Jump/Airdash, Dash type: Run<br />
;Play-style<br />
:Rushdown, Trickster<br />
|}<br />
{{CharNav |charMainPage=P4AU/Tohru Adachi<br />
|videos=http://horibuna.web.fc2.com/P4U2/index.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/302-tohru-adachi/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:250px; width:1px;"><br />
&nbsp;<br />
</div><br />
<br />
==Introduction==<br />
'''P-1 Climax Nickname: "The Egocentric Police Dick"'''<br/><br />
'''Persona: Magatsu Izanagi''' <br/><br />
'''Arcana: Jester''' <br/><br />
'''Backstory: <br/><br />
* A former cop who has deep ties to the murders that occurred in Inaba. He appears before the protagonists as they move through Yasogami High School, which has become a misshapen tower. He's as aloof as ever, and seems to be familiar with the red-haired boy who claims to be behind all of this....<br />
<br />
===Pros/Strengths===<br />
*Able to inflict various status ailments, creating deadly combinations.<br/><br />
*Extremely strong in Awakening.<br/><br />
*Good air normals, particularly j.C.<br/><br />
*Both his Heat Riser and Magatsu Mandala supers apply unique buffs.<br/><br />
*Out of his 11 Persona attacks, only two are burstable.<br/><br />
*Magatsu Mandala gives him amazing comeback potential, including unblockable resets.<br/><br />
*Has a command grab.<br/><br />
<br/><br />
<br />
===Cons/Weaknesses===<br />
*Extremely Persona-reliant, leaving him at severe disadvantage in Persona break.<br/><br />
*Persona break removes Heat Riser and Magatsu Mandala buffs.<br/><br />
*Very reliant on meter, as SB skills are often needed to continue combos and make pressure safe.<br/><br />
*Relatively limited defensive options without meter.<br/><br />
*His DP transforms 10% of his health into blue health, effectively risking 950 health per use.<br/><br />
<br/><br />
<br />
===Buffs and Ailments===<br />
*Two of Adachi's supers, Heat Riser and Magatsu Mandala, apply a unique buff to Adachi for the remainder of the round. Both buffs can be used at the same time, but still need to be regained each round by using the super again. If Adachi is Persona broken after a buff has been applied, the buff will be removed.<br />
::[[File:P4AU_Adachi_Buffs.png|thumb|150px|Heat Riser Buff is on the left, Magatsu Mandala Buff is on the right.]]<br />
<br />
:*'''Heat Riser Buff:''' Adachi receives a 10% damage boost to all of his attacks, along with a 10% defense boost. When active, a red icon of Adachi's face appears above Adachi's meter. <br />
<br />
:*'''Magatsu Mandala Buff:''' When active, a purple icon of Magatsu Izanagi appears above Adachi's meter. After Magatsu Mandala, Magatsu Izanagi's attacks gain new properties and inflict ailments:<br />
::*'''Poison''': 5C, j.C, Atom Smasher.<br />
::*'''Shock''': 5D, 2D, j.2D, Megidola.<br />
::*'''Rage''': Heat Riser.<br />
::*'''Panic''': Magatsu Mandala.<br />
::*'''Silence''': 2C, j.2C.<br />
::*Aditionally, '''Ghastly Wail''' will always do extra damage, as if the opponent was feared.<br />
<br />
*Along with Naoto and Shadow Naoto, Adachi is one of the few characters capable of killing off a Guard Cancel Assault, under the right conditions. If Adachi has previously set the Magatsu Mandala buff, he can combo from a Guard Cancel Assault with a One More! Burst into Heat Riser > 5D for an unblockable Rage reset.<br />
<br />
*It is also possible to set an unblockable IK setup thanks to the ailments he gets from Magatsu Mandala. If you can do a combo that shocks, silences and Rages (such as Megidola>Heat Riser>2C), the IK becomes completely unblockable. '''However, a smart opponent can just short hop over it'''. <br />
:This setup requires 200 meter (50 to get Mandala, 50 to Heat Riser, and 100 for the IK), which prevents it from being "truly practical".<br />
<br />
*Lastly, you'll be reading a lot of "displacing" Adachi's persona, Magatsu Izanagi. By "displacing", we mean the fact that Magatsu Izanagi can do a lot of moves from the position he's in, not Adachi's. This is frequent after a 2D or a 2C, as you can attack the opponent from fullscreen to catch him off guard.<br />
<br />
<br />
<br clear=all/><br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=P4AU_Adachi_5A.png<br />
|caption=<br />
|image2=P4AU_Adachi_5AA.png<br />
|caption2=<br />
|image3=P4AU_Adachi_5AAA.png<br />
|caption3=<br />
|name=5A<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=200<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=6<br />
|active=<br />
|recovery=<br />
|frameAdv=-6<br />
|invuln=<br />
|hitbox=Adachi/5A<br />
|description=<br />
Fast downward gun swing. Starter move to his auto-combo. Has a fairly good vertical hitbox, which helps with air confirms. Significantly negative on block, so it's best chained into 2A to remain safe. One of his two jump cancelable moves on block.<br />
}}<br />
{{AttackData-P4AU<br />
|damage=500<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|frameAdv=-6<br />
|invuln=<br />
|hitbox=Adachi/5AA<br />
|description=<br />
Upward gun swing. Adachi moves forward during the attack. <br />
}}<br />
{{AttackData-P4AU<br />
|damage=900<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=15<br />
|active=<br />
|recovery=<br />
|frameAdv=-4<br />
|invuln=<br />
|hitbox=Adachi/5AAA<br />
|description=<br />
Jumping attack. Low attack. If the opponent is too high after 5AA, 5AAA will not connect. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|name=2A<br />
|image=P4U2_Adachi_2A.png<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=160<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=6<br />
|active=3<br />
|recovery=10<br />
|frameAdv=-2<br />
|invuln=<br />
|hitbox=Adachi/2A<br />
|description=<br />
Upwards gun swing. Small damage. Can combo into itself up to three times. Unlike most 2As, Adachi's is not a low attack. -2 on block, giving it utility in stagger pressure. Used in certain Magatsu Mandala routes to pick up an opponent after Mandala.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|name=5B<br />
|image=P4U2_Adachi_5B.png<br />
|caption= "You're pissing me off!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=500,150*2 (800)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=CSP(J)D*O<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=7<br />
|active=3(10)3(5)3<br />
|recovery=20<br />
|frameAdv=-8<br />
|invuln=<br />
|hitbox=Adachi/5B<br />
|description=<br />
Quick hand swipe. Two additional hits are performed automatically if the move is not cancelled after the first hit, which makes 5B especially bad on whiff. Any of the three hits are forward dash-cancellable on hit or block. While very punishable on whiff, the attack's range is good and often underestimated.<br />
*Dash Cancel is -5 on block for the first hit, -7 for the additional hits.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|name=2B<br />
|image=P4U2_Adachi_2B.png<br />
|caption= "Dumbass!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=700<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=AUB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=13<br />
|active=3<br />
|recovery=19+16<br />
|frameAdv=-23<br />
|invuln=<br />
|hitbox=Adachi/2B<br />
|description=<br />
An upward kick. Adachi moves forward during the attack.<br />
Like most 2Bs, Adachi's is an anti-air attack that's both air unblockable and has a period of Head invuln.<br /><br />
On counter-hit, the opponent is launched upward, allowing for very damaging follow-up combos. <br /><br />
However, 2B shouldn't be used randomly due to its lengthy recovery and Adachi's forward movement; if poorly spaced, Adachi's 2B will whiff. Very negative on block, but it's jump-cancellable on both hit and block, so jump-cancel to remain safe. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|name=j.A<br />
|image=P4U2_Adachi_jA.png<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=200<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=High<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=7<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/j.A<br />
|description=<br />
Fast gun jab, but limited range. Can combo into itself up to three times. Overhead. <br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|name=j.B<br />
|image=P4U2_Adachi_jB.png<br />
|caption= "Drop Dead!" <br />
|data=<br />
{{AttackData-P4AU<br />
|damage=500<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=High<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 8<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/j.B<br />
|description=<br />
Long range kick. Only one frame slower start-up than j.A and has much better horizontal range than j.A, making j.B a good tool for air-to-air battles. Overhead. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">[[Offense (P4AU)#All Out Attack|All Out Attack]]</font> ======<br />
{{MoveData<br />
|name=[[Offense (P4AU)#All Out Attack|All Out Attack]]<br />
|input=A+B<br />
|image=P4U2_Adachi_AoA.png<br />
|caption=''"I'll beat your ass!"''<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=300<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=High<br />
|cancel=O<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=-<br />
|invuln=<br />
|hitbox=Adachi/AB<br />
|description=<br />
A jumping strike. Adachi runs foward during the start-up. Covers good range, but it has significant start-up, so it's best used sparingly, as with most All Out Attacks. On block, Adachi will recover in front of the opponent, vulnerable to a punish combo. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Sweep</font> ======<br />
{{MoveData<br />
|name=Sweep<br />
|image=P4U2_Adachi_Sweep.png<br />
|input=2A+B<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=800<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=19<br />
|active=<br />
|recovery= <br />
|frameAdv= -3<br />
|invuln=<br />
|hitbox=Adachi/2AB<br />
|description=<br />
Sweep. Adachi runs forward during start-up. Due to the long startup, it can only be used in Fatal Counter combos or after a crouch confirm. Has a period of Chest invuln, allowing it to low-profile Chest attribute attacks. <br />
}}<br />
}}<br />
<br clear =all/><br />
<br />
==Persona Moves==<br />
====== <font style="visibility:hidden" size="0">5C {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=5C {{PersonaRequired}}<br />
|image=P4AU_Adachi_5C.png<br />
|image2=P4AU_Adachi_5C_Swing.png<br />
|image3=P4AU_Adachi_5C_Slam.png<br />
|caption= Stab...<br />
|caption2= ...then grab...<br />
|caption3= and stomp!<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=900, 158, 442 (1500)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|frameAdv=-9<br />
|invuln=<br />
|hitbox=Adachi/5C<br />
|description=<br />
*Three-part attack: Magatsu Izanagi performs a stab, followed by a grab, then throws the opponent to the ground and stomps them. <br />
*If the opponent is airborne, Izanagi will only do the first hit and send the opponent flying away.<br />
<br />
A multi-hitting attack that can be special-canceled after the first hit. During the grab portion of the attack, Adachi can still move and attack while Izanagi is active, but he can not use any persona attacks until the move is completed (Fourth hit, Izanagi's stomp).<br />
<br />
Covers good range but significantly negative on block. A strong poke and combo tool, particularly when cancelled after the first hit, but beware of whiffs, as both the start-up and recovery for the move leave both Adachi and his persona vulnerable. <br />
<br />
*'''Magatsu Mandala Buff:''' Poison.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=2C {{PersonaRequired}}<br />
|image=P4AU_Adachi_2C.png<br />
|image2=P4AU_Adachi_2C2.png<br />
|caption="Let's get to work!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=800, 500 (1300)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=AUB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=19<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/2C<br />
|description=<br />
Two-part attack that can be cancelled after the first hit. Magatsu-Izanagi performs an upward dive for the first hit, able to grab airborne opponents. '''Air Unblockable'''. Very similar to Kanji's "Gotcha!" but with a smaller hitbox.<br />
<br />
On hit, the opponent will be grabbed, then slammed onto the ground by Magatsu Izanagi if the attack is not cancelled. While the start-up is significant, 2C is still a strong preemptive anti-air, and it is useful for displacing Magatsu Izanagi for some long-range gimmicks.<br />
<br />
The first hit can be cancelled with Persona normals, specials and supers. Adachi's recovery ends before the final slam if not cancelled, allowing you to confirm 2C into any move or a super.<br />
*'''Magatsu Mandala Buff:''' Silence.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5D {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=5D {{PersonaRequired}}<br />
|image=P4AU_Adachi_5D.png<br />
|caption="Goood Byeeeeeee!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=104,52*23 (1300)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=60<br />
|active=<br />
|recovery=<br />
|frameAdv=+80<br />
|invuln=<br />
|hitbox=Adachi/5D<br />
|description=<br />
Multi-hit full screen projectile, similar to Elizabeth's Maziodyne special and Yu's Ziodyne super. While the attack has a full second of start-up, Adachi can move once the attack is out, allowing for cross-ups and tricky mixups. 5D is extremely plus on block, but due to the attack's slow start-up, opponents can easily run up and hit Adachi for a counter-hit and break a Persona card, so it's best used wisely.<br />
<br />
On hit, gives 21 meter to the opponent, and on block, it's one of the easiest attacks to Instant Block, so beware giving opponents (particularly Shadow-Type characters) free meter.<br /><br />
<br />
This move is typically used during Adachi's unblockable set-ups after the opponent has been inflicted with Rage and cannot block. Keep in mind that it takes a while to start-up, so don't autopilot.<br />
*'''Magatsu Mandala Buff:''' Shock.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=2D {{PersonaRequired}}<br />
|image=P4AU_Adachi_2D.png<br />
|image2=P4AU_Adachi_2D-2.png<br />
|caption="Mangle them, Magatsu Izanagi!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=1980<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/2D<br />
|description=<br />
Diving sword plunge, similar to the second hit of Narukami's Cross Slash super. It will appear wherever the opponent was when you pressed the button.<br />
<br />
Adachi can move as soon as Magatsu Izanagi lands on the ground. Huge damage (2378 on FC), enormous ground-splash hitbox, and great for punishing opponents at range after Magatsu Izanagi has been displaced; however, the move has significant start-up. <br />
<br />
Additionally, there is a gap during which Magatsu Izanagi is vulnerable: when he first appears above the opponent, they can easily tag the persona with a fast jab to break a card and stop the attack. As mentioned, failing at doing so will remove 1/4 of their health. <br />
<br />
Again, 2D's hitbox is not active when Magatsu Izanagi first appears, so beware card breaks.<br /><br />
*'''Magatsu Mandala Buff:''' Shock<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=j.C {{PersonaRequired}}<br />
|image=P4AU_Adachi_jC.png<br />
|caption= "Live through this!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=800<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=13<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/j.C<br />
|description=<br />
Magatsu Izanagi slashes in front of him. Large hitbox and carries momentum. Key part in Adachi's hop-cancel juggles, which allow for combo extensions. Very good air normal, as it's relatively fast, controls huge amounts of space. <br />
<br />
Groundslides on counter-hit into a full combo. Just like with 2D, there's a brief gap during which Magatsu Izanagi is vulnerable, as Magatsu Izanagi's hurtbox appears before the attack's hitbox. <br />
<br />
However, this attack only has one cancel option (Excluding OMC). Adachi has to either cancel into J2.D (which is not a blockstring) or wait until he lands to continue pressure.<br />
*'''Magatsu Mandala Buff:''' Poison.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2C {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=j.2C {{PersonaRequired}}<br />
|image=P4AU_Adachi_j2C.png<br />
|image2=P4AU_Adachi_j2c2.png<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=800,500 (1300)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=AUB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/j.2C<br />
|description=<br />
Same as 2C. <br />
*'''Magatsu Mandala Buff:''' Silence<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.D {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=j.D {{PersonaRequired}}<br />
|image=P4AU_Adachi_jD.png<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=104,52*23 (1300)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=55<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/j.D<br />
|description=<br />
Same as 5D. <br />
*'''Magatsu Mandala Buff:''' Shock<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
====== <font style="visibility:hidden" size="0">j.2D {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=j.2D {{PersonaRequired}}<br />
|image=P4AU_Adachi_2D-2.png<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=1980<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=41<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/j.2D<br />
|description=<br />
Same as 2D. Perfect for interruptions and dealing with zoners. Can be used after displacing Magatsu Izanagi, but carries the same risks as 2D.<br />
*'''Magatsu Mandala Buff:''' Shock<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======<br />
{{MoveData<br />
|name=Ground Throw<br />
|image=P4AU_Adachi_Throw.png<br />
|input=C+D<br />
|caption=''"Hahahaha! What a joke!"''<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=500<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Throw<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 5<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/Throw<br />
|description=<br />
Adachi grabs the opponent, trips them, and then laughs. Worse damage and combo starter than his command grab. We really struggled to say something good about this move. If you OMC the throw as early as possible into 5D, you can OTG with 2A and corner carry really well. Can only be followed up with use of a One More! Cancel or Burst. <br />
<br />
For more reliable followups after a OMC, do 2A>5B>2C.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|name=Air Throw<br />
|image=P4AU_Adachi_AirThrow.png<br />
|input=j.C+D<br />
|caption=<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=300,1000 (1300)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Throw<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/AirThrow<br />
|description=<br />
Adachi tosses the opponent to the ground, crushes their back with his feet on landing, then hops back. Deceptive hitbox. Same rules as with his ground throw to get followups, although combos are more limited midscreen, as very few characters can get hit by 5B>2C. The 2A>5B>2C pickup does not work with his air throw.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Get Lost!</font> ======<br />
{{MoveData<br />
|name=Get Lost!<br />
|image=P4AU_Adachi_BD.png<br />
|input=B+D<br />
|caption= "I know what you're thinking!"<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=700,350 (1050)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=High, Low<br />
|cancel=S*<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=23(1), 56(2)<br />
|active=<br />
|recovery= -43(1), -22(2) <br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/BD<br />
|description=<br />
Jumping gun slam, followed by a kick that knocks the opponent away. First hit is an overhead, the second hit is low. It has a hitbox behind Adachi on the second part. Takes '''10%''' of Adachi's health as blue health, which means an additional 1K to any punish. <br />
<br />
On hit, causes wallstick. Can be super-cancelled on hit and block. At 23 frames, it's one of the faster standing overheads, but as a reversal, it has significant start-up and can be option-selected easily, so be careful. Highly punishable on block and whiff. <br />
<br />
Very good meterless damage on FC.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">[[Gauges (P4AU)#Guard Cancel Attack|Guard Cancel Attack]]</font> ======<br />
{{MoveData<br />
|name=[[Gauges (P4AU)#Guard Cancel Attack|Guard Cancel Attack]]<br />
|image=P4AU_Adachi_5AA.png<br />
|input=6A+B<br />
|caption=''"Yeah? Whatever!"''<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/<br />
|description=<br />
Same animation as 5AA. Fairly good hitbox. Often underused due to Adachi having one of the best reversal supers in the game, but it's still a reliable guard cancel.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[Offense (P4AU)#Skills|Skill Attacks]]==<br />
{{MoveData<br />
|name=Pain in the Ass!<br />
|input=236A/B followed by A/B<br /><br />
"You're irritating me!"<br />
|image=P4AU_Adachi_StopRightThere.png<br />
|image2=P4AU_Adachi_YoureAnnoyingA.png<br />
|image3=P4AU_Adachi_YoureAnnoyingB.png<br />
|caption=Walk Stance<br />
|caption2=A Followup<br />
|caption3=B Followup<br />
|data=<br />
{{AttackData-P4AU<br />
|version=Calm Down!<br />
|subtitle=Walk Stance<br />
|damage=<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/236A<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=A<br />
|damage=900<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=4<br />
|active=<br />
|recovery=<br />
|frameAdv=-10<br />
|invuln=<br />
|hitbox=Adachi/236A<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=B<br />
|damage=1000<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=8<br />
|active=<br />
|recovery=<br />
|frameAdv=-10<br />
|invuln=<br />
|hitbox=Adachi/236A<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=1000<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=4<br />
|active=<br />
|recovery=<br />
|frameAdv=-10<br />
|invuln=<br />
|hitbox=Adachi/236A<br />
|description=<br />
Note: The attack performed depends on what version of "Calm Down" is used. Pressing A/B will do the same thing. All versions can be super cancelled.<br /><br />
During the walking animation, Adachi's non-Persona moves are replaced with a tackle followup. He can still do AOA, Throw, DP, Specials (including hop cancel) and Persona normals, but he cannot jump, dash nor roll.<br /><br />
Side Note: On the very last frames, if the opponent has switched sides with Adachi, the followup will correct itself and tackle the opponent.<br />
-------<br />
A: Ram attack which knocks the opponent away.<br />
-------<br />
B: When the move hits, Adachi will grab them and throw them backwards spinning.<br />
Useful tool when you want to extend combos and get out of the corner. <br /><br />
At a certain part on the hitbox, around the top part, it will not auto-grab the opponent but instead cause the opponent to slide which can be followed up, doing an extra chunk of damage in many corner combos.<br /><br />
There are a few character that can't / are really hard to cause slide on. Said characters are Kanji (can be done but it's pretty hard) Yukiko, Sho and Minazuki.<br />
-------<br />
SB: Same as B version, but the move leaves the opponent in a spinning state right next to you, allowing for microdash 5B to continue the combo or combo into Ghastly Wail as a finisher. It's also comboable into SB Megidola, although the timing can be strict, which is somewhat impractical. Can also cause slide but shouldn't be used for it as B does the same damage and proration but without the meter use.<br /><br />
It also has some invuln frames that is only weak against throws. Everything else will go right through. However, said invuln does not kick immediately nor does it last the whole duration. Adachi is only invuln the time he's flashing on blue.<br /><br />
'''This property is not carried to the tackle followup.'''<br />
}}<br />
}}<br />
====== <font style="visibility:hidden" size="0">Scared?</font> ======<br />
{{MoveData<br />
|name=Scared?<br />
|input=214A/B<br />
|image=P4AU_Adachi_AreYouScared.png<br />
|caption= "I always wanted to shoot a gun like this..."<br />
|data=<br />
{{AttackData-P4AU<br />
|version=A<br />
|damage=300<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|frameAdv=-1<br />
|invuln=<br />
|hitbox=Adachi/214A<br />
|description= <br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=B<br />
|damage=300<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=12<br />
|active=<br />
|recovery=<br />
|frameAdv=-1<br />
|invuln=<br />
|hitbox=Adachi/214B<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=300<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=10<br />
|active=<br />
|recovery=<br />
|frameAdv=+13<br />
|invuln=<br />
|hitbox=Adachi/214SB<br />
|description=<br />
Downward-aimed gun shot. Fast attack. Mostly used as a combo finisher to force tech or in the middle of a combo because it can be super canceled.<br />
<br />
-------<br />
A: Adachi shoots in-front of himself. Can hit OTG, but will force tech if that's the case. It will always hit if done at point blank on the corner.<br />
-------<br />
B: Adachi shoots around 1/3rd away from himself. Same effects as the A version, but it can whiff on close opponents. Will go off screen if your opponent is on the corner.<br />
-------<br />
SB: Adachi shoots at a farther distance that can track and hit the opponent in the area of the bullet, which can go up to 2/3rds of the screen. Longer recovery for opponent so it's easy to follow up, ground bounces on air hit (opponent has to be very close to the ground for this to hit in the air). Often used after sweep for j.C hop combos and lots of corner carry, or during blockstrings as it is obscenely + on block.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Evil Smile {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=Evil Smile {{PersonaRequired}}<br />
|input=236C/D<br />
|image=P4AU_Adachi_EvilSmile.jpg<br />
|caption="C'mon, Smile!"<br />
|data=<br />
{{AttackData-P4AU<br />
|version=C<br />
|damage=0/220<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/236C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=D<br />
|damage=0/220<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/236D<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=0/220<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=Low<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/236D<br />
|description=<br />
Magatsu Izanagi appears behind Adachi and summons a ghost to hit the opponent. If the ghost hits, the opponent is inflicted with Fear. Deals no damage, no meter gain. Whiffs on crouching opponents.<br />
<br />
While being capable of doing fear at any time is very good, actual uses of Evil Smile are fairly limited due to the recovery on both Adachi and his Persona, as well as the set distance the ghost appears from.<br />
<br />
Evil Smile is actually capable of hitting people out of weird moves, such as Narukami's 2B / Naoto's Double Fangs and do 220 damage, as well as hops. It's surprisingly a very good starter.<br />
-------<br />
C: Ghost appears about halfscreen distance from Adachi, whiffs on close opponents, doesn't even appear when close against a cornered opponent.<br />
-------<br />
D: Ghost appears about fullscreen distance from Adachi, doesn't even appear unless the opponent is at fullscreen distance or Adachi is backed in a corner.<br />
-------<br />
SB: Ghost homes in on opponent's location regardless of distance. Does not home vertically so will whiff on opponents high enough in the air.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Megidola {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=Megidola {{PersonaRequired}}<br />
|input=214C/D<br />
|image=P4AU_Adachi_Megidola1.png<br />
|image2=P4AU_Adachi_Megidola.png<br />
|caption=''"Your attention please!"''<br />
|caption2=''"Tadah! Megidola!"''<br />
|data=<br />
{{AttackData-P4AU<br />
|version=C<br />
|damage=1100<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=UB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/214C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=D<br />
|damage=1400<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=UB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/214C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=1800<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=UB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/214C<br />
|description=<br />
Command Grab that can be used to open up opponents. Adachi, after doing a pose, will grab the opponent. After a few seconds of talking, Magatsu spirals downward with a dark electric bolt. Can be super canceled into Heat Riser to start a combo or Magatsu Mandala for the buffs. On counter-hit launches the opponent higher. Fatal Counters.<br /><br />
<br />
On midscreen and FC, you can only do a 5C as followup for the C and D versions. The SB version floats higher, so you can get better combos. If you have meter, you can get a Heat Riser combo off any of the three versions. <br /><br />
<br />
All of them lead to big damage on the Corner if they're FC.<br />
*'''Magatsu Mandala Buff:''' Shock<br />
