BBCF/Hazama

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Hazama
BBCF Hazama Portrait.png

Health: 11,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 21 / Invul: 1-7

Forward Dash Time 18 / Invul:

Movement Options
Chain Movement, Double Jump, 1 Air dash, Dash type: Step
Play-style
Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)
  

Overview[edit]

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.

Drive: Ouroboros[edit]

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".

Overdrive: Jörmungandr[edit]

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).

Pros/Strengths[edit]

  • Fast projectile that covers many angles
  • Multiple movement options allowing for varied approaches
  • Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals
  • Good, stable damage conversion that can be attained from most any hit
  • Benefits immensely from his Overdrive, which steals life, turns one of his supers into a fully invincible reversal, and greatly augments his combo game

Cons/Weaknesses[edit]

  • Most normals have a rather short range
  • Needs to be in Overdrive to have access to wakeup reversals
  • Gameplan is largely dependent on a resource that can be easy to deplete
  • Highly immobile without said resource, having no real dash and rather short airdashes.

Normal Moves[edit]

5A[edit]
5A
BBCS Hazama 5A.png
High, fast jab
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSDrOJR All 5 3 9 ±0 B
  • Fast, anti-air useful against deep jump-ins
  • Whiffs on all crouching hitboxes excluding Tager and Hakumen
  • Hits standing Jubei

Not the most impressive button in your kit. Works perfectly well for a quick anti-air or confirm, otherwise not that important.


5B[edit]
5B
BBCS Hazama 5B.png
Fast, close-ranged knee
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
550 SOR HL 8 3 12 +2 B
  • Much shorter range than most of the cast's 5Bs
  • High frame advantage makes this move a staple in pressure strings

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.


5C[edit]
5C
BBCS Hazama 5C.png
Short-range, two-hit swing of his knives
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
450*2 SDrO(J)R HL 10 1(1)6 28 -15 B
  • Jump-cancellable on hit
  • Okay anti-air in some situations, because it has a high vertical hit-box
  • Has a somewhat big cancel window

5C has relatively short range, but is a great punishing tool as well as pressure tool.


2A[edit]
2A
BBCS Hazama 2A.png
Fast, crouching jab
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOR All 6 2 11 -1 F
  • High-priority jab
  • Faster than most of the cast's 2As

A short-ranged crouching jab that is good at both creating and escaping pressure thanks to its speed.


2B[edit]
2B
BBCS Hazama 2B.png
Hazama has legs
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
550 SOR L 10 2 13 -1 F
  • Very fast, low recovery
  • One of Hazama's longest reaching normals
  • Good for tick-throw
  • Makes Hazama's hurtbox shrink

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.


2C[edit]
2C
BBCS Hazama 2C.png
The god anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 SDrOJR HL 13 3 25 -11 B
  • Head Invuln 8-15
  • A true anti-air with very large reward
  • Also useful in pressure

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.


6A[edit]
6A
BBCS Hazama 6A.png
No one blocks this
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700 SrR H 22 3 17 -3 B
  • 110% bonus proration
  • Overhead that is very hard to see

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.


6B[edit]
6B
BBCS Hazama 6B.png
Watch your shins
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 SrR L 25 3 13 +1 F
  • Fatal Counter
  • Slow normal used in pressure that, when blocked, puts Hazama in a great position
  • Can catch yomi blockers attempting to block 6A

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.


6C[edit]
6C
BBCS Hazama 6C.png
Bounce 'em up
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
510*3 R All 20 6•6•5 50T +1 FPr
  • Okay frame-trap tool
  • Very good combo-filler
  • Can be canceled into his Drive attacks on hit

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.


3C[edit]
3C
BBCS Hazama 3C.png
His only good mid-screen poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
840 SOR L 14 4 21 -6 F
  • Great reach, combined with great reward, makes this a good poke
  • Not that fast, and with a lot of recovery, it is also very risky
  • Useful to end blockstrings

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.


J.A[edit]
J.A
BBCS Hazama jA.png
Safe air poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOJR HA 7 3 8 - H
  • Good priority
  • Useful as a rising anti-air
  • Priority can make certain chain approaches safe, depends on distance


J.B[edit]
J.B
BBCS Hazama jB.png
Good air to air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 SOJR HA 10 4(2)2 14 - H
  • Great air to air
  • Long untechable time
  • Proper spacing can make certain chain approaches safe


J.C[edit]
J.C
BBCS Hazama jC1.png
CCCCC...
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
j.C (1) 600 SDrOJR HA 10 2 23 - H
j.C (2) 400 SDrOJR HA 5 2 23 - H
j.C (3) 400 SDrOR HA 4 2 23 - H
j.C (4) 400 SDrOR HA 6 3 21 - H
j.C (5) 700 SDrOR HA 4 3 26 - H
  • Combo filler
  • Okay as an approach sometimes
  • 50% Heat Gain decay to combo per hit

Hazama's loopable jump-in normal. Does not float as high as before.