-------<br />
C: Less start-up. Less Damage. Small hitbox. <br />
-------<br />
D: More start-up. More Damage. Also has throw invincibility, so it can counter throws if timed well enough. Hitbox is bigger than what it looks like.<br />
-------<br />
SB: Has the least startup and recovery, also throw invincible, does the most damage. Has D's hitbox.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[Gauges (P4AU)#SP Skill Attack|SP Skill Attacks]]==<br />
====== <font style="visibility:hidden" size="0">Heat Riser {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=Heat Riser {{PersonaRequired}}<br />
|input=236236A/B<br />
|image=P4AU_Adachi_236236A.png<br />
|caption=''"Heat Riser!"'' (Power Geyser) <br />
|data=<br />
{{AttackData-P4AU<br />
|version=A<br />
|damage=1400<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=4+1<br />
|active=<br />
|recovery=<br />
|frameAdv=-11<br />
|invuln=<br />
|hitbox=Adachi/236236A<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=B<br />
|damage=1600<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=4+19<br />
|active=<br />
|recovery=<br />
|frameAdv=-20<br />
|invuln=<br />
|hitbox=Adachi/236236A<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=2000<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=4+1<br />
|active=<br />
|recovery=<br />
|frameAdv=+1<br />
|invuln=<br />
|hitbox=Adachi/236236A<br />
|description=<br />
A fiery upwards slash that appears in Izanagi's location. Can be comboed into 2C. On hit, an icon of Adachi's head in red with a positive up arrow appears on top of his meter bar and he gains a 10% attack boost to all of his attacks as well as a 10% defense boost. (Example: Adachi's j.C deals 880 damage with the buff, as opposed to dealing 800.) All versions are fatal recovery<br />
<br />
*'''Magatsu Mandala Buff:''' Rage<br />
-------<br />
A: Fast Start-up, opponent can tech sooner.<br />
-------<br />
B: Slower than A version but more untech time, allowing for 5B or 2C juggle combos.<br />
-------<br />
SB: The buff is applied even if Heat Riser whiffs or is blocked. Short recovery and a lot of untech time<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Atom Smasher {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=Atom Smasher {{PersonaRequired}}<br />
|input=236236C/D<br />
|image=P4AU_Adachi_236236C.png<br />
|caption=''"Hurry up and get lost!"''<br />
|data=<br />
{{AttackData-P4AU<br />
|version=C<br />
|damage=400,200*9 (2200)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=3 + 10<br />
|active=<br />
|recovery= <br />
|frameAdv=-30<br />
|invuln=<br />
|hitbox=Adachi/236236C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=D<br />
|damage=400,200*9 (2200)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 3 + 30<br />
|active=<br />
|recovery=<br />
|frameAdv=+2<br />
|invuln=<br />
|hitbox=Adachi/236236C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=400,200*9 (2200)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 5 + 1<br />
|active=<br />
|recovery= <br />
|frameAdv=+2<br />
|invuln=<br />
|hitbox=Adachi/236236C<br />
|description=<br />
A fullscreen multi-slash which is similar to Akihiko's Maziodyne. The move can be used as a combo-ender with the tons of damage involved, but leaves Adachi open if the opponent blocks. Fatal Recovery.<br />
If Adachi does any version of this super he's stuck on Fatal Counter recovery until he lands.<br />
<br />
*'''Magatsu Mandala Buff:''' Poison<br />
-------<br />
C: Fast but Adachi has a lot of recovery. Very punishable on block.<br />
-------<br />
D: Slower start-up but Adachi's recovery is faster. +2 on block, making it the default reversal if he does not have 75 meter.<br />
-------<br />
SB: Probably the best reversal super in the game. 5+1, meaning it can not be rolled on reaction. Huge damage on counterhit. +2 on block. If the opponent was pressing buttons, they got hit. <br />
However, it's possible to backdash it on reaction, allowing for a FC punish. <br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[Damage (P4AU)#Awakening|Awakened]] SP Skill Attacks==<br />
====== <font style="visibility:hidden" size="0">Magatsu Mandala {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=Magatsu Mandala {{PersonaRequired}}<br />
|input=214214A/B<br />
|image=P4AU_Adachi_214214A.png<br />
|caption= ''"Shut up! Get the hell out of my sight!"''<br />
|data=<br />
{{AttackData-P4AU<br />
|version=A<br />
|damage=1000,100*11 (2100)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 4 + 3<br />
|active=<br />
|recovery=<br />
|frameAdv=-19<br />
|invuln=<br />
|hitbox=Adachi/214214A<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=B<br />
|damage=1000,100*14 (2400)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 4 + 13<br />
|active=<br />
|recovery= <br />
|frameAdv= -7<br />
|invuln=<br />
|hitbox=Adachi/214214B<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=1000,100*14 (2400)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=ALL<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 4 + 2<br />
|active=<br />
|recovery= <br />
|frameAdv=-1<br />
|invuln=<br />
|hitbox=Adachi/214214B<br />
|description=<br />
Magatsu Izanagi creates a red vortex. If the attack hits, the opponent will be sucked into the vortex and they will be thrown up to the air. When Adachi uses the attack, a purple icon of Magatsu Izanagi's head with a positive up arrow appears on top of his meter bar and his persona attacks now inflicts several status effects. The buff is applied even if Magatsu Mandala whiffs or is blocked, but NOT if you get hit on the first frames.<br />
*'''Magatsu Mandala Buff:''' Panic<br />
-------<br />
A: The super comes out at Magatsu Izanagi's current location, useful followup after 2C/j.2C.<br />
-------<br />
B: The super comes out at Adachi's current location. Comboable in the corner with 2A/5A/5B. Has some invuln on the first frames but will not kick in immediately.<br />
-------<br />
SB: The super comes out at Magatsu Izanagi's current location.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Ghastly Wail {{PersonaRequired}}</font> ======<br />
{{MoveData<br />
|name=Ghastly Wail {{PersonaRequired}}<br />
|input=214214C/D<br />
|image=P4AU_Adachi_214214C1.png<br />
|image2=P4AU_Adachi_214214C.png<br />
|caption=''"A brat like you..."''<br />
|caption2=''"Hehehahaha!" <br /><br />
"Needs to be punished '''properly!'''"''<br />
|data=<br />
{{AttackData-P4AU<br />
|version=C<br />
|damage=1000,180,300*2,720 (2500)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=UB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=4 + 0<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/214214C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=D<br />
|damage=1000,180,300*2,1200 (2980)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=UB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 4 + 8<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/214214C<br />
|description=<br />
}}<br />
{{AttackData-P4AU<br />
|header=no<br />
|version=SB<br />
|damage=1000,180,300*2,1200 (2980)<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=UB<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup= 4 + 0<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/214214C<br />
|description=<br />
Downwards claw slash. '''Command grab'''. If the attack hits, the opponent gets inflicted with Fear. Similar to Elizabeth's Ghastly Wail, additional damage is done if the opponent is already afflicted by Fear. When Izanagi is on the screen (ie. after 2D or 2C), the throw is relative to his position, not Adachi's. <br />
*'''Magatsu Mandala Buff:''' Huge damage increase on opponents NOT afflicted by Fear. No change for opponents afflicted by fear.<br />
-------<br />
C: Insanely fast, but deals the least damage. 0F after super flash.<br />
-------<br />
D: Slower than the C version, but deals more damage.<br />
-------<br />
SB: It has the same speed as the C version and the same damage as the D version<br />
{{{!}} class="wikitable" style="text-align:left"<br />
{{!}}-<br />
! Version !! Hit State !! Max Damage<br />
{{!}}-<br />
{{!}} C {{!}}{{!}} Neutral {{!}}{{!}} 1000,180,300*2,720 (2500)<br />
{{!}}-<br />
{{!}} C {{!}}{{!}} Magatsu Mandala Buff {{!}}{{!}} 1000,180,300*4,1020 (3400)<br />
{{!}}-<br />
{{!}} C {{!}}{{!}} Fatal Counter (Fear) {{!}}{{!}} 1300,180,300*4,1020 (3700)<br />
{{!}}-<br />
{{!}} D/SB {{!}}{{!}} Neutral {{!}}{{!}} 1000,180,300*2,1200 (2980)<br />
{{!}}-<br />
{{!}} D/SB {{!}}{{!}} Magatsu Mandala Buff {{!}}{{!}} 1000,180,300*4,1600 (3980)<br />
{{!}}-<br />
{{!}} D/SB {{!}}{{!}} Fatal Counter (Fear) {{!}}{{!}} 1300,180,300*4,1600 (4280)<br />
{{!}}}<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==[[Gauges (P4AU)#Instant Kill|Instant Kill]]==<br />
{{MoveData<br />
|name=Yomi Drop {{PersonaRequired}}<br />
|image=P4AU_Adachi_222CD.png<br />
|caption=''"How does it feel when I beat you? Are you pissed? Miserable? '''Frustrated?''' That's what it's like to lose."''<br />
|input=222C+D<br />
|data=<br />
{{AttackData-P4AU<br />
|damage=Death<br />
|spgain=<br />
|level=<br />
|attribute=<br />
|guard=All<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invuln=<br />
|hitbox=Adachi/222CD<br />
|description=<br />
Adachi summons Magatsu Izanagi as he clutches his head in pain, while Magatsu Izanagi attempts to grab the opponent from the ground. If the grab is successful, Adachi's IK illustration will appear as Magatsu Izanagi drags the opponent down to what appears to be Magatsu Inabu. Magatsu Izanagi strikes the opponent with a devastating blow from his sword and the attack will end. The screen will then cut back to Adachi as he and Magatsu Izanagi disappear in a blanket of red fog. While the start up is fast compared to the other Instant Kills, it can be easily avoided by either jumping or blocking. <br />
}}<br />
}}<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=P4AU/Tohru Adachi<br />
|videos=http://horibuna.web.fc2.com/P4U2/index.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/302-tohru-adachi/<br />
}}<br />
{{Navbar-P4AU}}<br />
[[Category:Persona 4: Arena]]<br />
[[Category:Persona 4: Arena Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Carl_Clover/Frame_Data&diff=66607BBCF/Carl Clover/Frame Data2017-02-10T06:01:54Z<p>72.42.164.71: </p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Carl Clover<br />
|image=BBCF_Carl_Icon.png<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_CA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/66-carl-clover/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=10,000<br />
|comboRate=60%<br />
|movementOptions=Double Jump, Air Dash, Dash type: Step<br />
|jumpStartup=5<br />
|backdashTime=20<br />
|backdashInv=1-7<br />
|forwarddashTime=23<br />
|forwarddashInv=None<br />
}}<br />
:Can cancel forward dash into ground normals 1-5F, 18-23F<br />
:Can cancel forward dash into air specials ??-??F<br />
<br clear=all/><br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=3<br />
|recovery=10<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=<br />
|damage=520<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=9<br />
|active=2<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=<br />
|damage=780<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13<br />
|active=3<br />
|recovery=20<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=<br />
|damage=480<br />
|starter=<br />
|p1=100<br />
|p2=90<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=9<br />
|active=4<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=<br />
|damage=760<br />
|starter=<br />
|p1=90<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=14<br />
|active=3<br />
|recovery=24<br />
|frameAdv=<br />
|invul=8-16 H<br />
|blockstun=18<br />
|airHit=29<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=4<br />
|recovery=24<br />
|frameAdv=<br />
|invul=5-14 H<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=<br />
|damage=650<br />
|starter=<br />
|p1=95<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=17<br />
|active=4<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=24<br />
|active=6<br />
|recovery=16<br />
|frameAdv=<br />
|invul=7-22 FT<br />
|blockstun=16<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3C<br />
|subtitle=<br />
|cancel=<br />
|damage=720<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=14<br />
|active=10<br />
|recovery=20<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=5<br />
|active=4<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=<br />
|damage=550<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=3<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=<br />
|damage=820<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=5<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=<br />
|damage=850<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=Until L<br />
|recovery=28L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*On hit/block, Carl bounces and recovers in the air, animation 26<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=16<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=<br />
|cancel=<br />
|damage=1040<br />
|starter=<br />
|p1=80<br />
|p2=79<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=29<br />
|active=8<br />
|recovery=Normal: 60<br/>OD: 19<br />
|frameAdv=<br />
|invul=1-All? guard P<br />
|blockstun=16+11<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=<br />
|cancel=<br />
|damage=510*4<br />
|starter=<br />
|p1=80<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=31<br />
|active=4 (8) 4 (6) 4 (8) 4<br />
|recovery=Normal: 52<br/>OD: 22<br />
|frameAdv=<br />
|invul=1-All? guard P<br />
|blockstun=18+1<br />
|airHit=19*3, 40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3D<br />
|subtitle=<br />
|cancel=<br />
|damage=490*6<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=42<br />
|active=4*3,5<br />
|recovery=Normal: 67<br/>OD: 25<br />
|frameAdv=<br />
|invul=1-All? guard P<br />
|blockstun=16+1<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=<br />
|cancel=<br />
|damage=1060<br />
|starter=<br />
|p1=80<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=24<br />
|active=8<br />
|recovery=Normal: 69<br/>OD: 25<br />
|frameAdv=<br />
|invul=1-All? guard BP<br />
|blockstun=18+12<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=8D<br />
|subtitle=<br />
|cancel=<br />
|damage=760<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=33<br />
|active=3<br />
|recovery=Normal: 36<br/>OD: 13<br />
|frameAdv=<br />
|invul=1-All? guard P<br />
|blockstun=16+0<br />
|airHit=100<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=8D Shockwave<br />
|subtitle=<br />
|cancel=<br />
|damage=620<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=37<br />
|active=28<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16+12<br />
|airHit=100<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Con Fuoco<br />
|subtitle=41236D<br />
|cancel=<br />
|damage=630*13<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=52<br />
|active=2*12,1<br />
|recovery=Normal: 97<br/>OD: 32<br />
|frameAdv=<br />
|invul=1-All? guard P<br />
|blockstun=16+2<br />
|airHit=20<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Con Brio<br />
|subtitle=623D<br />
|cancel=<br />
|damage=1480*2<br />
|starter=<br />
|p1=80<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=25<br />
|active=3,5<br />
|recovery=Normal: 40<br/>OD: 16<br />
|frameAdv=<br />
|invul=1-All? guard HP<br />
|blockstun=18+12<br />
|airHit=30, 60 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Volante<br />
|subtitle=421D<br />
|cancel=<br />
|damage=1100<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=31<br />
|active=Until Offscreen<br />
|recovery=Normal: Total 90<br/>OD: Total 52<br />
|frameAdv=<br />
|invul=1-All guard P<br />
|blockstun=16+0<br />
|airHit=100<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Con Anima<br />
|subtitle=63214D<br />
|cancel=<br />
|damage=Normal: 0, 2000<br/>OD: 0, 2500<br />
|starter=<br />
|p1=100<br />
|p2=72<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=19-119<br />
|active=3<br />
|recovery=Normal: 68<br/>OD: 28<br />
|frameAdv=<br />
|invul=1-All? guard HBFP<br />
|blockstun=16+3<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Fatal Counter<br />
*Nirvana automatically attacks after getting close to the opponent<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=La Campanella<br />
|subtitle=22D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Normal: 69<br/>OD: 41<br />
|frameAdv=<br />
|invul=1-All? All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*100% Minimum Damage<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=100<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*100% Minimum Damage<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=80<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*100% Minimum Damage<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=3<br />
|recovery=32<br />
|frameAdv=-16<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=A Vivace<br />
|subtitle=236A<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Total 28<br />
|frameAdv=<br />
|invul=1-16 P<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=B Vivace<br />
|subtitle=236B<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Total 39<br />
|frameAdv=<br />
|invul=1-30 HB<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Allegretto<br />
|subtitle=j.214C<br />
|cancel=<br />
|damage=700*6<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13<br />
|active=28<br />
|recovery=26+1L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=45<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Hits appear in 4F intervals, each hit has 8 Active Frames<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cantible<br />
|subtitle=623C<br />
|cancel=<br />
|damage=0, 1800<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=11<br />
|active=15<br />
|recovery=44<br />
|frameAdv=-26<br />
|invul=<br />
|blockstun=11+0<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*On block goes into 37F recovery animation<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
*All Distortion Drives have the following properties unless otherwise stated:<br />
**Cost 50 Heat<br />
**Minimum Damage 20%<br />
**Heat Gauge Cooldown 180F<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Laetabilis Cantata<br />
|subtitle=632146C<br />
|cancel=<br />
|damage=250*20<br />
|starter=<br />
|p1=100<br />
|p2=95<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=8+3<br />
|active=155<br />
|recovery=??<br />
|frameAdv=<br />
|invul=8<br />
|blockstun=13+1<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rhapsody of Memories (Carl)<br />
|subtitle=236236D (air OK)<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Ground: 10+69<br/>Air: 10+53<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rhapsody of Memories (Normal Nirvana)<br />
|subtitle=236236D<br />
|cancel=<br />
|damage=200*6, 300*2, 350*2, 500<br />
|starter=<br />
|p1=3*2, 4, 3*2, 4*5, 5<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=10+9<br />
|active=See Notes<br />
|recovery=48<br />
|frameAdv=<br />
|invul=1-All? Guard HBFP<br />
|blockstun=See Notes<br />
|airHit=20*10, 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Active Frames are: 3 (12) 3 (12) 3 (9) 3 (12) 3 (12) 3 (12) 6 (9) 6 (20) 5 (26) 5 (38) 6<br />
*Blockstun is 16*2, 18, 16*2, 18*5, 20. Each hit has 4F hitstop, except last hit, which has 20F hitstop<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rhapsody of Memories (OD Nirvana)<br />
|subtitle=236236D<br />
|cancel=<br />
|damage=200*12, 300*4, 350*2, 500<br />
|starter=<br />
|p1=2*12, 3*4, 4*2, 5<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=10+9<br />
|active=See Notes<br />
|recovery=68<br />
|frameAdv=<br />
|invul=1-All? Guard HBFP<br />
|blockstun=See Notes<br />
|airHit=20*10, 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Active Frames are: 2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(6)2(8)2(8)2(8)4(6)4(6)4(6)4(21)5(24)5(54)6<br />
*Blockstun is 16*2, 18, 16*2, 18*5, 20. Each hit has 2F hitstop, except last hit, which has 20F hitstop<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Fermata (Carl)<br />
|subtitle=214214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Ground: 1+42<br/>Air: 1+36<br />
|active=<br />
|recovery=<br />
|frameAdv=-15<br />
|invul=1 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Fermata (Nirvana)<br />
|subtitle=214214D<br />
|cancel=<br />
|damage=Normal: 2500<br/>OD: 3000<br />
|starter=<br />
|p1=80<br />
|p2=84<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=1+16<br />
|active=6<br />
|recovery=124<br />
|frameAdv=<br />
|invul=1-All? Guard P<br />
|blockstun=20+20<br />
|airHit=Normal: 60<br/>OD: 80<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Arpeggio of Oblivion (Carl)<br />
|subtitle=632146D in Overdrive<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=1+16<br />
|active=<br />
|recovery=46<br />
|frameAdv=-30<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*Immediately begins recovery animation on block for 46F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Arpeggio of Oblivion (Nirvana)<br />
|subtitle=632146D in Overdrive<br />
|cancel=<br />
|damage=1600, 3500<br />
|starter=<br />
|p1=80<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=1+(8~16)<br />
|active=3<br />
|recovery=33<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18+0<br />
|airHit=200<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=*First hit Minimum Damage 10%. Second hit Minimum Damage 25%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Symphony of Lament<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=Normal: 600*2, 400*2, 1000<br/>AF: 600, 240*15, 1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Slow: 20<br/>Fast 10<br />
|active=4<br />
|recovery=19<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Deus Ex Machina<br />
|subtitle=64641236D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=1+??<br />
|active=<br />
|recovery=Total: 198<br />
|frameAdv=<br />
|invul=1-?? All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/ca/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[2]</sup></span><br />
| 5A, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| 6A || 6B || 5C, 3C || Jump, Special<br />
|-<br />
! 5C<br />
| - || 6B || 2C, 6C, 3C || Jump-, Special<br />
|-<br />
! 2A<br />
| 5A, 2A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || Throw, <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span><br />
| 6A || 5B, 6B || 5C, 2C, 3C || Special<br />
|-<br />
! 2C<br />
| - || - || - || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || Jump, Special<br />
|-<br />
! 6B<br />
| - || - || - || Special<br />
|-<br />
! 6C<br />
| - || - || - || Special<br />
|-<br />
! 3C<br />
| - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C, j.2C || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| j.A || - || j.C, j.2C || Jump, Special<br />
|-<br />
! j.C<br />
| - || - || - || Special<br />
|-<br />
! j.2C<br />
| - || - || - || <span style="color:red">Special<sup>[-]</sup></span><br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks |charMainPage=BBCF/Carl Clover<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_CA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/66-carl-clover/ <br />
}}<br />
<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama/Frame_Data&diff=66101BBCF/Hazama/Frame Data2017-02-05T05:52:49Z<p>72.42.164.71: </p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Hazama<br />
|image=BBCF_Hazama_Icon.png<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|movementOptions=Chain Movement, Double Jump, 1 Airdash, Dash type: Step<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=100<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=SO(J)R<br />
|damage=450*2<br />
|starter=N<br />
|p1=100<br />
|p2=92<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|invul=<br />
|blockstun=18<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=CSOR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=90<br />
|p2=85<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=24<br />
|frameAdv=-11<br />
|invul=8-15H<br />
|blockstun=16<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Forces Crouching on hit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=R<br />
|damage=510*3<br />
|starter=N<br />
|p1=100<br />
|p2=84<br />
|guard=All<br />
|level=5<br />
|attribute=F<br />
|startup=20<br />
|active=Until Ground<br />
|recovery=until L+14<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Knives active on 20, 26, 32<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF <br />
|version=3C<br />
|cancel=SOR<br />
|damage=840<br />
|starter=N<br />
|p1=90<br />
|p2=92<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|invuln=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=85<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=16<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Last 2 active frames hit crossup<br />
*Does not multihit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CC<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=780<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup A<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Immediately ends attack and goes into recovery animation.<br />
*5D takes 17 frames<br />
*2D, 6D, and 4D takes 15 frames<br />
*All j.D takes 28 frames<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup B<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=39<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 31F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup C<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 26F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup D<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 13F<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=70<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=0<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=T(120)<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=65<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=R<br />
|damage=0<br />
|starter=VS<br />
|p1=50<br />
|p2=92<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=R<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=R<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=B<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Benediction<br />
|subtitle=214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=86<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames<br />
*All Followups are (S) version.<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang<br />
|subtitle=214B~A<br />
|cancel=R<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=79<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+1<br />
|invul=1-22F<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang (S)<br />
|subtitle=214D/B~A<br />
|cancel=R<br />
|damage=840<br />
|starter=N<br />
|p1=80<br />
|p2=82<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+3<br />
|invul=1-22F<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang<br />
|subtitle=214B~B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=90<br />
|p2=82<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-19<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang (S)<br />
|subtitle=214D/B~B<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=90<br />
|p2=84<br />
|guard=HL<br />
|level=5<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-17<br />
|invul=1-12 All<br />
|blockstun=20<br />
|airHit=55<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang<br />
|subtitle=214B~C<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=LA<br />
|level=4<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|invul=1-19 B<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang (S)<br />
|subtitle=214D/B~C<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=L<br />
|level=5<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|invul=1-19 B<br />
|blockstun=20<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Haste<br />
|subtitle=214D/B~D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Redemption<br />
|subtitle=214D/B~66/44<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Backward: 32<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Vengeful Viper<br />
|subtitle=214B<br />
|cancel=R<br />
|damage=800<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=B<br />
|startup=15<br />
|active=3<br />
|recovery=91<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Enters Serpent's Benediction stance afterwards<br />
*Can cancel into Benediction followup attacks 27 onwards<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bloody Fangs<br />
|subtitle=236C<br />
|cancel=R<br />
|damage=0, 600<br />
|starter=N<br />
|p1=100<br />
|p2=60<br />
|guard=T(90)<br />
|level=3<br />
|attribute=T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|invul=1-12T<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Shadow Serpent<br />
|subtitle=j.214B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=All<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=Until L<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Venom Sword<br />
|subtitle=236A<br />
|cancel=R<br />
|damage=680<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=BP<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=21<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Coils<br />
|subtitle=623D<br />
|cancel=R<br />
|damage=0, 2000<br />
|starter=N<br />
|p1=100<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=BP<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
*All Distortion Drives have the following properties unless otherwise stated:<br />
**Cost 50 Heat<br />
**Minimum Damage 20%<br />
**Heat Gauge Cooldown 180F<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Infernal Rapture<br />
|subtitle=236236B<br />
|cancel=R<br />
|damage=Normal:1950<br/>OD: 2100<br />
|starter=N<br />
|p1=50<br />
|p2=94<br />
|guard=All<br />
|level=5<br />
|attribute=B<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|invul=OD:<br/>4 All<br />
|blockstun=16<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Eternal Coils of the Dragon Serpent<br />
|subtitle=632146C<br />
|cancel=R<br />
|damage=Normal: 800*2, 200*8, 2000<br/>OD: 800*2, 90*24, 1000*2<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|invul=1 All<br/>2-19 P<br />
|blockstun=11+0<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=The Serpent's Unholy Wrath<br />
|subtitle=214D~632146D<br />
|cancel=R<br />
|damage=Normal:0*2, 280*3, 57*9, 400, 800 <br/>OD:0*2, 280*3, 57*17, 400, 800<br />
|starter=<br />
|p1=100<br />
|p2=70<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|invul=1-14 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*100% minimum damage. <br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Glimmering Fang of the Basilisk<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=Normal: 600, 400*3, 1000 <br />Active Flow: 600, 400*5, 700*4<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=All<br />
|level=<br />
|attribute=B<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=±0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=*No minimum damage<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Darkness of 1000 Souls<br />
|subtitle=1632143D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=1+16<br />
|active=??<br />
|recovery=Total 161<br />
|frameAdv=<br />
|invul=1-91 All<br />
|blockstun=16<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || all || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| 6A || 2B, 6B || 5C, 2C, 6C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">5C<sup>[1]</sup></span><br />
| - || - || 2C, 6C, 3C || all || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2A<sup>[3]</sup></span><br />
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, || 5C, 2C, 6C, || - || Throw, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span> <br />
| 6A || 5B, 6B || 5C, 2C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">2C<sup>[1]</sup></span><br />
| - || - || 5C, 3C || all || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || - || Super<br />
|-<br />
! 6B<br />
| - || - || - || - || Super<br />
|-<br />
! 6C<br />
| - || - || - || all || -<br />
|-<br />
! 3C<br />
| - || - || - || - || Special<br />
|-<br />
! 5D, 2D, 6D, 4D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || - || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || - || j.C, j.2C || - || Jump, Special<br />
|-<br />
! j.C(1-5)<br />
| - || - || <span style="color:green">j.C (2)<sup>[+]</sup></span> || all || Jump(1-2), Special<br />
|-<br />
! j.2C<br />
| - || - || - || all || Jump, Special<br />
|-<br />
! j.D, j.2D, j.6D, j.4D, j.8D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Valkenhayn_R._Hellsing/Frame_Data&diff=64972BBCF/Valkenhayn R. Hellsing/Frame Data2017-01-17T09:57:26Z<p>72.42.164.71: /* Drive Moves */</p>
<hr />
<div><br />
{{CharNav |charMainPage=BBCF/Valkenhayn R. Hellsing<br />
|image=BBCF_Valkenhayn_Icon.png<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_VA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/144-valkenhayn-r-hellsing/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=10,500<br />
|comboRate=60%<br />
|movementOptions=Double Jump, Air Dash, Wolf Movement, Dash type: Step<br />
|jumpStartup=Human: 4/ Wolf: 3<br />
|backdashTime=Human: 22/ Wolf: 25<br />
|backdashInv=Human and Wolf: 1-7<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=3<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=14<br />
|active=6<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=7<br />
|active=2<br />
|recovery=10<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=<br />
|damage=550<br />
|starter=<br />
|p1=90<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=4<br />
|recovery=13<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=<br />
|damage=820<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=12<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=23<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=3<br />
|recovery=13<br />
|frameAdv=<br />
|invul=5-12 Guard HB<br />
|blockstun=16<br />
|airHit=38<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=21<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*First 2 active frames only hit above Valk<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=<br />
|damage=600*2<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=19<br />
|active=6 (4) 2<br />
|recovery=13<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3C<br />
|subtitle=<br />
|cancel=<br />
|damage=860<br />
|starter=<br />
|p1=90<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=12<br />
|active=3<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=3<br />
|recovery=14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=18<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=3<br />
|recovery=24+1L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Human>Wolf<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf>Human<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into ground normals and throws on 7F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Human>Wolf<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into air normals and throw on 7F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Wolf>Human<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into air normals and throw on 7F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=3<br />
|recovery=12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=7<br />
|active=6<br />
|recovery=20<br />
|frameAdv=<br />
|invul=4-6 H<br />
|blockstun=13<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Hitbox fully extended on 10F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=10<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=100<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=4<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.AA<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=100<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=2<br />
|recovery=7<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.AAA<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=100<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=<br />
|damage=650<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=3<br />
|recovery=12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=26<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=15<br />
|active=3<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf6<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 5F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf4<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=1-10 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 11F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf1/2/3<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 3F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf8<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 9F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf7<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=1-10 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 11F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Wolf9<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 5F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=WolfCancel6<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 14F. During OD, on 7F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=WolfCancel4<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 21F. During OD, on 3F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=WolfCancel1/2/3<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 12F. During OD, on 10F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=WolfCancel8<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 20F. During OD, on 14F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=WolfCancel7<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 15F. During OD, on 3F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=WolfCancel9<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Can cancel into attacks on 15F. During OD, on 9F<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=100<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Himmel Wolf<br />
|subtitle=BC during Werewolf<br />
|cancel=<br />
|damage=1400<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=50, 60 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Himmel Wolf<br />
|subtitle=j.BC during Werewolf<br />
|cancel=<br />
|damage=1400<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=50, 60 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=4<br />
|recovery=30<br />
|frameAdv=<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Nacht Jager<br />
|subtitle=236A<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=90<br />
|p2=79<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=14<br />
|active=16<br />
|recovery=23<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=23<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=On hit/block, Valk goes into Recovery animation (23F)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Schwarz Jagd<br />
|subtitle=236B<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=19<br />
|active=4<br />
|recovery=17<br />
|frameAdv=-4<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Weiss Jagd<br />
|subtitle=236B > 236B<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=15<br />
|active=5<br />
|recovery=25<br />
|frameAdv=-13<br />
|invul=<br />
|blockstun=16<br />
|airHit=27<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Nacht Rosen<br />
|subtitle=236C<br />
|cancel=<br />
|damage=1050<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=21<br />
|active=4<br />
|recovery=25<br />
|frameAdv=-10<br />
|invul=<br />
|blockstun=18<br />
|airHit=42<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Mondlicht<br />
|subtitle=j.214B<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=90<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=5<br />
|recovery=Until L+16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=40, 42 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=A Konig Wolf<br />
|subtitle=236A during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=20<br />
|active=8<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=42<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air A Konig Wolf<br />
|subtitle=j.236A during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=20<br />
|active=8<br />
|recovery=Until L+12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=42<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=B Konig Wolf<br />
|subtitle=236B during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=20<br />
|active=8<br />
|recovery=Until L+12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air B Konig Wolf<br />
|subtitle=j.236B during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=8<br />
|recovery=Until L+12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=C Konig Wolf<br />
|subtitle=236C during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=20<br />
|active=8<br />
|recovery=Until L+12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air C Konig Wolf<br />
|subtitle=j.236C during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=8<br />
|recovery=Until L+12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=A Eisen Wolf<br />
|subtitle=j.214A during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=Until L<br />
|recovery=18L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=B Eisen Wolf<br />
|subtitle=j.214B during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=Until L<br />
|recovery=18L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=C Eisen Wolf<br />
|subtitle=j.214C during Werewolf<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=Until L<br />
|recovery=18L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sturm Wolf<br />
|subtitle=632146D<br />
|cancel=<br />
|damage=800, 180*17, 1200<br />
|starter=<br />
|p1=80<br />
|p2=82, 100*18<br />
|guard=<br />
|level=4, 3*17, 5<br />
|attribute=<br />
|startup=1+9<br />
|active=3<br />
|recovery=38<br />
|frameAdv=-22<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=-, 40*18<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sturm Wolf OD<br />
|subtitle=632146D<br />
|cancel=<br />
|damage=800, 180*20, 1000*2<br />
|starter=<br />
|p1=80<br />
|p2=82, 100*22<br />
|guard=<br />
|level=4, 3*20, 5*2<br />
|attribute=<br />
|startup=1+9<br />
|active=3<br />
|recovery=38<br />
|frameAdv=-22<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=-, 40*22<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Konig Flug<br />
|subtitle=j.236236C<br />
|cancel=<br />
|damage=1000*2, 3000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=4+2<br />
|active=Until L, 3<br />
|recovery=37<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=60, 180, 120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Konig Flug OD<br />
|subtitle=j.236236C<br />
|cancel=<br />
|damage=1000*2, 350*4, 3000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=4+2<br />
|active=Until L, 3<br />
|recovery=37<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=60, 180, 120*5<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sieg Nagel<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Blut Vollmond<br />
|subtitle=214214C<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7+7<br />
|active=1,1,1<br />
|recovery=15+55L<br />
|frameAdv=-52<br />
|invul=1-19 All<br />
|blockstun=18<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/vh/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Human Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 4D || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| - || 2B || 5C, 2C, 6C, 3C || - || Jump, Special<br />
|-<br />
! 5C<br />
| - || - || 6C || <span style="color:green">Wolf Dash<sup>[+]</sup></span> || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2A<sup>[3]</sup></span><br />
| 5A, <span style="color:green">2A<sup>[+]</sup></span> || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 4D || Throw, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span><br />
| - || 5B || 5C, 2C, 6C, 3C || - || Special<br />
|-<br />
! 2C<br />
| - || 6B || 5C, 6C, 3C || <span style="color:green">Wolf Dash<sup>[+]</sup></span> || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || - || -<br />
|-<br />
! 6B<br />
| - || - || - || 5D, 4D || -<br />
|-<br />
! 6C<br />
| - || 6B || 3C || <span style="color:green">Wolf Dash<sup>[+]</sup></span> || Special<br />
|-<br />
! 3C<br />
| - || - || - || <span style="color:green">Wolf Dash<sup>[+]</sup></span> || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Human Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || j.D || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| j.A || - || j.C || j.D || Jump, Special<br />
|-<br />
! j.C<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Wolf Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| 5A || 5B || 5C || Wolf Dash || Throw, Jump, Special<br />
|-<br />
! 5B<br />
| - || - || 5C || Wolf Dash || Jump, Special<br />
|-<br />
! 5C<br />
| - || - || - || Wolf Dash || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Wolf Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">j.A<sup>[3]</sup></span><br />
| j.A || j.B || j.C || Wolf Dash || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || - || j.C || Wolf Dash || Jump, Special<br />
|-<br />
! j.C<br />
| - || - || - || Wolf Dash || Jump, Special<br />
|-<br />
|}<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks |charMainPage=BBCF/Valkenhayn R. Hellsing<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_VA.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/144-valkenhayn-r-hellsing/<br />
}}<br />
<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Taokaka/Frame_Data&diff=64958BBCF/Taokaka/Frame Data2017-01-17T05:57:20Z<p>72.42.164.71: /* Revolver Action Table */</p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Taokaka<br />
|image=BBCF_Taokaka_Icon.png<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TK.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/74-taokaka/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=10,000<br />
|comboRate=60%<br />
|movementOptions=Triple Jump, 2 Air Dashes, Dash type: Run<br />
|jumpStartup=4<br />
|backdashTime=22<br />
|backdashInv=1-7<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=7<br />
|active=2<br />
|recovery=12<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=11<br />
|airHit=13<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=2<br />
|recovery=12<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=<br />
|damage=630<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=2<br />
|recovery=20<br />
|frameAdv=-5<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=90<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=2<br />
|recovery=14<br />
|frameAdv=-4<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=<br />
|damage=560<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=7<br />
|recovery=24<br />
|frameAdv=-14<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=<br />
|damage=700<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=17<br />
|active=2<br />
|recovery=23<br />
|frameAdv=-8<br />
|invul=<br />
|blockstun=16<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=<br />
|damage=420*2<br />
|starter=<br />
|p1=100<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=12<br />
|active=2 (4) 2<br />
|recovery=20<br />
|frameAdv=-8<br />
|invul=7-13 H<br />
|blockstun=13<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=<br />
|damage=700<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=26<br />
|active=4<br />
|recovery=3+14L<br />
|frameAdv=-4<br />
|invul=4-29 F<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=<br />
|damage=910<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=<br />
|active=3<br />
|recovery=29<br />
|frameAdv=-14<br />
|invul=<br />
|blockstun=18<br />
|airHit=40+40 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C Max Charge<br />
|subtitle=<br />
|cancel=<br />
|damage=1300<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=<br />
|active=3<br />
|recovery=29<br />
|frameAdv=-14<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3C<br />
|subtitle=<br />
|cancel=<br />
|damage=300*2, 600<br />
|starter=<br />
|p1=90<br />
|p2=79<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=1 (4) 2 (12) 5<br />
|recovery=18<br />
|frameAdv=-6<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=80<br />
|p2=77<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=6<br />
|active=2<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=<br />
|damage=500<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=4<br />
|recovery=11<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2B<br />
|subtitle=<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=14<br />
|active=2<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=<br />
|damage=700<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=3<br />
|recovery=20<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=19<br />
|active=8<br />
|recovery=Until L+24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=10<br />
|recovery=9+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=25<br />
|active=Until L<br />
|recovery=8<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=11<br />
|active=12<br />
|recovery=Until L+20<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=<br />
|cancel=<br />
|damage=850<br />
|starter=<br />
|p1=80<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=Until L<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups, landing recovery reduced to 3<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=<br />
|cancel=<br />
|damage=550, 800<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=4<br />
|active=Until L (15) 10<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block of 2nd hit, has 2F recovery before transitioning to followups, landing recovery reduced to 3<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=<br />
|cancel=<br />
|damage=930<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=10<br />
|active=10+4L<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=14<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Triangle Jump Attack<br />
|subtitle=<br />
|cancel=<br />
|damage=950<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=Until Wall+3<br />
|active=Until L<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Triangle Jump > Drop Attack<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=Until Ground+20<br />
|active=18<br />
|recovery=28<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*On hit/block, has 2F recovery before transitioning to followups<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward D > Stop<br />
|subtitle=xD > A<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=17+13L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Upwards D > Stop<br />
|subtitle=xD > A<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=17+14L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Downwards D > Stop<br />
|subtitle=xD > A<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=17+14L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward D > Turn<br />
|subtitle=xD > B<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Ground: 24<br/>Air: 21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Can pass through oppoonent 2-16<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Upward D > Turn<br />
|subtitle=xD > B<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Can pass through oppoonent 2-16<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Downards D > Turn<br />
|subtitle=xD > B<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Ground: 30<br/>Air: 16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Can pass through oppoonent 2-14<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=D > Jump<br />
|subtitle=xD > C<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=100<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=4<br />
|recovery=30<br />
|frameAdv=<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Kitty Litter Special<br />
|subtitle=63214A/B<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30<br />
|active=<br />
|recovery=Total 52<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Chibi, Fish, Hammer<br />
|subtitle=<br />
|cancel=<br />
|damage=500<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30<br />
|active=Until Offscreen<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Baseball<br />
|subtitle=<br />
|cancel=<br />
|damage=500<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30<br />
|active=Until Offscreen (120) Until Offscreen<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Disappears after touching opponent<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bomb<br />
|subtitle=<br />
|cancel=<br />
|damage=500*2<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30<br />
|active=Until Offscreen<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bowling Ball<br />
|subtitle=<br />
|cancel=<br />
|damage=500*2<br />
|starter=<br />
|p1=90<br />
|p2=80<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=56<br />
|active=Until Offscreen<br />
|recovery=Total 79<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11+0<br />
|airHit=14+0<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cat Jump<br />
|subtitle=214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Until L+5<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Can cancel into actions on 19<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cat Spirit One!<br />
|subtitle=236A<br />
|cancel=<br />
|damage=400*N<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=12<br />
|active=2<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=22<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Press button for more hits (max 9).<br />
*Followup hits will have startup 9 and 2 active frames.<br />
*Can cancel in Drives on hit/block.<br />
*Can cancel into Swipe at Item on hit/block/whiff<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Slashy Slashy<br />
|subtitle=22C<br />
|cancel=<br />
|damage=110*3<br />
|starter=<br />
|p1=100<br />
|p2=<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=8<br />
|active=[2,2,6]*3<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Press button for more hits<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cat Spirit Two!<br />
|subtitle=j.236B<br />
|cancel=<br />
|damage=300*4, 1000<br />
|starter=<br />
|p1=100<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=4 (3) 4 (3) 4 (3) 4 (3) 4<br />
|recovery=15+9L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=17*4, 36<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Release button to stop attack and go into recovery.<br />
*Can cancel into Drive on hit/block<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cat Spirit Three!<br />
|subtitle=236C<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=35<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cat Spirit Encore!<br />
|subtitle=236C~B<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=3<br />
|recovery=33<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sticky Kitty<br />
|subtitle=j.214D at edge of screen<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hexa Edge<br />
|subtitle=236236D<br />
|cancel=<br />
|damage=Normal: 720*4, 2160<br/>OD: 720*4, 100*16, 2160<br />
|starter=<br />
|p1=80<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=4+3<br />
|active=2 (6) 2 (4) 2 (6) 2 (18) 2<br />
|recovery=43<br />
|frameAdv=-26<br />
|invul=1-14 All<br />
|blockstun=18<br />
|airHit=60*4, 55<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Imma Beat The Crap Outta You<br />
|subtitle=214214C<br />
|cancel=<br />
|damage=Normal: 0, 4000<br/>OD: 0, 4800<br />
|starter=<br />
|p1=100<br />
|p2=100, 20<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=5+11<br />
|active=10<br />
|recovery=??+50L<br />
|frameAdv=<br />
|invul=1-15 All<br/>16-25 FT<br />
|blockstun=<br />
|airHit=1000<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Misses vs crouching opponents.<br />
*Minimum Damage 25%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Unison Nyaibu!<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal: 800, 100*8, 800*4<br/>OD: 800, 100*28, 800*5<br />
|starter=<br />
|p1=80<br />
|p2=80<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=4+5<br />
|active=3<br />
|recovery=Until L<br />
|frameAdv=<br />
|invul=1-11 All<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=*Minimum Damage 15%<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Kaka Clan Hospitality!<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=18<br />
|frameAdv=0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=20<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Attack Meow Pow!<br />
|subtitle=[4]128D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=1<br />
|attribute=<br />
|startup=Until Wall+3<br />
|active=Until L<br />
|recovery=54<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/tk/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 6A || 5B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 4D || Throw, Jump, Special<br />
|-<br />
! 5B<br />
| 5A, 6A || 6B || 5C, 2C, 6C, 3C || 5D, 2D, 4D || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">5C<sup>[1]</sup></span><br />
| - || - || 2C, 6C, 3C || 5D, 2D, 4D || Jump, Special<br />
|-<br />
! 5D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
! <span style="color:blue">2A<sup>[2]</sup></span><br />
| 5A, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 4D || Throw, Special<br />
|-<br />
! 2B<br />
| 6A || 5B || 5C, 2C, 6C || 5D, 2D, 4D || Special<br />
|-<br />
! <span style="color:blue">2C<sup>[1]</sup></span><br />
| - || - || 5C, 6C, 3C || 5D, 2D, 4D || Special<br />
|-<br />
! 2D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
!6A<br />
| - || 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D, 4D || Jump<br />
|-<br />
! 6B<br />
| - || - || - || j.D, j.2D, j.4D, j.8D || Special<br />
|-<br />
! 6C<br />
| - || - || - || 5D, 2D, 4D || Special<br />
|-<br />
! 6D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
! 4D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
! 3C<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B, j.2B || j.C || j.D, j.2D, j.4D, j.8D || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || j.2B || j.C || j.D, j.2D, j.4D, j.8D || Jump, Special<br />
|-<br />
! j.2B<br />
| - || j.B || j.C || j.D, j.2D, j.4D, j.8D || Jump, Special<br />