J.2C[edit]
J.2C
BBCS Hazama j2C.png
Death from above
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
780 SDrOJR HA 14 4 22 - H
  • Good cross-up tool
  • Hazama's primary jump-in tool in pressure

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.


Drive Moves[edit]

  • Maximum of 2 stocks at a time
  • 180F cooldown to regain 2 stocks after last stock consumed
  • 2 stocks regain on hit (but no regain on block)
  • Stocks are consumed upon using either A, B, C, or D cancels
  • All of Hazama's Drive moves add 200% meter gain to the combo
  • B cancel 27~ possible to cancel into various aerial moves
  • C cancel 26F~ possible to cancel into various aerial moves
  • D cancel 12F~ possible to cancel into various aerial moves
5D[edit]
5D
BBCS Hazama 5D.png
Horizontal chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 250 SOR all 16 - 24 -21 BP*
Far 500 SOR all 21 - 24 -21 BP*

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.


A Follow-up[edit]
A Follow-up
BBCS Hazama AFollowup.png
Having second thoughts?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -

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.

Staple follow-up in combos in order to combo into another chain hit or Hungry Coils.


B Follow-up[edit]
B Follow-up
BBCS Hazama BFollowup.png
Angled approach for baiting and other options
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -

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.

Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.

In CF2, it got some projectile invul frames to help you avoid fullscreen punishes.


C Follow-up[edit]
C Follow-up
BBCS Hazama CFollowup.png
Confusing and tricky maneuver
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -

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.


D Follow-up[edit]
D Follow-up
BBCS Hazama DFollowup.png
WOOHOO!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - - - -

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.

Used in combos so you can follow up with normals.


2D[edit]
2D
BBCS Hazama 2D.png
Vertical chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 400 SOR all 9 - 19 - BP*
Far 800 SOR all 13 - 19 - BP*

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.

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.


6D[edit]
6D
BBCS Hazama 6D.png
30 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 300 SOR all 13 - 22 - BP*
Far 600 SOR all 21 - 22 - BP*

Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.

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.


4D[edit]
4D
BBCS Hazama 4D.png
70 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 300 SOR all 10 - 22 - BP*
Far 600 SOR all 16 - 22 - BP*

This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.

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.


J.D[edit]
j.D
BBCS Hazama jD.png
Horizontal chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 250 SOR all 13 - 35+3L - HP*
Far 500 SOR all 16 - 35+3L - HP*

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.

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.


J.2D[edit]
J.2D
BBCS Hazama j2D.png
Directly downward chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 250 SOR all 13 - 35+3L - HP*
Far 500 SOR all 16 - 35+3L - HP*

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.

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.


J.6D[edit]
J.6D
BBCS Hazama j6D.png
-30 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 250 SOR all 13 - 35+3L - HP*
Far 500 SOR all 16 - 35+3L - HP*

This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.

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.


J.4D[edit]
J.4D
BBCS Hazama j4D.png
-70 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 250 SOR all 13 - 35+3L - HP*
Far 500/500 SOR all 16 - 35+3L - HP*

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.

Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter.


J.8D[edit]
J.8D
BBCS Hazama j8D.png
30 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Near 400 SOR all 13 - 35+3L - HP*
Far 800 SOR all 16 - 35+3L - HP*

Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > Hungry Coils.

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.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
BBCS Hazama FThrow.png
And the kick is good!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1500 SOR T(80) 7 3 23 - T

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.


Back Throw[edit]
Back Throw
BBCS Hazama BThrow.png
Now wallbounces anywhere
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1500 SOR T(80) 7 3 23 - T

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.


Air Throw[edit]
Air Throw
BBCS Hazama AThrow.png
"GO TO HELL"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1500 SOR T(120) 7 3 23 - T

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.

Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.


Counter Assault[edit]
Counter Assault
BBCS Hazama 5B.png
"GET OFF OF ME!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R All 13 4 33 -18 B
  • Same animation as 5B
  • Not a bad option to use to escape pressure due to Hazama's lack of reversals


Crush Trigger[edit]
Crush Trigger
BBCP Hazama CrushTrigger.png
Good vertical reach
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 R Ba 20 1 24 ±0 B
Charged 1000 R Ba 30-60 1 24 ±0 B
  • Crush Trigger breaks Guard if not Barrier-blocked.
  • Depletes opponent's Barrier Gauge on a successful block.
  • Can be charged to deplete more of the opponent's Barrier Gauge on Barrier block.