|-<br />
! j.C<br />
| - || - || - || j.D, j.2D, j.4D, j.8D || Jump, Special<br />
|-<br />
! j.D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
! j.2D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
! j.4D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
! j.8D<br />
| - || - || - || - || <span style="color:green">D Followups<sup>[+]</sup></span><br />
|-<br />
|}<br />
*All cancels from 6A are on the 2nd hit<br />
*All cancels from 3C are on the 2nd or 3rd hit<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks |charMainPage=BBCF/Taokaka<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TK.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/74-taokaka/ <br />
}}<br />
<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Yuuki_Terumi&diff=64832BBCF/Yuuki Terumi2017-01-16T00:32:27Z<p>72.42.164.71: </p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Yuuki Terumi<br />
|-<br />
||[[File:BBCF_Terumi_Portrait.png|330px|center]]<br />
|-<br />
||<br />
{{CharData-BBCF<br />
|health= 10,500<br />
|comboRate= 60%<br />
|jumpStartup= 2F<br />
|backdashTime= 21F<br />
|backdashInv= 1-5F<br />
}}<br />
;Movement Options<br />
:Double Jump, 1 Airdash, Dash type: Run<br />
;Play-style<br />
:Offensive, High Meter Gain<br />
|}<br />
{{CharNav |charMainPage=BBCF/Yuuki Terumi<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/253-yuuki-terumi/<br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
The man only known as Yuuki Terumi is one of the primary antagonists of the ''BlazBlue'' series and a former member of the Six Heroes, as well as the creator of the Azure Grimoire. He is also the founder of both the Novus Orbis Librarium and Sector Seven, often manipulating both sides to reach his goals. He first appeared as a playable DLC character in ''BlazBlue: Chrono Phantasma''.<br />
<br />
===Drive: Force Eater===<br />
Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks.<br />
<br />
===Overdrive: Nightmare Reaper===<br />
Increases the Heat gained from Drive attacks and generally improves them in terms of hitbox, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks. It also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super.<br />
<br />
===Pros/Strengths===<br />
*Very high Heat gain means more Rapid Cancels/Counter Assaults/Crush Triggers/Distortion Drives.<br />
*Very good mobility with high speed.<br />
*Strong rushdown and pressure options.<br />
*Good defensive options with 50 meter.<br />
*Astral Heat is extraordinarily easy to combo into, giving him an easy way to quickly end a match.<br />
*Benefits immensely from Overdrive and Active Flow.<br />
<br />
===Cons/Weaknesses===<br />
*Mixup game is bad without meter.<br />
*Has a very hard time confirming punishes at his max range without meter: Snakebite does not connect at maximum range, and 6C can have issues connecting at that range.<br />
*The hurtboxes on some of his normals often extend before the attack becomes active, meaning he must be very careful against footsie-oriented characters.<br />
*Lacks reversal options without 50 Heat or Overdrive.<br />
*Overdrive and meter reliant.<br />
*Low average meterless damage.<br />
*Below-average health.<br />
<br clear=all/><br />
{{warning|Most of this data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_5A.png<br />
|caption=Classic backhander<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=0<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/5A<br />
|description=<br />
*Whiffs on all crouching characters except Hakumen and Tager.<br />
<br />
Terumi's fastest normal at 5 frames, 5A is mainly used as either an anti-air or to interrupt the opponent's pressure.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_5B.png<br />
|caption=Dance and sting like an evil hornet<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=500<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/5B<br />
|description=<br />
Terumi's 5B has much shorter range that the average 5B. However, it is +2 on block, making it an excellent pressure tool. Thanks to Terumi's fast run speed, this can also be used as a high damage counter poke in his neutral game.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_5C.png<br />
|caption=Two are better than one<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=490, 490<br />
|cancel=SOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=11<br />
|active=2(9)2<br />
|recovery=19<br />
|frameAdv=-2<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/5C<br />
|description=<br />
5C moves Terumi forward, allowing him to stay in his opponent's face and helps a little bit to prevent his normals from whiffing due to the opponent barrier blocking. Due to 5C only being -2 on block, it can sometimes be used as a tick throw option. Terumi is also considered airborne at around the first active frame, so it can also be used as a throw bait if timed right.<br />
<br />
5C can be jump canceled on the first hit; however you cannot double jump or air dash after jump-canceling. With meter, this is also his main mixup tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_2A.png<br />
|caption=Clenched fists don't have any class<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=7<br />
|active=2<br />
|recovery=10<br />
|frameAdv=+0<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/2A<br />
|description=<br />
Clocking in at 7 frame startup while being +0 on block, this is one of the main pieces of Terumi's pressure game, and is also useful for throw setups. It can be used to get out of pressure, but the range is not that great.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_2B.png<br />
|caption= Not safe on block but fast enough for Terumi's victims<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=480<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=L<br />
|startup=9<br />
|active=3<br />
|recovery=19<br />
|frameAdv=-9<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/2B<br />
|description=<br />
This move has some of the best range of his non-Drive attacks, and it is his main low hitting normal. As such, this is used in his mixup game and in neutral, where his Drive normals are too slow to cut it. Beware of opponents with good instant blocking skills, as it makes any gatling to a C or D normal from this move besides 3C have a gap. The recovery is also really bad, to the point where caution needs to be exercised.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_2C.png<br />
|caption=Far reach, jump-cancelable, what you want more?<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=720<br />
|cancel=SOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=13<br />
|active=4<br />
|recovery=25<br />
|frameAdv=-12<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/2C<br />
|description=<br />
*Terumi's hurtbox extends during the startup frames and is as long as the hitbox, so be careful with it in footsies.<br />
<br />
This is one of his longest ranged normals and one of his main pokes, reaching slightly farther than 2B. It is jump-cancelable on block and hit, and unlike 5C, you can double jump and air dash when you jump cancel it. However, just like his other long range normals, it has pretty bad recovery on it, so be careful with its placement.<br />
<br />
It is as one of his few gateways to a mixup, especially without meter. This can lead to his overhead and a damaging low option. 2C also puts Terumi pretty low to the ground, which makes it a situational anti-air, as well as an excellent counter poke in certain matchups.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_6A.png<br />
|caption="From above?"<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=9<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-10<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=H<br />
|hitbox=Terumi/6A<br />
|description=<br />
Fast, hitbox covers his entire head, good horizontal range, and jump-cancelable on hit and block. In other words, this is Terumi's true anti-air, and a great one at that. The only downside is the damage off of it; even with Heat, it can leave a lot to be desired on normal hit.<br />
<br />
On Counter Hit, it has a lot more hitstun, allowing for good damage and Heat Gain.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_6B.png<br />
|caption=Sooo satisfying to ram your knee into someone else<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=650<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=24<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+4<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=F,T<br />
|hitbox=Terumi/6B<br />
|description=<br />
*Fatal Counters<br />
<br />
This normal goes under highs, and also has lower body and throw invulnerability. 6B can also be feinted by holding down B for throw setups and mind games. The weaknesses of this normal is that it has no mid or projectile invulnerability whatsoever. Most 5Bs and DPs will blow Terumi up for abusing this move. Also, the feint has no kind of invuln whatsoever, meaning it is exclusively to play mind games with opponents that respect Terumi's pressure, and in certain matchups to bait reversals (Hakumen's Zanshin Drive, Noel's Chain Revolver Drive, Jin's Yukikaze).<br />
<br />
How much this normal is used depends completely on the matchup and how well the opponent can instant block. Some matchups will be using it sparingly, but in others it will be spammed a lot.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_6C.png<br />
|caption="Slice aaand dice!"<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=500,300,650<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=13<br />
|active=4(6)5(15)4<br />
|recovery=31<br />
|frameAdv=-14<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/6C<br />
|description=<br />
This is Terumi's longest ranged normal. However, it cannot be canceled into anything but a Rapid Cancel, but it is possible to combo after it without meter on Counter Hit. It is very unsafe on block and whiff so if this does not connect or there is not enough meter to Rapid Cancel, Terumi will be punished heavily for it. Because of this, 6C will mainly be used as a combo ender, extender with meter, whiff punisher, and for all kinds of hard reads.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_3C.png<br />
|caption=Always good to sweep someone off their feet<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=L<br />
|startup=10<br />
|active=2<br />
|recovery=30<br />
|frameAdv=-13<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/3C<br />
|description=<br />
Terumi's other low attack; can be be used in his mixup game, but it is his only normal that doesn't chain into 6B. Because it knocks the opponent down, it allows for immediate use of 22C on hit.<br />
<br />
On Counter Hit, it gives a hard knockdown, allowing to link other normals for more damage and even 2D if done inmediately.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.A</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_jA.png<br />
|caption=Jab, jab, jab...<br />
|name=j.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CDOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/jA<br />
|description=<br />
Jumping jab. One of his best options for hitting crouchers on a jump-in. It is also a good anti-air option.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.B</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_jB.png<br />
|caption=Roundhouse kick, ha!<br />
|name=j.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=380, 380<br />
|cancel=DOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=10<br />
|active=6(0)2<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/jB<br />
|description=<br />
An all-purpose air normal, but compared to some of his other normals, it is not that good of a jump-in. It has great horizontal range, and OK vertical range, can cross up in the later parts of the move, and hits twice.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.C</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_jC.png<br />
|caption=Slash 'em!<br />
|name=j.C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=350, 350, 550<br />
|cancel=DOJR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=11<br />
|active=2(3)2(4)2<br />
|recovery=18<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/jC<br />
|description=<br />
This is a heavily altered version of Hazama's j.C. Where Hazama mainly uses this for combo filler (Terumi does this too), Terumi's j.C sees a lot of use in neutral. j.C would mainly be used as a way for Terumi to protect himself from an approach where j.D won't cut it due to its speed. Not that great of a jump-in, but it is still good to use off of an instant air-dash.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_5D.png<br />
|caption=Jabak- I mean 5D<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=620<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=13<br />
|active=4<br />
|recovery=18<br />
|frameAdv=-3<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/5D<br />
|description=<br />
*Gains 16% Heat on hit, 7-9% on block.<br />
*Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.<br />
<br />
This is Terumi's 2nd longest ranged normal, as well as his go-to poke. The max range of this move is NOT at the tip but at around the snake's eyes (just short of the tip). This move is NOT a projectile, but it can nullify projectiles and hit the opponent at the same time. The startup and recovery are pretty sizeable, so Terumi must be careful when throwing this out. <br />
<br />
At max range (especially if it was used to counter poke or whiff punish), Terumi is not going to get any reasonable damage or Heat Gain unless he already has Heat or gets a Counter Hit.<br />
<br />
While it is pretty negative on block (especially on Instant Block), the variety of Revolver Action options, special-cancels, super-cancels, and proper spacing will prevent punishment.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=620<br />
|cancel=SR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/5D<br />
|description=<br />
*Gains 18% Heat on hit and 11-12% Heat on block. Drains 2% Heat from the opponent on hit and block.<br />
<br />
Greatly increased horizontal and vertical range.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_2D.png<br />
|caption=Great for okizeme and pulling them back into misery<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=680<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=40<br />
|active=15<br />
|recovery=6<br />
|frameAdv=-2<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/2D<br />
|description=<br />
*Gains about 24% Heat on hit, 9-10% Heat on block.<br />
<br />
Only used for oki and specific combos. It is not good as a pressure reset due to the extremely long startup and progressive hitbox.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=350*5<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/2D<br />
|description=<br />
*Gains 35% Heat on hit and 22% Heat on block. Drains 6% Heat from the opponent.<br />
<br />
Has a much bigger hitbox, but the uses are the same as the normal version. Unlike the normal version, it hits 3 times instead of just once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_6D.png<br />
|caption=Have a nice flight, haha!<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=350,300*3<br />
|cancel=DOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=18<br />
|active=3<br />
|recovery=24<br />
|frameAdv=-8<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/6D<br />
|description=<br />
*Fatal Counter.<br />
*Gains 30% Heat on hit.<br />
<br />
Combo filler only. Not recommended for anything else because he has other normals that can fulfill those other purposes.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=350,250*5<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/6D<br />
|description=<br />
*Gains 42% Heat on hit. Drains 5% Heat from the opponent.<br />
<br />
Very important combo filler for his OD combos, as it allows Terumi to tag a super at the end. On the last hit, Terumi kicks the opponent farther/higher than the normal version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCF_Terumi_4D.png<br />
|caption=Kicking the dog!<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600<br />
|cancel=JSOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=10<br />
|active=6<br />
|recovery=24<br />
|frameAdv=-13<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/4D<br />
|description= <br />
*Gains 13% Heat on hit.<br />
<br />
A jump-cancellable sand kick. Like 5D, it nullifies projectiles. Being jump- and super-cancellable, it allows for mixups and safejumps.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=600<br />
|cancel=JSR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/4D<br />
|description=<br />
Untechable time lasts until touching the ground, allowing Terumi to loop 4D>j.2D more than once.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.D</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_jD.png<br />
|caption= Yay! No extended hurtbox!<br />
|name=j.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=660<br />
|cancel=DOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=4<br />
|recovery=23+6L<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/jD<br />
|description=<br />
*Gains about 18% Heat on hit and 5-6% Heat on block.<br />
<br />
Terumi's main air to ground normal; the hitbox is massive and Terumi doesn't extend his hurtbox. This allows him to prevent his opponent from approaching too carelessly unless they want to give him free meter. However, J.D's slow startup makes it bad to throw out if the opponent is too close. The small amount of landing recovery allows some characters to punish Terumi on whiff, but this isn't easy to do for a lot of the cast.<br />
<br />
It can be very hard to confirm into combos. 5D only links if j.D is done as late as possible. j.D has a lot of pushback and knockback, making all of his other normals hard to link as well.<br />
<br />
When an airborne opponent is hit, unless it is a Counter Hit, the only options are to use meter or chain into j.2D. <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=660<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/jD<br />
|description=<br />
*Gains 20% Heat on hit and 7-8% Heat on block. Drains 2% from the opponent.<br />
<br />
Hitbox becomes even bigger, making it even harder to contest. Thanks to j.2D's changes in OD, it can be used as OD combo filler.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">j.2D</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_j2D.png<br />
|caption=Ressen- I mean J.2D<br />
|name=j.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=640<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|startup=15<br />
|active=8<br />
|recovery=7L<br />
|frameAdv=+3<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/j2D<br />
|description=<br />
*Gains about 12-13% Heat on hit, 6-7% Heat on block.<br />
<br />
Terumi's pressure reset tool. Combined with jump startup, the fastest it can done is 20 frames. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from 5C or 2C (there is a small gap for the opponent to jab, but they don't get anything big unless they instant block, have a DP, or have meter).<br />
<br />
This move's main use is as an Overdrive combo extender and as an air combo ender.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=640<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/j2D<br />
|description=<br />
*Gains 14-15% Heat on hit, 8-9% on block. Drains 2% from the opponent.<br />
<br />
While the hitbox and Heat Gain don't change, it now causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great OD combo filler and pressure option.<br />
}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_ForwardThrow.png<br />
|input=5/6B+C<br />
|caption=The heel must hurt... <br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1500<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/ForwardThrow<br />
|description=<br />
*100% minimum damage<br />
<br />
Can cancel into Crush Trigger, Overdrive, and any special (besides 22C) or super on the first hit of the grab. All options above, including 22C, are possible on the 2nd hit.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_BackThrow.png<br />
|input=4B+C<br />
|caption="Sucks to be you!"<br />
|name=Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1500<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/BackThrow<br />
|description=<br />
*100% minimum damage<br />
<br />
First hit works the same as the forward grab, while the second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also special-, Distortion-, and OD cancelable.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_AirThrow.png<br />
|input=j.B+C<br />
|caption="Sucks to be you!", now in air<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1500<br />
|cancel=SOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/AirThrow<br />
|description=<br />
*100% minimum damage<br />
<br />
Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.<br />
<br />
Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simply be put in a hard knockdown, where only Jakyou Messenga can reach in time to combo. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_6A.png<br />
|caption=Sh**, missed again!<br />
|input=6A+B (When Blocking)<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=13<br />
|active=2<br />
|recovery=32<br />
|frameAdv=-15<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/6A<br />
|description=<br />
Decent speed and range but EXTREMELY EASY to whiff with. Only use it in emergency situations.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_CT.png<br />
|caption=Zanei- I mean Crush Trigger<br />
|input=5A+B<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=B<br />
|startup=30-60<br />
|active=4<br />
|recovery=22<br />
|frameAdv=0<br />
|blockstun=24<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/CT<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
<br />
Since Terumi gains a lot of Heat, there are a lot of opportunities to use this. However, like most Crush Triggers, it is negative on block. It can be used in some combo routes, but most of them require a Counter Hit or 75 Heat.<br />
<br />
It is also decent to open up the opponent, but it is recommend to have 75 Heat before trying this, so Terumi can either keep the pressure going if they Barrier Block it or to do a devastating combo.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Special Moves==<br />
====== <font style="visibility:hidden" size="0">Snakebite - Jagaku</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_236D.png<br />
|caption=You're gonna see this A LOT<br />
|input=236D<br />
|name=Snakebite - Jagaku<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=520,300,1000<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=16<br />
|active=2<br />
|recovery=24<br />
|frameAdv=-9<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/236D<br />
|description=<br />
*Gains 29% Heat on hit.<br />
*In Overdrive: Gains 34% on hit and drains 5% from the opponent.<br />
*Recovery lower on whiff<br />
<br />
Decent whiff punisher when meter is needed, and one of Terumi's main combo enders, as well as an extender with meter. It is Distortion-cancelable on the first and third hit, and Terumi can RC throughout the move. When used as a combo ender, however, it can be very hard to punish rolls midscreen, but it can be used to catch rolls on specific combo enders (6C, 22C). Very unsafe on block so be careful throwing it out.<br />
<br />
It can be used as a very gimmicky pressure reset and throw setup by putting the opponent in blockstun and making it whiff.<br />
<br />
A major change in BBCF is that this move now has a minimum height restriction; due to this, the move doesn't fully animate on airborne opponents too far from the ground. However, Terumi can follow up with 5A or 5B after hitting an airborne opponent, giving the move corner carry abilities.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Retaliating Fang - Gasenshou</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_214D.png<br />
|caption="Enjoy the pain!"<br />
|input=214D<br />
|name=Retaliating Fang - Gasenshou<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=196,49*12,539<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=25<br />
|active=3<br />
|recovery=43<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/214D<br />
|description=<br />
*Gains 34% Heat on a successful grab.<br />
*In Overdrive: Gains 44% Heat and drains 10% from the opponent.<br />
<br />
Has great range for a command grab, but it is very slow. Can be used sparingly as a mixup option to get the needed Heat, but if overdone, Terumi will be punished very heavily for it.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Cleaving Fang - Garengeki</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_22C.png<br />
|caption=That stomping special<br />
|input=22C<br />
|name=Cleaving Fang - Garengeki<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=400*2-5,1100<br />
|cancel=SDOR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=8<br />
|active=3<br />
|recovery=27<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/22C<br />
|description=<br />
Purely combo filler. All of Terumi's most damaging combos use this move.<br />
<br />
Two versions exist for this move: 22C (Light version) and 22CCC (Heavy version). The heavy version can be triggered by pressing the C button at least three times before the second stomp connects:<br />
*Light version: Two stomps, one kick.<br />
*Heavy version: Five stomps, one kick.<br />
<br />
A major change from BBCP is that both versions send the opponent flying away very high. However, the move is now special- and OD-cancellable, so Terumi must special-cancel it to follow up in the corner. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Tsuishoga</font> ======<br />
{{MoveData<br />
|image=BBCF_Terumi_Tsuishoga.png<br />
|caption=Quite a literal overhead<br />
|input=214C<br />
|name=Agonizing Fang - Tsuishoga<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=20<br />
|active=3<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/214C<br />
|description=<br />
Decently fast overhead, and relatively safe on block thanks to pushback. Can be used in corner combos thanks to Cleaving Fang being special-cancelable.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Gleaming Fang - Jakyou Messenga</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_41236C.png<br />
|caption=Not best super anymore.<br />
|image2=BBCP_Terumi_41236C_Air.png<br />
|caption2=<br />
Who says that snakes can't be fast?<br />
|input=41236C [Air OK]<br />
|name=Gleaming Fang - Jakyou Messenga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=0,2400<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=4+8<br />
|active=11<br />
|recovery=39<br />
|frameAdv=-14<br />
|blockstun=25<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=4~21<br />
|hitbox=Terumi/41236C<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Normal (Air)<br />
|damage=0,2400<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=4+7<br />
|active=<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/41236C<br />
|description=<br />
*Fatal Counter<br />
*Minimum damage: 360.<br />
<br />
Terumi rushes at the opponent enveloped in a snake-shaped aura, covering up to ¾ of the screen (air version varies depending on how high Terumi is when used). <br />
<br />
On a successful hit, around 3000 damage combos can be used with minimum requirements. Now only has projectile invulnerability, so it can't be used as a reversal. It is -9 on block, but a lot of characters have trouble punishing it on such cases. Air version, on the other hand, is very punishable on block in most situations by most of the cast; it also loses to well timed anti-airs with head invulnerability.<br />
<br />
Overall, this is his best Distortion Drive in terms of utility.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=0,1000,2400<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=4+8<br />
|active=14<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=25<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/41236C<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive (Air)<br />
|damage=0,1000,2400<br />
|cancel=D<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=4+7<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/41236C<br />
|description=<br />
*Minimum damage: 540<br />
<br />
OD version adds an additional rush to the attack (ground and air version), negating the side switch. It also does more damage and gives more time to follow up.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Divine Twin Blades - Gouga Soutenjin</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_623B.png<br />
|caption=10 frames of invul! Hold that Haz!<br />
|input=623B [Air OK]<br />
|name=Divine Twin Blades - Gouga Soutenjin<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=1100*2,1800<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=4+3<br />
|active=4(0)8(15)3<br />
|recovery=42<br />
|frameAdv=-35<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=1~10<br />
|hitbox=Terumi/623B<br />
|description=<br />
*Minimum damage: 840<br />
<br />
His main reversal option. Its high minimum damage makes it good for closing out matches when below 75 heat. Can be followed up on Counter Hit.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=1000*4<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/623B<br />
|description=<br />
*Minimum damage: 1100<br />
<br />
OD version adds an extra kick at the end which groundbounces the opponent, allowing follow-ups; the ground version gives 8 frames to follow up, while the air version gives 11 frames, making it a staple OD combo extender.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Laceration - Orochi Burensen</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_63214B.png<br />
|caption=His trademark: The stomping super.<br />
|input=63214A/B<br />
|name=Serpent's Laceration - Orochi Burensen<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal (B)<br />
|damage=2418<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=13+2<br />
|active=6<br />
|recovery=12<br />
|frameAdv=-1<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=9~16<br />
|hitbox=Terumi/63214B<br />
|description= <br />
*Minimum damage: 715<br />
<br />
The B version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and is Terumi's main corner combo extender. <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Normal(A)<br />
|damage=800,500,1000,2000<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=S<br />
|guard=L<br />
|startup=13+2<br />
|active=6<br />
|recovery=24<br />
|frameAdv=-13<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/63214A<br />
|description= <br />
*Minimum damage: 545<br />
<br />
The A version is a low. With 100 Heat, this is a legit mixup, but the damage is low for the amount of resources used.<br />
<br />
The A version cannot be followed up without 100 Heat. Wallbounces towards Terumi midscreen; wallsticks in the corner.<br />
<br />
When Rapid Canceled on the second hit, the A version leaves them in a long untechable state, making it useful in specific combos. (or for a taunt.)<br />
<br />
As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing it in instead of his usual round win quotes. <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive(B)<br />
|damage=3236<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=H<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/63214B<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive(A)<br />
|damage=800,200*5,1000,2500<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=L<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/63214A<br />
|description=<br />
*Minimum damage: 890<br />
<br />
Increases the damage of both versions, making them do the same amount of damage. Unlike in BBCP, the B version doesn't have the bow at the end of the OD version.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Venomous Bite - Ouja Zanrouga</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_236236A.png<br />
|caption=When it works, then with a big, venomous grin...<br />
|input=236236A<br />
|name=Venomous Bite - Ouja Zanrouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Catch<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=GP1<br />
|active=119<br />
|recovery=68<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/236236A<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Attack<br />
|damage=2800<br />
|cancel=R<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=UNB<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/236236A<br />
|description= Terumi walks and casually swings Ouroboros while laughing.<br />
<br />
A counter-style super that triggers off mids and highs, but loses to lows, projectiles, unblockables, and throws. Counters on frame 1, and if triggered, Terumi flips over them and slashes with his chains for a side-switch combo. Deals massive damage and can be Rapid Canceled for even more, but the downside is that it loses to almost everything.<br />
<br />
When triggered, it creates a hitbox on the ground in front of Terumi which activates the counter if the opponent is caught by it. As such, it will guardpoint but not counter jump-ins, crossups, and rising moves like Inferno Divider.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Catch (OD)<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=GP1<br />
|active=119<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/236236A<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Attack (OD)<br />
|damage=3200<br />
|cancel=DR<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=UNB<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/236236A<br />
|description=<br />
Does increased damage, becomes super-cancelable on a successful counter, and can counter lows. Other limitations still apply, however.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Cursed Sting - Jabaku Fuuenjin</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_632146D.png<br />
|caption=Drain everything until nothing is left<br />
|input=632146D<br />
|name=Serpent's Cursed Sting - Jabaku Fuuenjin<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Attack<br />
|damage=800*3<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=7+10<br />
|active=4<br />
|recovery=28<br />
|frameAdv=-11<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=1~26<br />
|hitbox=Terumi/632146D<br />
|description= <br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Additional Attacks<br />
|damage=74-150 a hit<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/632146D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Finisher<br />
|damage=700-2000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/632146D<br />
|description=<br />
*Damage increases with the amount of Heat you have.<br />
*Always uses all of your Heat on hit, but on whiff or block just 50.<br />
*Minimum damage with 100 heat: 1680<br />
<br />
Terumi slashes the opponent with a sword made out of his evil greenish energy. If it hits, he'll rush forward and grab the opponent, wrapping two snakes around their arms. He'll proceeds in pumping his vile force into the opponent while draining their power before dropping them to the ground and kicking them away.<br />
<br />
Very strong combo ender due to its very high minimum damage if Terumi has at least 75 Heat. Also doubles as his third reversal option, although it is slower than 623B. It will always use up all of Terumi's Heat on a successful hit. That being said, unless Terumi has at least 75 Heat to spend, it is not recommended to use this Distortion Drive because 623B outdamages it in that case. When at 75 Heat and below 100, Terumi has 8 frames to follow up with a normal; however, the follow-up only comes into play if this move is used as a reversal.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Attack (OD)<br />
|damage=1160<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=7+10<br />
|active=4<br />
|recovery=28<br />
|frameAdv=-11<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=1~26<br />
|hitbox=Terumi/632146D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Additional Attacks (OD)<br />
|damage=75-165 a hit<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/632146D<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Finisher (OD)<br />
|damage=900-2500<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/632146D<br />
|description=<br />
*Minimum damage with 100 Heat: 2030; if opponent has Heat, it's 2180.<br />
<br />
OD version drains a lot of the opponent's Heat (up to 53%; 5% Heat for every 5% Heat Terumi has). 100 Heat version does insane damage on hit. 75% version does more damage, and follow-up is still possible, but Terumi cannot get as much from it as the regular version. 50% version, besides the Heat drain, remains unchanged.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Screeches of the Condemned - Jarin Renshouga</font> ======<br />
{{MoveData<br />
|image=BBCP_Terumi_236236D.png<br />
|caption=<br />
|image2=BBCP_Terumi_214214D.png<br />
|caption2=Get over here and let me hear you cry!<br />
|input=236236D/214214D<br />
|name=Screeches of the Condemned - Jarin Renshouga<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=800*4,2000<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=B<br />
|startup=9+22<br />
|active=95<br />
|recovery=<br />
|frameAdv=±0<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=1~32<br />
|hitbox=Terumi/236236D<br />
|description=<br />
*If first hit guard crushes, the second hit confirm into the rest of the attack.<br />
*Minimum damage: 1740<br />
<br />
Terumi shoots out a chain either straight (236236D) or at a 45 degree angle (214214D). If it connects, he shoots another chain and lifts the opponent into the air. He then pulls himself to the opponent, inflicting great pain with his mightily kicks and slashes. In the great final, he lunges into his victim from above while covered in his diabolic energy resembling a green lindworm and devours them, including their screams of pain.<br />
<br />
Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on normal guard, and if Barrier Blocked, it pulls his opponent to him, leaving him/her in a good position. This is mainly used to close out matches midscreen and against zoners to blow up projectile throwers and punish them fiercly. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Overdrive<br />
|damage=800*6,3000<br />
|cancel=-<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=UNB<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/236236D<br />
|description=<br />
*Minimum damage: 2330<br />
<br />
OD versions are completely unblockable. Because if this, it can be used to play mind games with the opponent or on Overdrive Raid (GCOD) against projectiles to punish them for massive damage.<br />
<br />
Last hit can be cancelled into Terumi's Exceed Accel for insane damage.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Terumi_JarakuEnkokusen.png<br />
|input=ABCD during Overdrive<br />
|caption="Come on, devour them!"<br />
|name=Dungeon of Serpents - Jaraku Enkokusen<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage= 2040<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|invul=<br />
|hitbox=Terumi/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=4020<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|attribute=<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used.<br />
*Becomes stronger and flashier with Active Flow.<br />
<br />
Terumi performs a flying kick to the opponent on startup, then summons a portal from which several snakes attack the opponent. Puts Terumi in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCP_Terumi_222D.png<br />
|caption= "Feel the wrath of the true Susano'o!"<br />
|input=222D<br />
|name=Unholy Wrath of the Basilisk - Orochizanto Reppuga<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|blockstun=<br />
|groundHit=<br />
|groundCH=<br />
|airHit=<br />
|airCH=<br />
|invul=<br />
|hitbox=Terumi/222D<br />
|description=<br />
Terumi creates a red portal with his Ouroboros chains on the ground in front of him. If the opponent is caught in it, he proceeds to shoot out dozens of green snake-like energy blasts at the opponent from a portal summoned behind him while laughing like a maniac, then turns into the Black Susano'o and uses a mighty slash to finish the opponent off.<br />
<br />
A very easy Astral Heat to land. Can connect from 236D, 6D, CH 6A and numerous other things. Compared to other Astral Heats, Terumi's is a very practical way to finish the match.<br />
}}<br />
}}<br />
<br clear=all/><br />
==External References==<br />
*Japanese Name: ユウキ=テルミ<br />
*[http://www40.atwiki.jp/blazblue/pages/2429.html Japanese Wiki] <br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1372165881/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tm&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/topic/12132-cf-yuuki-terumi-video-thread/ Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Yuuki Terumi<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_TE.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/253-yuuki-terumi/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64779BBCF/Hazama2017-01-13T10:41:39Z<p>72.42.164.71: /* J.2C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
This moves extends Hazama's hurtbox downwards, which puts Hazama on the ground faster on whiff, which is useful after 6C to 5D~D an airborne opponent, as it helps set up more damaging combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. You probably aren't going to use this very often after Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal an easy 3k. Charged version causes the opponent to go into an air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama/Frame_Data&diff=64778BBCF/Hazama/Frame Data2017-01-13T10:20:18Z<p>72.42.164.71: /* Drive Moves */ The whole animation tacks on some extra recovery.</p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Hazama<br />
|image=BBCF_Hazama_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|movementOptions=Chain Movement, Double Jump, 1 Airdash, Dash type: Step<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=100<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=SO(J)R<br />
|damage=450*2<br />
|starter=N<br />
|p1=100<br />
|p2=92<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|invul=<br />
|blockstun=18<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=CSOR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=90<br />
|p2=85<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=24<br />
|frameAdv=-11<br />
|invul=8-15H<br />
|blockstun=16<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Forces Crouching on hit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=R<br />
|damage=510*3<br />
|starter=N<br />
|p1=100<br />
|p2=84<br />
|guard=All<br />
|level=5<br />
|attribute=F<br />
|startup=20<br />
|active=Until Ground<br />
|recovery=Until L+14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Knives appear on 20, 23, 25<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF <br />
|version=3C<br />
|cancel=SOR<br />
|damage=840<br />
|starter=N<br />
|p1=90<br />
|p2=91<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|invuln=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=85<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=16<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Last 2 active frames hit crossup<br />
*Does not multihit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CC<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=780<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup A<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Immediately ends attack and goes into recovery animation.<br />
*5D takes 17 frames<br />
*2D, 6D, and 4D takes 15 frames<br />
*All j.D takes 28 frames<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup B<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=39<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 31F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup C<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 26F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup D<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 13F<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=70<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=0<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=T(120)<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=65<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=R<br />
|damage=0<br />
|starter=VS<br />
|p1=50<br />
|p2=92<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=R<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=R<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=B<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Benediction<br />
|subtitle=214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=86<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames<br />
*All Followups are (S) version.<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang<br />
|subtitle=214B~A<br />
|cancel=R<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=79<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+1<br />
|invul=1-22F<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang (S)<br />
|subtitle=214D/B~A<br />
|cancel=R<br />
|damage=840<br />
|starter=N<br />
|p1=80<br />
|p2=82<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+3<br />
|invul=1-22F<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang<br />
|subtitle=214B~B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=90<br />
|p2=82<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-19<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang (S)<br />
|subtitle=214D/B~B<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=90<br />
|p2=84<br />
|guard=HL<br />
|level=5<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-17<br />
|invul=1-12 All<br />
|blockstun=20<br />
|airHit=55<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang<br />
|subtitle=214B~C<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=LA<br />
|level=4<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|invul=1-19 B<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang (S)<br />
|subtitle=214D/B~C<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=L<br />
|level=5<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|invul=1-19 B<br />
|blockstun=20<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Haste<br />
|subtitle=214D/B~D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Redemption<br />
|subtitle=214D/B~66/44<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Backward: 32<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Vengeful Viper<br />
|subtitle=214B<br />
|cancel=R<br />
|damage=800<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=B<br />
|startup=15<br />
|active=3<br />
|recovery=91<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Enters Serpent's Benediction stance afterwards<br />
*Can cancel into Benediction followup attacks 27 onwards<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bloody Fangs<br />
|subtitle=236C<br />
|cancel=R<br />
|damage=0, 600<br />
|starter=N<br />
|p1=100<br />
|p2=60<br />
|guard=T(90)<br />
|level=3<br />
|attribute=T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|invul=1-12T<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Shadow Serpent<br />
|subtitle=j.214B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=All<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=Until L<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Venom Sword<br />
|subtitle=236A<br />
|cancel=R<br />
|damage=680<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=BP<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=21<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Coils<br />
|subtitle=623D<br />
|cancel=R<br />
|damage=0, 2000<br />
|starter=N<br />
|p1=100<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=BP<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Infernal Rapture<br />
|subtitle=236236B<br />
|cancel=R<br />
|damage=Normal:1950<br/>OD: 2100<br />
|starter=N<br />
|p1=50<br />
|p2=94<br />
|guard=All<br />
|level=5<br />
|attribute=B<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|invul=OD:<br/>4 All<br />
|blockstun=16<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Eternal Coils of the Dragon Serpent<br />
|subtitle=632146C<br />
|cancel=R<br />
|damage=Normal: 800*2, 200*8, 2000<br/>OD: 800*2, 90*24, 1000*2<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|invul=1 All<br/>2-19 P<br />
|blockstun=11+0 Hitstop<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=The Serpent's Unholy Wrath<br />
|subtitle=214D~632146D<br />
|cancel=R<br />
|damage=Normal:0*2, 280*3, 57*9, 400, 800 <br/>OD:0*2, 280*3, 57*17, 400, 800<br />
|starter=<br />
|p1=100<br />
|p2=70<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|invul=1-14 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*100% minimum damage. <br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Glimmering Fang of the Basilisk<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=Normal: 600, 400*3, 1000 <br />Active Flow: 600, 400*5, 700*4<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=All<br />
|level=<br />
|attribute=B<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=±0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*No minimum damage<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Darkness of 1000 Souls<br />
|subtitle=1632143D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=1+16<br />
|active=??<br />
|recovery=Total 161<br />
|frameAdv=<br />
|invul=1-91 All<br />
|blockstun=16<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || all || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| 6A || 2B, 6B || 5C, 2C, 6C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">5C<sup>[1]</sup></span><br />
| - || - || 2C, 6C, 3C || all || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2A<sup>[3]</sup></span><br />
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, || 5C, 2C, 6C, || - || Throw, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span> <br />
| 6A || 5B, 6B || 5C, 2C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">2C<sup>[1]</sup></span><br />
| - || - || 5C, 3C || all || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || - || Super<br />
|-<br />
! 6B<br />
| - || - || - || - || Super<br />
|-<br />
! 6C<br />
| - || - || - || all || -<br />
|-<br />
! 3C<br />
| - || - || - || - || Special<br />
|-<br />
! 5D, 2D, 6D, 4D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || - || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || - || j.C, j.2C || - || Jump, Special<br />
|-<br />
! j.C(1-5)<br />
| - || - || <span style="color:green">j.C (2)<sup>[+]</sup></span> || all || Jump(1-2), Special<br />
|-<br />
! j.2C<br />
| - || - || - || all || Jump, Special<br />
|-<br />
! j.D, j.2D, j.6D, j.4D, j.8D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64773BBCF/Hazama2017-01-12T22:37:15Z<p>72.42.164.71: /* Serpent's Haste */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. You probably aren't going to use this very often after Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal an easy 3k. Charged version causes the opponent to go into an air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64772BBCF/Hazama2017-01-12T22:34:24Z<p>72.42.164.71: /* Rising Fang */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
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&nbsp;<br />
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==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou or 6D. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. You probably aren't going to use this very often after Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal an easy 3k. Charged version causes the opponent to go into an air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64736BBCF/Hazama2017-01-12T13:30:28Z<p>72.42.164.71: /* Eternal Coils of the Dragon Serpent */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. You probably aren't going to use this very often after Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal an easy 3k. Charged version causes the opponent to go into an air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama/Frame_Data&diff=64693BBCF/Hazama/Frame Data2017-01-11T01:11:23Z<p>72.42.164.71: /* Universal Mechanics */</p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Hazama<br />
|image=BBCF_Hazama_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|movementOptions=Chain Movement, Double Jump, 1 Airdash, Dash type: Step<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=100<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=SO(J)R<br />
|damage=450*2<br />
|starter=N<br />
|p1=100<br />
|p2=92<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|invul=<br />
|blockstun=18<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=CSOR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=90<br />
|p2=85<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=24<br />
|frameAdv=-11<br />
|invul=8-15H<br />
|blockstun=16<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Forces Crouching on hit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=R<br />
|damage=510*3<br />
|starter=N<br />
|p1=100<br />
|p2=84<br />
|guard=All<br />
|level=5<br />
|attribute=F<br />
|startup=20<br />
|active=Until Ground<br />
|recovery=Until L+14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Knives appear on 20, 23, 25<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF <br />
|version=3C<br />
|cancel=SOR<br />
|damage=840<br />
|starter=N<br />
|p1=90<br />
|p2=91<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|invuln=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=85<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=16<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Last 2 active frames hit crossup<br />
*Does not multihit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CC<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=780<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup A<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Immediately ends attack and goes into recovery animation. Same duration as regular Recovery<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup B<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=39<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 31F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup C<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 26F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup D<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 13F<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=70<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=0<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=T(120)<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=65<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=R<br />
|damage=0<br />
|starter=VS<br />
|p1=50<br />
|p2=92<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=R<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=B<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=R<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=B<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Benediction<br />
|subtitle=214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=86<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames<br />
*All Followups are (S) version.<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang<br />
|subtitle=214B~A<br />
|cancel=R<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=79<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+1<br />
|invul=1-22F<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang (S)<br />
|subtitle=214D/B~A<br />
|cancel=R<br />
|damage=840<br />
|starter=N<br />
|p1=80<br />
|p2=82<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+3<br />
|invul=1-22F<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang<br />
|subtitle=214B~B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=90<br />
|p2=82<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-19<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang (S)<br />
|subtitle=214D/B~B<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=90<br />
|p2=84<br />
|guard=HL<br />
|level=5<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-17<br />
|invul=1-12 All<br />
|blockstun=20<br />
|airHit=55<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang<br />
|subtitle=214B~C<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=LA<br />
|level=4<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|invul=1-19 B<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang (S)<br />
|subtitle=214D/B~C<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=L<br />
|level=5<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|invul=1-19 B<br />
|blockstun=20<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Haste<br />
|subtitle=214D/B~D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Redemption<br />
|subtitle=214D/B~66/44<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Backward: 32<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Vengeful Viper<br />
|subtitle=214B<br />
|cancel=R<br />
|damage=800<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=B<br />
|startup=15<br />
|active=3<br />
|recovery=91<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Enters Serpent's Benediction stance afterwards<br />
*Can cancel into Benediction followup attacks 27 onwards<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bloody Fangs<br />
|subtitle=236C<br />
|cancel=R<br />
|damage=0, 600<br />
|starter=N<br />
|p1=100<br />
|p2=60<br />
|guard=T(90)<br />
|level=3<br />
|attribute=T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|invul=1-12T<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Shadow Serpent<br />
|subtitle=j.214B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=All<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=Until L<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Venom Sword<br />
|subtitle=236A<br />
|cancel=R<br />
|damage=680<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=BP<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=21<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Coils<br />
|subtitle=623D<br />
|cancel=R<br />
|damage=0, 2000<br />
|starter=N<br />