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.


Special Moves[edit]

Venom Sword[edit]
Venom Sword - Jabaki
236A
BBCS Hazama jabaki.png
Don't get (corner) carried away
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
680 R All 15 2 21 -1 BP

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).

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.


Serpent's Benediction[edit]
Serpent's Benediction - Jasetsu
214D
BBCS Hazama jasetsu.png
Winding up...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - 86 total - -
  • Freezes in place for 22 frames

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.

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.


Vengeful Viper[edit]
Vengeful Viper - Jagai
214B
BBCF Hazama Jagai.png
Instant mix-up, just add water
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
800 R All 15 4 104 Max +10 B
  • Causes crumple
  • Can be rapid-cancelled during the follow-up stance.
  • Hits opponents OTG trying to late rise.

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.

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.


Serpent's Redemption[edit]
Serpent's Redemption - Jakatsu
214D~66/44
BBCP Hazama jakatsu.png
Smooth moves
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - Forward: 31
Back: 32
- -

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.


Falling Fang[edit]
Falling Fang - Ressenga
214D~A
BBCS Hazama ressenga.png
Bop on the head, comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 700 R HA 18 4 1+11L +1 H
Charged 840 R HA 18 4 1+11L +3 H

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.


Rising Fang[edit]
Rising Fang - Gashoukyaku
214D~B
BBCS Hazama gashoukyaku.png
Flash kick, also comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 900 R HL 9 8 until L+15 -17 B
Charged 1080 R HL 9 8 until L+15 -15 B

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.

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.


Devouring Fang[edit]
Devouring Fang - Zaneiga
214D~C
BBCS Hazama zaneiga.png
(Mint Chocolate) Ice Cream Scoop, deliciously comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 900 R LA 16 4 20 -5 F
Charged 1080 R L 16 4 20 -3 F

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.


Serpent's Haste[edit]
Serpent's Haste - Chuudan
214D~D
BBCS Hazama Kamae Chuudan.png
Winding down...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - 18 total - -

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.


Shadow Serpent[edit]
Shadow Serpent - Jameijin
j.214B
BBCF Hazama Jameijin.png
Get ready to see this move a lot.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
900 R all 10 - 16 - H
  • CH causes groundbounce.

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.


Bloody Fangs[edit]
Bloody Fangs - Gasaishou
236C
BBCS Hazama gasaishou.png
GATCHA
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
600 R T(90) 12 2 31 +15 T

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.


Hungry Coils[edit]
Hungry Coils - Jakou
623D
BBCS Hazama jakou.png
Back to the corner with you!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 2000 R B 14 10 32 - BP
  • Fatal Counter. Triggers wallbounce anywhere.
  • Can catch Mai players attempting to charge their spears in the air

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.

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.


Distortion Drives[edit]

Serpent's Infernal Rapture[edit]
Serpent's Infernal Rapture - Jayoku Houtenjin
236236B
BBCS Hazama Jayoku Houtenjin.png
Straight to Heaven
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 1950 R all 2+1 3 51 -33 B
Overdrive 2100 R all 2+1 3 51 -33 B
  • Fatal Counter

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.


Eternal Coils of the Dragon Serpent[edit]
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
632146C
BBCS Hazama Mizuchi Rekkazan.png
Does it hurt?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 800, 800, 200*8, 2000 R all 1+15 2 Total 70 -46 FP*
Overdrive 800, 800, 90*24, 1000*2 R all 1+15 2 Total 70 -46 FP*

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.


The Serpent's Unholy Wrath[edit]
The Serpent's Unholy Wrath - Orochi Burensou
214D~632146D
BBCP Hazama Orochi Burensou.png
A thousand years of curb stomps
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 0*2, 280*3, 57*9, 400, 800 R T(80) 12+0 3 40 - T
Overdrive 0*2, 280*3, 57*17, 400, 800 R T(80) 12+0 3 40 - T

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.


Exceed Accel[edit]

Glimmering Fang of the Basilisk - Meija Gekkouga
ABCD during Overdrive
BBCF Hazama MeijaGekkouga.png
Ripping people to shreds
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 600,400*3,1000 - All 20 3 20 -10 B
Active Flow 600,400*5,700*4 - All 20 3 20 -10 B
  • Does not cost Heat, but inmediately ends Overdrive if used
  • Becomes stronger and flashier with Active Flow

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.


Astral Heat[edit]

Hungry Darkness of 1000 Souls - Senkon Meiraku
1632143D or 63214632143D
BBCS Hazama Senkon Meiraku.png
All bets are off
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROY - all 1+16 - 116 -45 BP

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.


External References[edit]



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BlazBlue: Central Fictione
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