|p1=100<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=BP<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Infernal Rapture<br />
|subtitle=236236B<br />
|cancel=R<br />
|damage=Normal:1950<br/>OD: 2100<br />
|starter=N<br />
|p1=50<br />
|p2=94<br />
|guard=All<br />
|level=5<br />
|attribute=B<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|invul=OD:<br/>4 All<br />
|blockstun=16<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Eternal Coils of the Dragon Serpent<br />
|subtitle=632146C<br />
|cancel=R<br />
|damage=Normal: 800*2, 200*8, 2000<br/>OD: 800*2, 90*24, 1000*2<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|invul=1 All<br/>2-19 P<br />
|blockstun=11+0 Hitstop<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=The Serpent's Unholy Wrath<br />
|subtitle=214D~632146D<br />
|cancel=R<br />
|damage=Normal:0*2, 280*3, 57*9, 400, 800 <br/>OD:0*2, 280*3, 57*17, 400, 800<br />
|starter=<br />
|p1=100<br />
|p2=70<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|invul=1-14 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*100% minimum damage. <br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Glimmering Fang of the Basilisk<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=Normal: 600, 400*3, 1000 <br />Active Flow: 600, 400*5, 700*4<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=All<br />
|level=<br />
|attribute=B<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=±0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*No minimum damage<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Darkness of 1000 Souls<br />
|subtitle=1632143D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=1+16<br />
|active=??<br />
|recovery=Total 161<br />
|frameAdv=<br />
|invul=1-91 All<br />
|blockstun=16<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || all || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| 6A || 2B, 6B || 5C, 2C, 6C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">5C<sup>[1]</sup></span><br />
| - || - || 2C, 6C, 3C || all || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2A<sup>[3]</sup></span><br />
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, || 5C, 2C, 6C, || - || Throw, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span> <br />
| 6A || 5B, 6B || 5C, 2C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">2C<sup>[1]</sup></span><br />
| - || - || 5C, 3C || all || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || - || Super<br />
|-<br />
! 6B<br />
| - || - || - || - || Super<br />
|-<br />
! 6C<br />
| - || - || - || all || -<br />
|-<br />
! 3C<br />
| - || - || - || - || Special<br />
|-<br />
! 5D, 2D, 6D, 4D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || - || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || - || j.C, j.2C || - || Jump, Special<br />
|-<br />
! j.C(1-5)<br />
| - || - || <span style="color:green">j.C (2)<sup>[+]</sup></span> || all || Jump(1-2), Special<br />
|-<br />
! j.2C<br />
| - || - || - || all || Jump, Special<br />
|-<br />
! j.D, j.2D, j.6D, j.4D, j.8D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64584BBCF/Hazama2017-01-05T09:31:21Z<p>72.42.164.71: /* Devouring Fang */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. You probably aren't going to use this very often after Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal an easy 3k. Charged version causes the opponent to go into an air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64583BBCF/Hazama2017-01-05T07:44:04Z<p>72.42.164.71: /* Devouring Fang */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. You probably aren'the going to use this very often after Vengeful Viper since people tend to crouch-block during pressure, but if you do manage to land a counter-hit with this you can deal an easy 3k. Charged version causes the opponent to go into an air-spin, leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64582BBCF/Hazama2017-01-05T07:30:21Z<p>72.42.164.71: /* Rising Fang */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. It can also be used on opponents trying to jump away after Vengeful Viper, but this being blocked will result in you being punished if your read is off, so be careful. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. Normal version briefly puts opponent into the air. Charged version retains the launch leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64581BBCF/Hazama2017-01-05T07:26:42Z<p>72.42.164.71: /* Falling Fang */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. After Vengeful Viper, you can use this on crouching opponents trying to mash out of your pressure, which can lead to big damage with meter. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. Normal version briefly puts opponent into the air. Charged version retains the launch leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64580BBCF/Hazama2017-01-05T06:48:41Z<p>72.42.164.71: /* Shadow Serpent */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. Normal version briefly puts opponent into the air. Charged version retains the launch leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land. Emergency techable on whiff.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64579BBCF/Hazama2017-01-05T06:36:53Z<p>72.42.164.71: /* Venom Sword */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. In the corner, this after 3C can help set up a decent meterless combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. Normal version briefly puts opponent into the air. Charged version retains the launch leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land and also having landing recovery. Emergency techable when used high up but is untechable when very close to the ground.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama&diff=64578BBCF/Hazama2017-01-05T06:21:09Z<p>72.42.164.71: /* Vengeful Viper */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left: 10px; width:400px"<br />
|-<br />
!Hazama<br />
|-<br />
||<br />
[[File:BBCF_Hazama_Portrait.png|350px|center]]<br />
|-<br />
||{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
;Movement Options<br />
:Chain Movement, Double Jump, 1 Air dash, Dash type: Step<br />
;Play-style<br />
:Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)<br />
|}<br />
{{CharNav |charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
<br />
<!--USE THIS STYLING FOR SHORT NAVIGATION--><br />
<div style="height:225px; width:1px;"><br />
&nbsp;<br />
</div><br />
==Overview==<br />
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is an artificial human created as a host for Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.<br />
<br />
===Drive: Ouroboros===<br />
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each Drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."<br />
<br />
===Overdrive: Jörmungandr===<br />
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).<br />
<br />
===Pros/Strengths===<br />
* Fast projectile that covers many angles<br />
* Multiple movement options allowing for varied approaches<br />
* Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals<br />
* Good, stable damage conversion that can be attained from most any hit<br />
<br />
===Cons/Weaknesses===<br />
* Not much in the way of mid-range pokes outside of 2B or 3C<br />
* No meterless reversal<br />
<br />
<br />
==Normal Moves==<br />
====== <font style="visibility:hidden" size="0">5A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5A.png<br />
|caption=High, fast jab<br />
|name=5A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|damage=300<br />
|cancel=CSDrOJR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/hz/NmlAtk5A<br />
|description=<br />
*Fast, anti-air useful against deep jump-ins<br />
*Whiffs on all crouching hitboxes excluding Tager and Hakumen<br />
*Can occasionally hit Relius while crouch-blocking<br />
<br />
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption=Fast, close-ranged knee<br />
|name=5B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=100<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17<br />
|airCH=31<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Much shorter range than most of the cast's 5Bs<br />
*High frame advantage makes this move a staple in pressure strings<br />
<br />
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame-trap monster.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">5C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5C.png<br />
|caption=Short-range, two-hit swing of his knives<br />
|name=5C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=450*2<br />
|cancel=SDrO(J)R<br />
|p1=100<br />
|p2=92(once)<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=2(0)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Jump-cancellable, very useful in pressure strings<br />
*Okay anti-air in some situations, because it has a high vertical hit-box<br />
<br />
5C has relatively short range, but is a great punishing tool as well as pressure tool.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2A.png<br />
|caption= Fast, crouching jab<br />
|name=2A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOR<br />
|p1=100<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*High-priority jab<br />
*Faster than most of the cast's 2As<br />
<br />
A very useful normal in pressure, with a lot of priority makes this normal very good. The speed also helps Hazama get out of gaps in an opponents pressure strings.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2B.png<br />
|caption=Hazama has legs<br />
|name=2B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=550<br />
|cancel=SOR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Very fast, low recovery<br />
*One of Hazama's longest reaching normals<br />
*Good for tick-throw<br />
*Makes Hazama's hurtbox shrink<br />
<br />
2B has good reach for how fast the normal is and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great, so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2C.png<br />
|caption=The god anti-air<br />
|name=2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=12<br />
|active=5<br />
|recovery=24<br />
|frameAdv=-12<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=48F<br />
|airHit=25<br />
|airCH=48<br />
|invul=8-15H<br />
|hitbox=<br />
|description=<br />
*Head Invuln 8-15<br />
*A true anti-air with very large reward<br />
*Also useful in pressure<br />
<br />
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancellable and also useful in some frame traps. Grounded counter hit launches opponents.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6A.png<br />
|caption=No one blocks this<br />
|name=6A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=700<br />
|cancel=SrR<br />
|p1=70<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*110% bonus proration<br />
*Overhead that is very hard to see<br />
<br />
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancels into Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6B.png<br />
|caption=Watch your shins<br />
|name=6B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=SrR<br />
|p1=95<br />
|p2=89<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=54S<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Slow normal used in pressure that, when blocked, puts Hazama in a great position<br />
*Can catch yomi blockers attempting to block 6A<br />
*Fatal Counter<br />
<br />
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +1 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6C.png<br />
|caption=Bounce 'em up<br />
|name=6C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=510*3<br />
|cancel=R<br />
|p1=100<br />
|p2=89(once)<br />
|smp=2<br />
|starter=N<br />
|guard=All<br />
|level=3<br />
|attribute=FPr<br />
|startup=20<br />
|active=6•6•5<br />
|recovery=50T<br />
|frameAdv=-2<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=68D<br />
|airHit=17GD<br />
|airCH=31GD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Okay frame-trap tool<br />
*Very good combo-filler<br />
*Can be canceled into his Drive attacks on hit<br />
<br />
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame-trap, but really it's good to create space with.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">3C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_3C.png<br />
|caption=His only good mid-screen poke<br />
|name=3C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=840<br />
|cancel=SOR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=13<br />
|active=5<br />
|recovery=21<br />
|frameAdv=-7<br />
|blockstun=18<br />
|groundHit=40F<br />
|groundCH=68FD<br />
|airHit=40<br />
|airCH=68<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great reach, combined with great reward, makes this a good poke<br />
*Not that fast, and with a lot of recovery, it is also very risky<br />
*Useful to end block strings<br />
<br />
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.A</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jA.png<br />
|caption=Safe air poke<br />
|name=J.A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=300<br />
|cancel=CSOJR<br />
|p1=90<br />
|p2=77<br />
|smp=<br />
|starter=S<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=8<br />
|frameAdv=<br />
|blockstun=11<br />
|groundHit=12<br />
|groundCH=16<br />
|airHit=14<br />
|airCH=26<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good priority<br />
*Useful as a rising anti-air<br />
*Priority can make certain chain approaches safe, depends on distance<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.B</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jB.png<br />
|caption= Good air to air<br />
|name=J.B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=SOJR<br />
|p1=90<br />
|p2=85<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=8<br />
|recovery=14<br />
|frameAdv=<br />
|blockstun=13<br />
|groundHit=14<br />
|groundCH=18<br />
|airHit=16<br />
|airCH=29<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Great air to air<br />
*Long untechable time<br />
*Proper spacing can make certain chain approaches safe<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jC1.png<br />
|caption=CCCCC...<br />
|name=J.C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.C (1)<br />
|damage=600<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=9<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (2)<br />
|damage=400<br />
|cancel=SDrOJR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (3)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=21<br />
|airCH=37<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (4)<br />
|damage=400<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=90<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=23<br />
|airCH=40<br />
|invul=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.C (5)<br />
|damage=700<br />
|cancel=SDrOR<br />
|p1=80<br />
|p2=94<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=4<br />
|active=3<br />
|recovery=26<br />
|frameAdv=<br />
|blockstun=16<br />
|groundHit=17<br />
|groundCH=22<br />
|airHit=25<br />
|airCH=44<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Combo-Filler<br />
*Okay as approach sometimes<br />
*50% Heat gain decay to combo per hit<br />
<br />
Hazama's loopable jump-in normal. Does not float as high as before. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2C</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2C.png<br />
|caption=Death from above<br />
|name=J.2C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=780<br />
|cancel=SDrOJR<br />
|p1=90<br />
|p2=92<br />
|smp=<br />
|starter=N<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=13<br />
|active=5<br />
|recovery=22<br />
|frameAdv=<br />
|blockstun=18<br />
|groundHit=19<br />
|groundCH=24<br />
|airHit=19<br />
|airCH=34<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Good cross-up tool<br />
*Hazama's primary jump-in tool in pressure<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Drive Moves==<br />
*Maximum of 2 stocks at a time in CF<br />
*180F cooldown to regain 2 stocks after last stock consumed<br />
*2 stocks regain on hit(But not on block)<br />
*Stocks are consumed upon using either A, B, C, or D cancels<br />
*All of Hazama's Drive moves add 200% meter gain to the combo<br />
*B cancel 27~ possible to cancel into various aerial moves<br />
*C cancel 26F~ possible to cancel into various aerial moves<br />
*D cancel 12F~ possible to cancel into various aerial moves<br />
<br />
====== <font style="visibility:hidden" size="0">5D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5D.png<br />
|caption=Horizontal chain<br />
|name=5D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=5D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=5D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.<br />
<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">A Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AFollowup.png<br />
|caption=Having second thoughts?<br />
|name=A Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.<br />
<br />
Staple follow-up in combos in order to combo into another chain hit or Jakou.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">B Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BFollowup.png<br />
|caption=Angled approach for baiting and other options<br />
|name=B Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Primarily an evasive follow-up. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation.<br />
<br />
Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">C Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_CFollowup.png<br />
|caption=Confusing and tricky maneuver<br />
|name=C Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">D Follow-up</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_DFollowup.png<br />
|caption=WOOHOO!<br />
|name=D Follow-up<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.<br />
<br />
Used in combos so you can follow up with normals.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_2D.png<br />
|caption=Vertical chain<br />
|name=2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=2D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=11<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=2D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=19<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.<br />
<br />
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo Burst-safe. Said type of combo is usually seen at the end of a match.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_6D.png<br />
|caption=30 degree angle chain<br />
|name=6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=6D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=6D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.<br />
<br />
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_4D.png<br />
|caption=70 degree angle chain.<br />
|name=4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=4D (/OD)<br />
|cancel=SOR<br />
|damage=300/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=4D far (/OD)<br />
|cancel=SOR<br />
|damage=600/600<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.<br />
<br />
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Jameijin. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jD.png<br />
|caption=Horizontal chain.<br />
|name=J.D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.<br />
<br />
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.2D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j2D.png<br />
|caption=Directly downward chain<br />
|name=J.2D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.2D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.2D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.<br />
<br />
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.6D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j6D.png<br />
|caption=-30 degree angle chain<br />
|name=J.6D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.6D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=16<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.6D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.<br />
<br />
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.4D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j4D.png<br />
|caption=-70 degree angle chain<br />
|name=J.4D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.4D (/OD)<br />
|cancel=SOR<br />
|damage=250/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.4D far (/OD)<br />
|cancel=SOR<br />
|damage=500/500<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.<br />
<br />
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">J.8D</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_j8D.png<br />
|caption=30 degree angle chain<br />
|name=J.8D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=j.8D (/OD)<br />
|cancel=SOR<br />
|damage=400/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=1<br />
|attribute=HP*<br />
|startup=13<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=j.8D far (/OD)<br />
|cancel=SOR<br />
|damage=800/800<br />
|starter=S<br />
|p1=80<br />
|p2=92<br />
|smp=1<br />
|guard=all<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=35<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Jakou.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Universal Mechanics==<br />
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_FThrow.png<br />
|caption=And the kick is good!<br />
|name=Forward Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. In the corner you can special cancel link Zaneiga/Gashoukyaku. Midscreen you can link into Ressenga if you buffer it with a Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0"> Back Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_BThrow.png<br />
|caption=Now wallbounces anywhere<br />
|name= Back Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Air Throw</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_AThrow.png<br />
|caption="GO TO HELL"<br />
|name=Air Throw<br />
|data=<br />
{{AttackData-BBCF<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=S<br />
|p1=100<br />
|p2=100<br />
|smp=<br />
|guard=T(120)<br />
|level=<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.<br />
<br />
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_5B.png<br />
|caption="GET OFF OF ME!"<br />
|name=Counter Assault<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0<br />
|cancel=R<br />
|p1=50<br />
|p2=92<br />
|smp=<br />
|starter=VS<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|blockstun=18<br />
|groundHit=19F<br />
|groundCH=34F<br />
|airHit=19<br />
|airCH=34<br />
|invul=1-20I<br />
|hitbox=<br />
|description=<br />
*Same animation as 5B<br />
*Not a bad option to use to escape pressure due to Hazama's lack of reversals<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_CrushTrigger.png<br />
|caption=Good vertical reach<br />
|name=Crush Trigger<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=1000<br />
|cancel=R<br />
|p1=80<br />
|p2=100<br />
|smp=3<br />
|starter=N<br />
|guard=Ba<br />
|level=3<br />
|attribute=B<br />
|startup=30-60<br />
|active=3<br />
|recovery=23<br />
|frameAdv=+0<br />
|blockstun=24<br />
|groundHit=55S<br />
|groundCH=110S<br />
|airHit=17GBD<br />
|airCH=31GBD<br />
|invul=<br />
|hitbox=<br />
|description=<br />
*Crush Trigger breaks Guard if not Barrier-blocked.<br />
*Depletes opponent's Barrier Gauge on a successful block.<br />
*Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.<br />
*Can be used to tack on good extra damage, primarily in OD combos.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Specials==<br />
====== <font style="visibility:hidden" size="0">Venom Sword</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jabaki.png<br />
|caption=Don't get (corner) carried away<br />
|name=Venom Sword<br />
|input=236A<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=680<br />
|cancel=R<br />
|guard=All<br />
|attribute=BP<br />
|invul=<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|hitbox=<br />
|description=<br />
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block).<br />
<br />
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. This move does not cancel into stance or wallbounce anymore, so use it carefully.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Vengeful Viper</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jagai.png<br />
|caption=Pretty much 214D with a hitbox<br />
|name=Vengeful Viper<br />
|input=214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=800<br />
|cancel=R<br />
|guard=All<br />
|attribute=B<br />
|invul=<br />
|startup=15<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|hitbox=<br />
|description=<br />
*Causes crumple<br />
At the very end of Hazama's recovery frames, he enters a Jasetsu stance. Unlike Jasetsu, you can use all follow ups and dashes immediately, so if you find yourself in a bad situation on block, you can either dash backwards to safety, or if you think your opponent is trying to mash out of your pressure, you can use his follow ups since the uncharged versions now have the same invincibility as their charged stances. It can also hit opponents OTG trying to late rise. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Benediction</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jasetsu.png<br />
|caption=Winding up...<br />
|name=Serpent's Benediction<br />
|input=214D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=86 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
After entering Serpent's Benediction, there is a period of 22 frames where Hazama charges his stance, and you are only allowed to cancel the move, buffer a follow up, or use Serpent's Unholy Wrath during this time. After the charge, Hazama can then use his charged follow ups and dashes. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Redemption</font> ======<br />
{{MoveData<br />
|caption=Smooth moves<br />
|name=Serpent's Redemption<br />
|image=BBCP_Hazama_jakatsu.png<br />
|input=214D~66/44<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=31/32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama can dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Jakatsu.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Falling Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_ressenga.png<br />
|caption=Bop on the head, comboable<br />
|name=Falling Fang<br />
|input=214D~A<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Ressenga<br />
|cancel=R<br />
|damage=700<br />
|guard=HA<br />
|attribute=H<br />
|invul=<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+1<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Ressenga (S)<br />
|cancel=R<br />
|damage=840<br />
|guard=HA<br />
|attribute=H<br />
|invul=1-22F<br />
|startup=18<br />
|active=4<br />
|recovery=12<br />
|frameAdv=+3<br />
|hitbox=<br />
|description=<br />
A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking. S version causes opponent to be grounded.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Rising Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gashoukyaku.png<br />
|caption=Flash kick, also comboable<br />
|name=Rising Fang<br />
|input=214D~B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Gashoukyaku<br />
|cancel=R<br />
|damage=900<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-19<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Gashoukyaku (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=HL<br />
|attribute=B<br />
|invul=1-12 All<br />
|startup=9<br />
|active=8<br />
|recovery=until L+17<br />
|frameAdv=-17<br />
|hitbox=<br />
|description=<br />
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 22nd frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.<br />
<br />
The normal version of this move is now key to converting midscreen meterless strings into extended combos. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. Can link 6D after charged version. <br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Devouring Fang</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_zaneiga.png<br />
|caption=(Mint Chocolate) Ice Cream Scoop, deliciously comboable<br />
|name=Devouring Fang<br />
|input=214D~C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Zaneiga<br />
|cancel=R<br />
|damage=900<br />
|guard=LA<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Zaneiga (S)<br />
|cancel=R<br />
|damage=1080<br />
|guard=L<br />
|attribute=F<br />
|invul=<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|hitbox=<br />
|description=<br />
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C and 214B for oki. Normal version briefly puts opponent into the air. Charged version retains the launch leading to damaging combos.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Serpent's Haste</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Kamae_Chuudan.png<br />
|caption=Winding down...<br />
|name=Serpent's Haste<br />
|input=214D~D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=<br />
|cancel=<br />
|guard=<br />
|attribute=<br />
|invul=<br />
|startup=<br />
|active=<br />
|recovery=18 total<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======<br />
{{MoveData<br />
|image=BBCF_Hazama_Jameijin.png<br />
|caption=Lol divekick<br />
|name=Shadow Serpent<br />
|input=j.214B<br />
|data=<br />
{{AttackData-BBCF<br />
|damage= 900<br />
|cancel=R<br />
|guard=all<br />
|attribute=H<br />
|invul=<br />
|startup=10<br />
|active=<br />
|recovery=16<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*CH causes bounce.<br />
<br />
An aerial spike sending Hazama straight down with the opponent. Pretty much only exists to end combos or convert rogue air hits into knockdowns. Completely stops air momentum at the cost of not being able to do anything until you land and also having landing recovery. Emergency techable when used high up but is untechable when very close to the ground.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Bloody Fangs</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_gasaishou.png<br />
|caption=GATCHA<br />
|name=Bloody Fangs<br />
|input=236C<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=600<br />
|cancel=R<br />
|guard=T(90)<br />
|attribute=T<br />
|invul=1-12T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Launches opponent into the air directly in front of Hazama<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Hungry Coils</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_jakou.png<br />
|caption=Back to the corner with you!<br />
|name=Hungry Coils<br />
|input=623D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=0, 2000<br />
|cancel=R<br />
|guard=B<br />
|attribute=BP<br />
|invul=<br />
|startup=14<br />
|active=8<br />
|recovery=32<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air; only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.<br />
<br />
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into Mizuchi.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Distortion Drives==<br />
====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Jayoku_Houtenjin.png<br />
|caption=Straight to Heaven<br />
|name=Serpent's Infernal Rapture<br />
|input=236236B<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Jayoku Houtenjin<br />
|damage=1950<br />
|cancel=R<br />
|guard=all<br />
|attribute=B<br />
|invul=<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Jayoku Houtenjin<br />
|cancel=R<br />
|damage=2100<br />
|guard=all<br />
|attribute=B<br />
|invul=1-4 All<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|hitbox=<br />
|description=<br />
*Fatal Counter<br />
<br />
This move no longer has invincibility, but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent</font> ======<br />
{{MoveData<br />
|image=BBCS_Hazama_Mizuchi_Rekkazan.png<br />
|caption=Does it hurt?<br />
|name=Eternal Coils of the Dragon Serpent<br />
|input=632146C<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Mizuchi Rekkazan<br />
|damage=800, 800, 200*8, 2000<br />
|cancel=R<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCP<br />
|header=no<br />
|version=(OD) Mizuchi Rekkazan<br />
|cancel=R<br />
|damage=800, 800, 90*24, 1000*2<br />
|guard=all<br />
|attribute=FP*<br />
|invul=1-19P<br />
|startup=1+25<br />
|active=2<br />
|recovery=54<br />
|frameAdv=-46<br />
|hitbox=<br />
|description=<br />
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.<br />
}}<br />
}}<br />
<br />
====== <font style="visibility:hidden" size="0">The Serpent's Unholy Wrath</font> ======<br />
{{MoveData<br />
|image=BBCP_Hazama_Orochi_Burensou.png<br />
|name=The Serpent's Unholy Wrath<br />
|caption=A thousand years of curb stomps<br />
|input=214D~632146D<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*9, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=(OD) Orochi Burensou<br />
|cancel=R<br />
|damage=0*2, 280*3, 57*17, 400, 800<br />
|guard=T(80)<br />
|attribute=T<br />
|invul=1-12 All<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|hitbox=<br />
|description=<br />
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Exceed Accel==<br />
{{MoveData<br />
|image=BBCF_Hazama_MeijaGekkouga.png<br />
|input=ABCD during Overdrive<br />
|caption=Ripping people to shreds<br />
|name=Glimmering Fang of the Basilisk<br />
|data=<br />
{{AttackData-BBCF<br />
|version=Normal<br />
|damage=600,400*3,1000<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|invul=<br />
|hitbox=Hazama/ABCD<br />
|description=<br />
}}<br />
{{AttackData-BBCF<br />
|header=no<br />
|version=Active Flow<br />
|damage=600,400*5,700*4<br />
|cancel=<br />
|p1=<br />
|p2=<br />
|smp=<br />
|starter=<br />
|guard=All<br />
|startup=20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=+0<br />
|attribute=B<br />
|hitbox=<br />
|description=<br />
*Does not cost Heat, but inmediately ends Overdrive if used<br />
*Becomes stronger and flashier with Active Flow<br />
*Can be cancelled into from nearly everything<br />
<br />
Hazama slashes the opponent's midsection on startup, then performs various attacks and finishes the opponent with a snake-powered knife attack. Puts Hazama in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==Astral Heat==<br />
{{MoveData<br />
|image=BBCS_Hazama_Senkon_Meiraku.png<br />
|caption=All bets are off<br />
|name=Hungry Darkness of 1000 Souls<br />
|input=1632143D or 63214632143D<br />
|data=<br />
{{AttackData-BBCF<br />
|damage=DESTROY<br />
|cancel=<br />
|guard=all<br />
|attribute=BP<br />
|invul=1-91 All<br />
|startup=1+16<br />
|active=<br />
|recovery=116<br />
|frameAdv=-45<br />
|hitbox=<br />
|description=<br />
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.<br />
}}<br />
}}<br />
<br clear=all/><br />
<br />
==External References==<br />
* Japanese Name: ハザマ<br />
*[http://www40.atwiki.jp/blazblue/pages/1903.html Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/game/45148/ Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=hz&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/showthread.php?15960-CP-Hazama-Video-Thread-Updated-4-3-2013 Character Video Thread]<br />
<br clear=all/><br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama/Frame_Data&diff=64433BBCF/Hazama/Frame Data2017-01-02T11:19:57Z<p>72.42.164.71: /* Specials */</p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Hazama<br />
|image=BBCF_Hazama_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|movementOptions=Chain Movement, Double Jump, 1 Airdash, Dash type: Step<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=100<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=SO(J)R<br />
|damage=450*2<br />
|starter=N<br />
|p1=100<br />
|p2=92<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|invul=<br />
|blockstun=18<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=CSOR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=90<br />
|p2=85<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=24<br />
|frameAdv=-11<br />
|invul=8-15H<br />
|blockstun=16<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Forces Crouching on hit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=R<br />
|damage=510*3<br />
|starter=N<br />
|p1=100<br />
|p2=84<br />
|guard=All<br />
|level=5<br />
|attribute=F<br />
|startup=20<br />
|active=Until Ground<br />
|recovery=Until L+14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Knives appear on 20, 23, 25<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF <br />
|version=3C<br />
|cancel=SOR<br />
|damage=840<br />
|starter=N<br />
|p1=90<br />
|p2=91<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|invuln=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=85<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=16<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Last 2 active frames hit crossup<br />
*Does not multihit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CC<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=780<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup A<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Immediately ends attack and goes into recovery animation. Same duration as regular Recovery<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup B<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=39<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 31F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup C<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 26F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup D<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 13F<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=70<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=0<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=T(120)<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=65<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Benediction<br />
|subtitle=214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=86<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames<br />
*All Followups are (S) version.<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang<br />
|subtitle=214B~A<br />
|cancel=R<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=79<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+1<br />
|invul=1-22F<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang (S)<br />
|subtitle=214D/B~A<br />
|cancel=R<br />
|damage=840<br />
|starter=N<br />
|p1=80<br />
|p2=82<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+3<br />
|invul=1-22F<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang<br />
|subtitle=214B~B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=90<br />
|p2=82<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-19<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang (S)<br />
|subtitle=214D/B~B<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=90<br />
|p2=84<br />
|guard=HL<br />
|level=5<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-17<br />
|invul=1-12 All<br />
|blockstun=20<br />
|airHit=55<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang<br />
|subtitle=214B~C<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=LA<br />
|level=4<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|invul=1-19 B<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang (S)<br />
|subtitle=214D/B~C<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=L<br />
|level=5<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|invul=1-19 B<br />
|blockstun=20<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Haste<br />
|subtitle=214D/B~D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Redemption<br />
|subtitle=214D/B~66/44<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Backward: 32<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Vengeful Viper<br />
|subtitle=214B<br />
|cancel=R<br />
|damage=800<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=B<br />
|startup=15<br />
|active=3<br />
|recovery=91<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Enters Serpent's Benediction stance afterwards<br />
*Can cancel into Benediction followup attacks 27 onwards<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bloody Fangs<br />
|subtitle=236C<br />
|cancel=R<br />
|damage=0, 600<br />
|starter=N<br />
|p1=100<br />
|p2=60<br />
|guard=T(90)<br />
|level=3<br />
|attribute=T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|invul=1-12T<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Shadow Serpent<br />
|subtitle=j.214B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=All<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=Until L<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Venom Sword<br />
|subtitle=236A<br />
|cancel=R<br />
|damage=680<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=BP<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=21<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Coils<br />
|subtitle=623D<br />
|cancel=R<br />
|damage=0, 2000<br />
|starter=N<br />
|p1=100<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=BP<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Infernal Rapture<br />
|subtitle=236236B<br />
|cancel=R<br />
|damage=Normal:1950<br/>OD: 2100<br />
|starter=N<br />
|p1=50<br />
|p2=94<br />
|guard=All<br />
|level=5<br />
|attribute=B<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|invul=OD:<br/>4 All<br />
|blockstun=16<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Eternal Coils of the Dragon Serpent<br />
|subtitle=632146C<br />
|cancel=R<br />
|damage=Normal: 800*2, 200*8, 2000<br/>OD: 800*2, 90*24, 1000*2<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|invul=1 All<br/>2-19 P<br />
|blockstun=11+0 Hitstop<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=The Serpent's Unholy Wrath<br />
|subtitle=214D~632146D<br />
|cancel=R<br />
|damage=Normal:0*2, 280*3, 57*9, 400, 800 <br/>OD:0*2, 280*3, 57*17, 400, 800<br />
|starter=<br />
|p1=100<br />
|p2=70<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|invul=1-14 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*100% minimum damage. <br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Glimmering Fang of the Basilisk<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=Normal: 600, 400*3, 1000 <br />Active Flow: 600, 400*5, 700*4<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=All<br />
|level=<br />
|attribute=B<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=±0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*No minimum damage<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Darkness of 1000 Souls<br />
|subtitle=1632143D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=1+16<br />
|active=??<br />
|recovery=Total 161<br />
|frameAdv=<br />
|invul=1-91 All<br />
|blockstun=16<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || all || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| 6A || 2B, 6B || 5C, 2C, 6C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">5C<sup>[1]</sup></span><br />
| - || - || 2C, 6C, 3C || all || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2A<sup>[3]</sup></span><br />
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, || 5C, 2C, 6C, || - || Throw, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span> <br />
| 6A || 5B, 6B || 5C, 2C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">2C<sup>[1]</sup></span><br />
| - || - || 5C, 3C || all || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || - || Super<br />
|-<br />
! 6B<br />
| - || - || - || - || Super<br />
|-<br />
! 6C<br />
| - || - || - || all || -<br />
|-<br />
! 3C<br />
| - || - || - || - || Special<br />
|-<br />
! 5D, 2D, 6D, 4D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || - || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || - || j.C, j.2C || - || Jump, Special<br />
|-<br />
! j.C(1-5)<br />
| - || - || <span style="color:green">j.C (2)<sup>[+]</sup></span> || all || Jump(1-2), Special<br />
|-<br />
! j.2C<br />
| - || - || - || all || Jump, Special<br />
|-<br />
! j.D, j.2D, j.6D, j.4D, j.8D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Hazama/Frame_Data&diff=64432BBCF/Hazama/Frame Data2017-01-02T11:19:41Z<p>72.42.164.71: /* Specials */</p>
<hr />
<div>{{CharNav |charMainPage=BBCF/Hazama<br />
|image=BBCF_Hazama_Icon.png<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=11,000<br />
|comboRate=60%<br />
|forwarddashTime=18<br />
|movementOptions=Chain Movement, Double Jump, 1 Airdash, Dash type: Step<br />
|jumpStartup=4<br />
|backdashTime=21<br />
|backdashInv=1-6<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=B<br />
|startup=5<br />
|active=3<br />
|recovery=9<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=100<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=8<br />
|active=3<br />
|recovery=12<br />
|frameAdv=+2<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=SO(J)R<br />
|damage=450*2<br />
|starter=N<br />
|p1=100<br />
|p2=92<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=10<br />
|active=1(1)6<br />
|recovery=28<br />
|frameAdv=-15<br />
|invul=<br />
|blockstun=18<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=CSOR<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=F<br />
|startup=6<br />
|active=2<br />
|recovery=11<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=550<br />
|starter=N<br />
|p1=90<br />
|p2=85<br />
|guard=L<br />
|level=2<br />
|attribute=F<br />
|startup=10<br />
|active=2<br />
|recovery=13<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=HL<br />
|level=3<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=24<br />
|frameAdv=-11<br />
|invul=8-15H<br />
|blockstun=16<br />
|airHit=25<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=H<br />
|level=3<br />
|attribute=B<br />
|startup=22<br />
|active=3<br />
|recovery=17<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Bonus Proration 110%<br />
*Forces Crouching on hit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=90<br />
|p2=89<br />
|guard=L<br />
|level=3<br />
|attribute=F<br />
|startup=25<br />
|active=3<br />
|recovery=13<br />
|frameAdv=+1<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=R<br />
|damage=510*3<br />
|starter=N<br />
|p1=100<br />
|p2=84<br />
|guard=All<br />
|level=5<br />
|attribute=F<br />
|startup=20<br />
|active=Until Ground<br />
|recovery=Until L+14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Knives appear on 20, 23, 25<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF <br />
|version=3C<br />
|cancel=SOR<br />
|damage=840<br />
|starter=N<br />
|p1=90<br />
|p2=91<br />
|guard=L<br />
|level=4<br />
|attribute=F<br />
|startup=14<br />
|active=4<br />
|recovery=21<br />
|frameAdv=-6<br />
|blockstun=18<br />
|invuln=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=CSOJR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=HA<br />
|level=1<br />
|attribute=H<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=11<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=85<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=10<br />
|active=4(2)2<br />
|recovery=14<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=16<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Last 2 active frames hit crossup<br />
*Does not multihit<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CC<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=4<br />
|active=2<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=90<br />
|guard=HA<br />
|level=2<br />
|attribute=H<br />
|startup=6<br />
|active=3<br />
|recovery=21<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.CCCCC<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=5<br />
|active=2<br />
|recovery=26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=SOJR<br />
|damage=780<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=14<br />
|active=4<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=17<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=400<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=9<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=800<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=13<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=21<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=300<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=10<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=600<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=BP*<br />
|startup=16<br />
|active=<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=20<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.4D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.6D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=22<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Near<br />
|cancel=SOR<br />
|damage=250<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=1<br />
|attribute=HP*<br />
|startup=10<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*In OD, attack always has properties of Far version (except startup)<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.8D<br />
|subtitle=Far<br />
|cancel=SOR<br />
|damage=500<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=All<br />
|level=5<br />
|attribute=HP*<br />
|startup=19<br />
|active=<br />
|recovery=28+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=9<br />
|airHit=28<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup A<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Immediately ends attack and goes into recovery animation. Same duration as regular Recovery<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup B<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=39<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 31F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup C<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=24<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 26F<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Followup D<br />
|subtitle=<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=22<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can cancel into all actions except blocking on 13F<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=70<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=0<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=SOR<br />
|damage=1500<br />
|starter=N<br />
|p1=100<br />
|p2=50<br />
|guard=T(120)<br />
|level=4<br />
|attribute=T<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=65<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=All<br />
|level=4<br />
|attribute=B<br />
|startup=13<br />
|active=4<br />
|recovery=33<br />
|frameAdv=-18<br />
|invul=1-20 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Benediction<br />
|subtitle=214D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=86<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Can only use Serpent's Unholy Wrath during first 22 frames<br />
*All Followups are (S) version.<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang<br />
|subtitle=214B~A<br />
|cancel=R<br />
|damage=700<br />
|starter=N<br />
|p1=80<br />
|p2=79<br />
|guard=HA<br />
|level=3<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+1<br />
|invul=1-22F<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Falling Fang (S)<br />
|subtitle=214D/B~A<br />
|cancel=R<br />
|damage=840<br />
|starter=N<br />
|p1=80<br />
|p2=82<br />
|guard=HA<br />
|level=4<br />
|attribute=H<br />
|startup=18<br />
|active=4<br />
|recovery=1+11<br />
|frameAdv=+3<br />
|invul=1-22F<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang<br />
|subtitle=214B~B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=90<br />
|p2=82<br />
|guard=HL<br />
|level=4<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-19<br />
|invul=1-12 All<br />
|blockstun=18<br />
|airHit=48<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Rising Fang (S)<br />
|subtitle=214D/B~B<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=90<br />
|p2=84<br />
|guard=HL<br />
|level=5<br />
|attribute=B<br />
|startup=9<br />
|active=8<br />
|recovery=Until L+17<br />
|frameAdv=-17<br />
|invul=1-12 All<br />
|blockstun=20<br />
|airHit=55<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang<br />
|subtitle=214B~C<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=92<br />
|guard=LA<br />
|level=4<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-5<br />
|invul=1-19 B<br />
|blockstun=18<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Devouring Fang (S)<br />
|subtitle=214D/B~C<br />
|cancel=R<br />
|damage=1080<br />
|starter=N<br />
|p1=80<br />
|p2=94<br />
|guard=L<br />
|level=5<br />
|attribute=F<br />
|startup=16<br />
|active=4<br />
|recovery=20<br />
|frameAdv=-3<br />
|invul=1-19 B<br />
|blockstun=20<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Haste<br />
|subtitle=214D/B~D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=18<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Redemption<br />
|subtitle=214D/B~66/44<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=<br />
|active=<br />
|recovery=Forward: 31<br/>Backward: 32<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Vengeful Viper<br />
|subtitle=214B<br />
|cancel=R<br />
|damage=800<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=B<br />
|startup=15<br />
|active=3<br />
|recovery=91<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Enters Serpent's Benediction stance afterwards<br />
*Can cancel into Benediction followup attacks 27 onwards<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Bloody Fangs<br />
|subtitle=236C<br />
|cancel=R<br />
|damage=0, 600<br />
|starter=N<br />
|p1=100<br />
|p2=60<br />
|guard=T(90)<br />
|level=3<br />
|attribute=T<br />
|startup=12<br />
|active=2<br />
|recovery=31<br />
|frameAdv=<br />
|invul=1-12T<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Shadow Serpent<br />
|subtitle=j.214B<br />
|cancel=R<br />
|damage=900<br />
|starter=N<br />
|p1=80<br />
|p2=89<br />
|guard=All<br />
|level=3<br />
|attribute=H<br />
|startup=10<br />
|active=Until L<br />
|recovery=16<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Venom Sword<br />
|subtitle=236A<br />
|cancel=R<br />
|damage=680<br />
|starter=N<br />
|p1=100<br />
|p2=79<br />
|guard=All<br />
|level=3<br />
|attribute=BP<br />
|startup=15<br />
|active=2<br />
|recovery=21<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=21<br />
|airHit=35<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Coils<br />
|subtitle=623D<br />
|cancel=R<br />
|damage=0, 2000<br />
|starter=N<br />
|p1=100<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=BP<br />
|startup=11<br />
|active=8<br />
|recovery=Total 53<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Serpent's Infernal Rapture<br />
|subtitle=236236B<br />
|cancel=R<br />
|damage=Normal:1950<br/>OD: 2100<br />
|starter=N<br />
|p1=50<br />
|p2=94<br />
|guard=All<br />
|level=5<br />
|attribute=B<br />
|startup=4+1<br />
|active=3<br />
|recovery=51<br />
|frameAdv=-33<br />
|invul=OD:<br/>4 All<br />
|blockstun=16<br />
|airHit=120<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Eternal Coils of the Dragon Serpent<br />
|subtitle=632146C<br />
|cancel=R<br />
|damage=Normal: 800*2, 200*8, 2000<br/>OD: 800*2, 90*24, 1000*2<br />
|starter=N<br />
|p1=80<br />
|p2=80<br />
|guard=All<br />
|level=1<br />
|attribute=BP*<br />
|startup=1+25<br />
|active=2<br />
|recovery=Total 70<br />
|frameAdv=-46<br />
|invul=1 All<br/>2-19 P<br />
|blockstun=11+0 Hitstop<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=The Serpent's Unholy Wrath<br />
|subtitle=214D~632146D<br />
|cancel=R<br />
|damage=Normal:0*2, 280*3, 57*9, 400, 800 <br/>OD:0*2, 280*3, 57*17, 400, 800<br />
|starter=<br />
|p1=100<br />
|p2=70<br />
|guard=T(80)<br />
|level=<br />
|attribute=T<br />
|startup=12+0<br />
|active=3<br />
|recovery=40<br />
|frameAdv=<br />
|invul=1-14 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*100% minimum damage. <br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Glimmering Fang of the Basilisk<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=Normal: 600, 400*3, 1000 <br />Active Flow: 600, 400*5, 700*4<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=All<br />
|level=<br />
|attribute=B<br />
|startup=Fast: 10<br/>Slow: 20<br />
|active=3<br />
|recovery=20<br />
|frameAdv=±0<br />
|invul=Fast: 1-12 All<br/>Slow: 1-22 All<br />
|blockstun=22<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=*No minimum damage<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hungry Darkness of 1000 Souls<br />
|subtitle=1632143D<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=1+16<br />
|active=??<br />
|recovery=Total 161<br />
|frameAdv=<br />
|invul=1-91 All<br />
|blockstun=16<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/hz/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! <span style="color:blue">5A<sup>[3]</sup></span><br />
| <span style="color:green">5A<sup>[+]</sup></span>, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || all || Throw, Jump, Special<br />
|-<br />
! <span style="color:blue">5B<sup>[1]</sup></span><br />
| 6A || 2B, 6B || 5C, 2C, 6C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">5C<sup>[1]</sup></span><br />
| - || - || 2C, 6C, 3C || all || <span style="color:red">Jump<sup>[-]</sup></span>, Special<br />
|-<br />
! <span style="color:blue">2A<sup>[3]</sup></span><br />
| 5A, <span style="color:green">2A<sup>[+]</sup></span>, 6A || 5B, 2B, || 5C, 2C, 6C, || - || Throw, Special<br />
|-<br />
! <span style="color:blue">2B<sup>[1]</sup></span> <br />
| 6A || 5B, 6B || 5C, 2C, 3C || - || Special<br />
|-<br />
! <span style="color:blue">2C<sup>[1]</sup></span><br />
| - || - || 5C, 3C || all || Jump, Special<br />
|-<br />
! 6A<br />
| - || - || - || - || Super<br />
|-<br />
! 6B<br />
| - || - || - || - || Super<br />
|-<br />
! 6C<br />
| - || - || - || all || -<br />
|-<br />
! 3C<br />
| - || - || - || - || Special<br />
|-<br />
! 5D, 2D, 6D, 4D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || - || Throw, Jump, Special<br />
|-<br />
! j.B<br />
| - || - || j.C, j.2C || - || Jump, Special<br />
|-<br />
! j.C(1-5)<br />
| - || - || <span style="color:green">j.C (2)<sup>[+]</sup></span> || all || Jump(1-2), Special<br />
|-<br />
! j.2C<br />
| - || - || - || all || Jump, Special<br />
|-<br />
! j.D, j.2D, j.6D, j.4D, j.8D<br />
| - || - || - || - || Special<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks <br />
|charMainPage=BBCF/Hazama<br />
|videos=<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/92-hazama/<br />
}}<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Azrael/Frame_Data&diff=64391BBCF/Azrael/Frame Data2016-12-31T11:52:16Z<p>72.42.164.71: /* Normal Moves */</p>
<hr />
<div><br />
{{CharNav |charMainPage=BBCF/Azrael<br />
|image=BBCF_Azrael_Icon.png<br />
|videos=http://horibuna.web.fc2.com/BBCFP/BBCFP_AZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=12,000<br />
|comboRate=60%<br />
|movementOptions=Double Jump, 1 Air Dash, Dash type: Teleport Step<br />
|jumpStartup=5<br />
|backdashTime=28<br />
|backdashInv=1-20<br />
|forwarddashTime=20<br />
|forwarddashInv=7-10<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=100<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=<br />
|damage=750<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=9<br />
|active=7<br />
|recovery=10<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=16<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5BB<br />
|subtitle=<br />
|cancel=<br />
|damage=750<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=<br />
|damage=1050<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=6<br />
|recovery=16<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=90<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=6<br />
|recovery=9<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=<br />
|damage=750<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=12<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-7<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=<br />
|damage=1100<br />
|starter=<br />
|p1=90<br />
|p2=79<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13<br />
|active=6<br />
|recovery=Total 50<br />
|frameAdv=-9<br />
|invul=<br />
|blockstun=28+0 Hitstop<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*110% Bonus Proration<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3C<br />
|subtitle=<br />
|cancel=<br />
|damage=1120<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=9<br />
|recovery=18<br />
|frameAdv=-9<br />
|invul=<br />
|blockstun=18<br />
|airHit=42<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=<br />
|damage=1060<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=19<br />
|active=9<br />
|recovery=14<br />
|frameAdv=-4<br />
|invul=7-24 B<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=<br />
|damage=1100<br />
|starter=<br />
|p1=90<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=6<br />
|recovery=37<br />
|frameAdv=-24<br />
|invul=6-18 H<br />
|blockstun=18<br />
|airHit=44<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=<br />
|damage=1300<br />
|starter=<br />
|p1=80<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=28<br />
|active=8<br />
|recovery=9L<br />
|frameAdv=2<br />
|invul=<br />
|blockstun=18<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=<br />
|damage=450<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=<br />
|damage=780<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=9<br />
|active=3 (2) 3<br />
|recovery=12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Does 1 hit. Can crossup on last set of active frames <br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=<br />
|damage=990<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=12<br />
|active=6<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=30<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=Until L<br />
|recovery=10<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:900<br/>WP:1080<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=21<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-4<br />
|invul=<br />
|blockstun=18<br />
|airHit=Normal: 19<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:700<br/>WP:840<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=15<br />
|active=3<br />
|recovery=12<br />
|frameAdv=2<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:1000<br/>WP:1200<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=27<br />
|active=7<br />
|recovery=14<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=18<br />
|airHit=Normal: 40<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:1000<br/>WP:1200<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=24<br />
|active=6<br />
|recovery=15<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=18<br />
|airHit=Normal: 40<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:900<br/>WP:1080<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=19<br />
|active=5<br />
|recovery=16+4L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=Normal: 30<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:900<br/>WP:1080<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=19<br />
|active=3<br />
|recovery=18+4L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=Normal: 30<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=6<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=19<br />
|active=6<br />
|recovery=30<br />
|frameAdv=-17<br />
|invul=1-21 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Tiger Magnum<br />
|subtitle=236C<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cobra Strike<br />
|subtitle=Tiger > 6C<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=5<br />
|recovery=18<br />
|frameAdv=-6<br />
|invul=<br />
|blockstun=16<br />
|airHit=36<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Leopard Launcher<br />
|subtitle=Cobar > 6C<br />
|cancel=<br />
|damage=1300<br />
|starter=<br />
|p1=100<br />
|p2=72<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=16<br />
|active=3<br />
|recovery=30<br />
|frameAdv=-14<br />
|invul=<br />
|blockstun=18<br />
|airHit=60, 16 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Panzer Strike<br />
|subtitle=623B<br />
|cancel=<br />
|damage=1000*2<br />
|starter=<br />
|p1=60, 80<br />
|p2=<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=12 (14) Until L+4<br />
|recovery=30<br />
|frameAdv=<br />
|invul=1-17 All<br>18-26 H<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Growler<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=5<br />
|active=7<br />
|recovery=36<br />
|frameAdv=-26<br />
|invul=1-?? Guard P<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Hold button to prolong stance<br />
*After releasing button, Azrael goes into 11F recovery animation<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Phalanx Cannon<br />
|subtitle=<br />
|cancel=<br />
|damage=1400<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=5<br />
|active=Until Offscreen<br />
|recovery=Total 26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=17+3 Hitstop<br />
|airHit=30<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Gustaf Buster<br />
|subtitle=236A<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13~22<br />
|active=6<br />
|recovery=24<br />
|frameAdv=1<br />
|invul=<br />
|blockstun=30<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sentinel Dump<br />
|subtitle=214C<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=47<br />
|active=3<br />
|recovery=Total 55<br />
|frameAdv=12<br />
|invul=1-10 Guard All?<br />
|blockstun=16<br />
|airHit=30, 30 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sentinel Dump<br />
|subtitle=Knockdown > 22C<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invul=1-10 Guard All?<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hornet Bunker<br />
|subtitle=214D<br />
|cancel=<br />
|damage=Normal: 1200<br/>WP: 1440<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=25~57<br />
|active=10<br />
|recovery=24<br />
|frameAdv=-15<br />
|invul=10-15~48 Guard HBFP<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Full charge is Fatal Counter on normal hit.<br />
*Loses Guard Point 9F before becoming active<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Valiant Crash<br />
|subtitle=236D<br />
|cancel=<br />
|damage=Normal: 1200<br/>WP: 1440<br />
|starter=<br />
|p1=100<br />
|p2=94<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=25~56<br />
|active=9<br />
|recovery=38<br />
|frameAdv=-26<br />
|invul=11-19~50 Guard HBFP<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Full charge is Fatal Counter on normal hit.<br />
*Loses Guard Point 6F before becoming active<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Black Hawk Stinger<br />
|subtitle=236236D<br />
|cancel=<br />
|damage=Normal: 3000<br/>OD: 3700<br />
|starter=<br />
|p1=70<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7+4<br />
|active=3<br />
|recovery=54<br />
|frameAdv=-38<br />
|invul=6-12 Guard HBFPT<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Scud Punishment<br />
|subtitle=214214D<br />
|cancel=<br />
|damage=Normal: 600, 1500<br/>OD: 600, 300*2, 1500<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=6+10<br />
|active=3<br />
|recovery=45<br />
|frameAdv=-27<br />
|invul=1-18 All<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Full Spartan<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=100<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Fast 10<br/>slow 20<br />
|active=3<br />
|recovery=21<br />
|frameAdv=0<br />
|invul=Fast 1-22 All<br/>Slow 1-12 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Patriot Apocalypse<br />
|subtitle=632146C<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=7+5<br />
|active=19<br />
|recovery=128<br />
|frameAdv=-126<br />
|invul=1-30 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! 5A<br />
| <span style="color:purple">5A<sup>[*]</sup>, 2A<sup>[*]</sup>, 6A<sup>[*]</sup></span> || <span style="color:purple">5B<sup>[*]</sup>, 2B<sup>[*]</sup></span> || <span style="color:purple">2C<sup>[*]</sup>, 6C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup></span> || Throw, Jump, Special<br />
|-<br />
! 5B<br />
| <span style="color:purple">6A<sup>[*]</sup></span> || <span style="color:purple">5BB<sup>[*]</sup></span> || <span style="color:purple">2C<sup>[*]</sup>, 6C<sup>[*]</sup>, 3C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup></span> || Jump, Special<br />
|-<br />
! 5BB<br />
| - || - || - || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup>, 6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 5C<br />
| - || - || 6C || <span style="color:purple">6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 5D<br />
| - || - || - || - || -<br />
|-<br />
! 2A<br />
| <span style="color:purple">5A<sup>[*]</sup>, 6A<sup>[*]</sup></span> || <span style="color:purple">2B<sup>[*]</sup></span> || <span style="color:purple">6C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup>, 6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Throw, Special<br />
|-<br />
! 2B<br />
| - || - || <span style="color:purple">2C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup>, 6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 2C<br />
| - || - || <span style="color:purple">3C<sup>[*]</sup></span> || <span style="color:purple">6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 2D<br />
| - || - || - || - || -<br />
|-<br />
! 6A<br />
| - || - || - || - || -<br />
|-<br />
! 6B<br />
| - || - || <span style="color:purple">6C<sup>[*]</sup></span> || <span style="color:purple">6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Jump, Special<br />
|-<br />
! 6C<br />
| - || - || - || - || -<br />
|-<br />
! 3C<br />
| - || - || - || - || <span style="color:red">Sentinel Dump<sup>[*]</sup></span><br />
|-<br />
! 6D<br />
| - || - || - || - || -<br />
|-<br />
! 3D<br />
| - || - || - || - || -<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || j.D, j.2D || Throw, Jump<br />
|-<br />
! j.B<br />
| j.A || - || j.C || j.D, j.2D || Jump<br />
|-<br />
! j.C<br />
| - || - || - || j.D, j.2D || Jump<br />
|-<br />
! j.D<br />
| - || - || - || - || -<br />
|-<br />
! j.2D<br />
| - || - || - || - || -<br />
|-<br />
! j.2C<br />
| - || - || - || - || -<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
:<span style="color:purple">'''X<sup>[*]</sup>''' = X is a delayed cancel, not immediately on hit like normal</span><br />
<br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks |charMainPage=BBCF/Azrael<br />
|videos=http://horibuna.web.fc2.com/BBCFP/BBCFP_AZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/ <br />
}}<br />
<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]<br />
[[Category:Frame Data]]</div>72.42.164.71https://www.dustloop.com/wiki/index.php?title=BBCF/Azrael/Frame_Data&diff=64390BBCF/Azrael/Frame Data2016-12-31T11:51:51Z<p>72.42.164.71: </p>
<hr />
<div><br />
{{CharNav |charMainPage=BBCF/Azrael<br />
|image=BBCF_Azrael_Icon.png<br />
|videos=http://horibuna.web.fc2.com/BBCFP/BBCFP_AZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/ <br />
}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
==[[BBCF/System Data|System Data]]==<br />
{{CharData-BBCF<br />
|health=12,000<br />
|comboRate=60%<br />
|movementOptions=Double Jump, 1 Air Dash, Dash type: Teleport Step<br />
|jumpStartup=5<br />
|backdashTime=28<br />
|backdashInv=1-20<br />
|forwarddashTime=20<br />
|forwarddashInv=7-10<br />
}}<br />
<br clear=all/><br />
<br />
==Normal Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=N<br />
|p1=100<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=B<br />
|startup=6<br />
|active=6<br />
|recovery=9<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5B<br />
|subtitle=<br />
|cancel=<br />
|damage=750<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=9<br />
|active=7<br />
|recovery=10<br />
|frameAdv=±0<br />
|invul=<br />
|blockstun=16<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5BB<br />
|subtitle=<br />
|cancel=<br />
|damage=750<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=11<br />
|active=3<br />
|recovery=9<br />
|frameAdv=+5<br />
|invul=<br />
|blockstun=16<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5C<br />
|subtitle=<br />
|cancel=<br />
|damage=1050<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=6<br />
|recovery=16<br />
|frameAdv=-3<br />
|invul=<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2A<br />
|subtitle=<br />
|cancel=<br />
|damage=300<br />
|starter=<br />
|p1=90<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=9<br />
|active=6<br />
|recovery=9<br />
|frameAdv=-1<br />
|invul=<br />
|blockstun=13<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2B<br />
|subtitle=<br />
|cancel=<br />
|damage=750<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=12<br />
|active=6<br />
|recovery=18<br />
|frameAdv=-7<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2C<br />
|subtitle=<br />
|cancel=<br />
|damage=1100<br />
|starter=<br />
|p1=90<br />
|p2=79<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13<br />
|active=6<br />
|recovery=Total 50<br />
|frameAdv=-9<br />
|invul=<br />
|blockstun=28+0 Hitstop<br />
|airHit=50<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*110% Bonus Proration<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3C<br />
|subtitle=<br />
|cancel=<br />
|damage=1120<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=9<br />
|recovery=18<br />
|frameAdv=-9<br />
|invul=<br />
|blockstun=18<br />
|airHit=42<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6A<br />
|subtitle=<br />
|cancel=<br />
|damage=1060<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=19<br />
|active=9<br />
|recovery=14<br />
|frameAdv=-4<br />
|invul=7-24 B<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6B<br />
|subtitle=<br />
|cancel=<br />
|damage=1100<br />
|starter=<br />
|p1=90<br />
|p2=82<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=13<br />
|active=6<br />
|recovery=37<br />
|frameAdv=-24<br />
|invul=6-18 H<br />
|blockstun=18<br />
|airHit=44<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6C<br />
|subtitle=<br />
|cancel=<br />
|damage=1300<br />
|starter=<br />
|p1=80<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=28<br />
|active=8<br />
|recovery=9L<br />
|frameAdv=2<br />
|invul=<br />
|blockstun=18<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Fatal Counter<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.A<br />
|subtitle=<br />
|cancel=<br />
|damage=450<br />
|starter=<br />
|p1=80<br />
|p2=85<br />
|guard=<br />
|level=2<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=9<br />
|frameAdv=<br />
|invul=<br />
|blockstun=13<br />
|airHit=14<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.B<br />
|subtitle=<br />
|cancel=<br />
|damage=780<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=9<br />
|active=3 (2) 3<br />
|recovery=12<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Does 1 hit. Can crossup on last set of active frames <br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.C<br />
|subtitle=<br />
|cancel=<br />
|damage=990<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=12<br />
|active=6<br />
|recovery=15<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=30<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2C<br />
|subtitle=<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=22<br />
|active=Until L<br />
|recovery=10<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Drive Moves==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=5D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:900<br/>WP:1080<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=21<br />
|active=3<br />
|recovery=20<br />
|frameAdv=-4<br />
|invul=<br />
|blockstun=18<br />
|airHit=Normal: 19<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=2D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:700<br/>WP:840<br />
|starter=<br />
|p1=90<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=15<br />
|active=3<br />
|recovery=12<br />
|frameAdv=2<br />
|invul=<br />
|blockstun=16<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=6D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:1000<br/>WP:1200<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=27<br />
|active=7<br />
|recovery=14<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=18<br />
|airHit=Normal: 40<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=3D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:1000<br/>WP:1200<br />
|starter=<br />
|p1=90<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=24<br />
|active=6<br />
|recovery=15<br />
|frameAdv=-2<br />
|invul=<br />
|blockstun=18<br />
|airHit=Normal: 40<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:900<br/>WP:1080<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=19<br />
|active=5<br />
|recovery=16+4L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=Normal: 30<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=j.2D<br />
|subtitle=<br />
|cancel=<br />
|damage=Normal:900<br/>WP:1080<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=19<br />
|active=3<br />
|recovery=18+4L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=16<br />
|airHit=Normal: 30<br/>WP: 60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Universal Mechanics==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Forward Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Back Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=6<br />
|recovery=23<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=40<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Air Throw<br />
|subtitle=<br />
|cancel=<br />
|damage=1500<br />
|starter=<br />
|p1=100<br />
|p2=50<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7<br />
|active=3<br />
|recovery=23+3L<br />
|frameAdv=<br />
|invul=<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Minimum Damage 100%<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Counter Assault<br />
|subtitle=<br />
|cancel=<br />
|damage=0<br />
|starter=<br />
|p1=50<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=19<br />
|active=6<br />
|recovery=30<br />
|frameAdv=-17<br />
|invul=1-21 All<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Uncharged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=60<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=20<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Crush Trigger<br />
|subtitle=Charged<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=30~61<br />
|active=1<br />
|recovery=25<br />
|frameAdv=0<br />
|invul=<br />
|blockstun=24<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description=<br />
}}<br />
|-<br />
|}<br />
<br />
==Specials==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Tiger Magnum<br />
|subtitle=236C<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13<br />
|active=3<br />
|recovery=18<br />
|frameAdv=-4<br />
|invul=<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Can cancel into Cobra, Valiant, or Hornet on hit, block, or whiff<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Cobra Strike<br />
|subtitle=Tiger > 6C<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=10<br />
|active=5<br />
|recovery=18<br />
|frameAdv=-6<br />
|invul=<br />
|blockstun=16<br />
|airHit=36<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Can cancel into Leopard, Valiant, or Hornet on hit, block, or whiff<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Leopard Launcher<br />
|subtitle=Cobar > 6C<br />
|cancel=<br />
|damage=1300<br />
|starter=<br />
|p1=100<br />
|p2=72<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=16<br />
|active=3<br />
|recovery=30<br />
|frameAdv=-14<br />
|invul=<br />
|blockstun=18<br />
|airHit=60, 16 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Panzer Strike<br />
|subtitle=623B<br />
|cancel=<br />
|damage=1000*2<br />
|starter=<br />
|p1=60, 80<br />
|p2=<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=15<br />
|active=12 (14) Until L+4<br />
|recovery=30<br />
|frameAdv=<br />
|invul=1-17 All<br>18-26 H<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Growler<br />
|subtitle=<br />
|cancel=<br />
|damage=900<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=5<br />
|active=7<br />
|recovery=36<br />
|frameAdv=-26<br />
|invul=1-?? Guard P<br />
|blockstun=16<br />
|airHit=17<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Hold button to prolong stance<br />
*After releasing button, Azrael goes into 11F recovery animation<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Phalanx Cannon<br />
|subtitle=<br />
|cancel=<br />
|damage=1400<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=5<br />
|active=Until Offscreen<br />
|recovery=Total 26<br />
|frameAdv=<br />
|invul=<br />
|blockstun=17+3 Hitstop<br />
|airHit=30<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Gustaf Buster<br />
|subtitle=236A<br />
|cancel=<br />
|damage=800<br />
|starter=<br />
|p1=80<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=13~22<br />
|active=6<br />
|recovery=24<br />
|frameAdv=1<br />
|invul=<br />
|blockstun=30<br />
|airHit=24<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sentinel Dump<br />
|subtitle=214C<br />
|cancel=<br />
|damage=1000<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=47<br />
|active=3<br />
|recovery=Total 55<br />
|frameAdv=12<br />
|invul=1-10 Guard All?<br />
|blockstun=16<br />
|airHit=30, 30 after Wall<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Sentinel Dump<br />
|subtitle=Knockdown > 22C<br />
|cancel=<br />
|damage=600<br />
|starter=<br />
|p1=100<br />
|p2=89<br />
|guard=<br />
|level=3<br />
|attribute=<br />
|startup=<br />
|active=3<br />
|recovery=<br />
|frameAdv=<br />
|invul=1-10 Guard All?<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Hornet Bunker<br />
|subtitle=214D<br />
|cancel=<br />
|damage=Normal: 1200<br/>WP: 1440<br />
|starter=<br />
|p1=100<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=25~57<br />
|active=10<br />
|recovery=24<br />
|frameAdv=-15<br />
|invul=10-15~48 Guard HBFP<br />
|blockstun=18<br />
|airHit=19<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Full charge is Fatal Counter on normal hit.<br />
*Loses Guard Point 9F before becoming active<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Valiant Crash<br />
|subtitle=236D<br />
|cancel=<br />
|damage=Normal: 1200<br/>WP: 1440<br />
|starter=<br />
|p1=100<br />
|p2=94<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=25~56<br />
|active=9<br />
|recovery=38<br />
|frameAdv=-26<br />
|invul=11-19~50 Guard HBFP<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=*Full charge is Fatal Counter on normal hit.<br />
*Loses Guard Point 6F before becoming active<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Distortion Drives==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Black Hawk Stinger<br />
|subtitle=236236D<br />
|cancel=<br />
|damage=Normal: 3000<br/>OD: 3700<br />
|starter=<br />
|p1=70<br />
|p2=92<br />
|guard=<br />
|level=4<br />
|attribute=<br />
|startup=7+4<br />
|active=3<br />
|recovery=54<br />
|frameAdv=-38<br />
|invul=6-12 Guard HBFPT<br />
|blockstun=18<br />
|airHit=60<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Scud Punishment<br />
|subtitle=214214D<br />
|cancel=<br />
|damage=Normal: 600, 1500<br/>OD: 600, 300*2, 1500<br />
|starter=<br />
|p1=100<br />
|p2=100<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=6+10<br />
|active=3<br />
|recovery=45<br />
|frameAdv=-27<br />
|invul=1-18 All<br />
|blockstun=20<br />
|airHit=21<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Exceed Accel==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Full Spartan<br />
|subtitle=ABCD during Overdrive<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=100<br />
|p2=<br />
|guard=<br />
|level=<br />
|attribute=<br />
|startup=Fast 10<br/>slow 20<br />
|active=3<br />
|recovery=21<br />
|frameAdv=0<br />
|invul=Fast 1-22 All<br/>Slow 1-12 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
==Astral Heat==<br />
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"<br />
|-<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{FrameData-BBCF<br />
|version=Patriot Apocalypse<br />
|subtitle=632146C<br />
|cancel=<br />
|damage=<br />
|starter=<br />
|p1=<br />
|p2=<br />
|guard=<br />
|level=5<br />
|attribute=<br />
|startup=7+5<br />
|active=19<br />
|recovery=128<br />
|frameAdv=-126<br />
|invul=1-30 All<br />
|blockstun=<br />
|airHit=<br />
|hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf/az/<br />
|description={{ColumnList |text=<br />
}}<br />
}}<br />
|-<br />
|}<br />
<br />
== Revolver Action Table ==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! 5A<br />
| <span style="color:purple">5A<sup>[*]</sup>, 2A<sup>[*]</sup>, 6A<sup>[*]</sup></span> || <span style="color:purple">5B<sup>[*]</sup>, 2B<sup>[*]</sup></span> || <span style="color:purple">2C<sup>[*]</sup>, 6C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup></span> || Throw, Jump, Special<br />
|-<br />
! 5B<br />
| <span style="color:purple">6A<sup>[*]</sup></span> || <span style="color:purple">5BB<sup>[*]</sup></span> || <span style="color:purple">2C<sup>[*]</sup>, 6C<sup>[*]</sup>, 3C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup></span> || Jump, Special<br />
|-<br />
! 5BB<br />
| - || - || - || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup>, 6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 5C<br />
| - || - || 6C || <span style="color:purple">6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 5D<br />
| - || - || - || - || -<br />
|-<br />
! 2A<br />
| <span style="color:purple">5A<sup>[*]</sup>, 6A<sup>[*]</sup></span> || <span style="color:purple">2B<sup>[*]</sup></span> || <span style="color:purple">6C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup>, 6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Throw, Special<br />
|-<br />
! 2B<br />
| - || - || <span style="color:purple">2C<sup>[*]</sup></span> || <span style="color:purple">5D<sup>[*]</sup>, 2D<sup>[*]</sup>, 6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 2C<br />
| - || - || <span style="color:purple">3C<sup>[*]</sup></span> || <span style="color:purple">6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Special<br />
|-<br />
! 2D<br />
| - || - || - || - || -<br />
|-<br />
! 6A<br />
| - || - || - || - || -<br />
|-<br />
! 6B<br />
| - || - || <span style="color:purple">6C<sup>[*]</sup></span> || <span style="color:purple">6D<sup>[*]</sup>, 3D<sup>[*]</sup></span> || Jump, Special<br />
|-<br />
! 6C<br />
| - || - || - || - || -<br />
|-<br />
! 3C<br />
| - || - || - || - || <span style="color:red">Sentinel Dump<sup>[*]</sup></span><br />
|-<br />
! 6D<br />
| - || - || - || - || -<br />
|-<br />
! 3D<br />
| - || - || - || - || -<br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
! j.A<br />
| j.A || j.B || j.C || j.D, j.2D || Throw, Jump<br />
|-<br />
! j.B<br />
| j.A || - || j.C || j.D, j.2D || Jump<br />
|-<br />
! j.C<br />
| - || - || - || j.D, j.2D || Jump<br />
|-<br />
! j.D<br />
| - || - || - || - || -<br />
|-<br />
! j.2D<br />
| - || - || - || - || -<br />
|-<br />
! j.2C<br />
| - || - || - || - || -<br />
|-<br />
|}<br />
<br />
:'''X''' = X is available on hit or block<br />
:<span style="color:red">'''X<sup>[-]</sup>''' = X is available only on hit</span><br />
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span><br />
:<span style="color:blue">'''X<sup>[#]</sup>''' = X can be used only # times per string</span><br />
:<span style="color:purple">'''X<sup>[*]</sup>''' = X is a delayed cancel, not immediately on hit like normal</span><br />
<br />
: '''Special''' = Specials and Supers<br />
: '''Super''' = Supers only<br />
----<br />
{{CharLinks |charMainPage=BBCF/Azrael<br />
|videos=http://horibuna.web.fc2.com/BBCFP/BBCFP_AZ.html<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/236-azrael/ <br />
}}<br />
<br />
{{Navbar-BBCF}}<br />
[[Category:BlazBlue]]<br />
[[Category:BlazBlue Characters]]<br />
[[Category:Frame Data]]</div>72.42.164.71