BBCF/Hazama: Difference between revisions

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====== <font style="visibility:hidden" size="0">Jagai</font> ======
====== <font style="visibility:hidden" size="0">Shadow Serpent</font> ======
{{MoveData
{{MoveData
|image=BBCF_Hazama_Jagai.png
|image=BBCF_Hazama_Jagai.png
|caption=Pretty much 214D with a hitbox
|caption=Pretty much 214D with a hitbox
|name=Jagai
|name=Shadow Serpent
|input=214B
|input=214B
|data=
|data=

Revision as of 03:28, 19 October 2016

Hazama
BBCF Hazama Portrait.png
Health: 11,000

Combo Rate: 70%
Prejump:
Backdash Time 25 / Invul: 1-6


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

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.

Drive: Ouroboros

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."

Overdrive: Jörmungandr

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).

Pros/Strengths

  • 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

Cons/Weaknesses

  • Not much in the way of mid-range pokes outside of 2B or 3C
  • No meterless reversal
Ambox warning.png Most of this data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Hazama 5A.png
High, fast jab
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 5 3 9 ±0 B -
  • Fast, anti-air useful against deep jump-ins
  • Whiffs on all crouching hitboxes excluding Tager and Hakumen
  • Can occasionally hit Relius while crouch-blocking

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.

5B
5B
BBCS Hazama 5B.png
Fast, close-ranged knee
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
5C
BBCS Hazama 5C.png
Short-range, two-hit swing of his knives
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400*2 SO(J)R HL 10 1(1)6 28 -15 B -
  • Jump-cancellable, very useful in pressure strings
  • Okay anti-air in some situations, because it has a high vertical hit-box

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

2A
2A
BBCS Hazama 2A.png
Fast, crouching jab
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 6 2 9 +1 F -
  • High-priority jab
  • Faster than most of the cast's 2As
  • +1 with a low attack level means that this normal is great for frame-trapping or tick-throwing with grab or command grab

A very useful normal in pressure, with a lot of priority makes this normal very good. Probably one of the better 2As in the game. An insanely good pressure tool, useful for stagger pressure. The speed also helps Hazama get out of gaps in an opponents pressure strings.

2B
2B
BBCS Hazama 2B.png
Hazama has legs
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 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 with relatively no risk throwing it out. The move recovers very fast 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
2C
BBCS Hazama 2C.png
The god anti-air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR HL 13 3 37 -23 B 8-15H
  • 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. Grounded counter hit launches opponents.

6A
6A
BBCS Hazama 6A.png
No one blocks this
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 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 Jayoku Houtenjin, and can linked off a Counter Hit. Links into 5A as well on some taller characters like Hakumen and Tager.

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

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
6C
BBCS Hazama 6C.png
Bounce 'em up
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400*3 R All 20 7•6•5 54T -4 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.

3C
3C
BBCS Hazama 3C.png
His only good mid-screen poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 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 block strings

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.

J.A
J.A
BBCS Hazama jA.png
Safe air poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
J.B
BBCS Hazama jB.png
Good air to air
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 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
J.C
BBCS Hazama jC1.png
CCCCC...
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.C (1) 600 SOJR HA 10 2 23 - H -
j.C (2) 300 SOJR HA 5 2 23 - H -
j.C (3) 300 SOR HA 5 2 23 - H -
j.C (4) 300 SOR HA 8 3 21 - H -
j.C (5) 500 SOR HA 8 2 26 - H -
  • Combo-Filler
  • Okay as 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
J.2C
BBCS Hazama j2C.png
Death from above
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HA 14 4 23 - H -
  • Good cross-up tool
  • Hazama's primary jump-in tool in pressure


Drive Moves

  • Maximum of 2 stocks at a time in CF(3 stocks in CP-CPEX)
  • 180F cooldown to regain 2 stocks after last stock consumed
  • 1 stocks regain on hit(But not 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
5D
BBCS Hazama 5D.png
Horizontal chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D (/OD) 250/500 SOR all 16 - 29 - BP* -
5D far (/OD) 500/1000 SOR all - - 29 - 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 Jabaki.

Most often, this chain will combo from Jabaki if you are far enough away from the corner but still close enough so that Jabaki wallbounces.

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

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 Jakou.

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

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.

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

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

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
2D
BBCS Hazama 2D.png
Vertical chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D (/OD) 400/800 SOR all 11 - 24 - BP* -
2D far (/OD) 800/1600 SOR all - - 24 - 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 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.

6D
6D
BBCS Hazama 6D.png
30 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D (/OD) 300/600 SOR all 16 - 27 - BP* -
6D far (/OD) 600/1200 SOR all - - 27 - BP* -

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

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.

4D
4D
BBCS Hazama 4D.png
70 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4D (/OD) 300/600 SOR all 13 - 27 - BP* -
4D far (/OD) 600/600 SOR all - - 27 - 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 > Jameijin.

J.D
J.D
BBCS Hazama jD.png
Horizontal chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D (/OD) 250/500 SOR all 13 - 40 - HP* -
j.D far (/OD) 500/500 SOR all - - 40 - 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
J.2D
BBCS Hazama j2D.png
Directly downward chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2D (/OD) 250/500 SOR all 13 - 40 - HP* -
j.2D far (/OD) 500/500 SOR all - - 40 - 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
J.6D
BBCS Hazama j6D.png
-30 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6D (/OD) 250/500 SOR all 16 - 40 - HP* -
j.6D far (/OD) 500/500 SOR all - - 40 - 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 Jakou > RC or after Jabaki wallbouncing (far away).

J.4D
J.4D
BBCS Hazama j4D.png
-70 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.4D (/OD) 250/500 SOR all 13 - 40 - HP* -
j.4D far (/OD) 500/500 SOR all - - 40 - 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
J.8D
BBCS Hazama j8D.png
30 degree angle chain
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.8D (/OD) 400/800 SOR all 13 - 40 - HP* -
j.8D far (/OD) 800/800 SOR all - - 40 - HP* -

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


Universal Mechanics

Forward Throw
Forward Throw
BBCS Hazama FThrow.png
And the kick is good!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(80) 7 3 17 - T -

Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. Can now be followed up midscreen with stance dash into Zaneiga (S) for a good combo. In the corner you can special cancel link Zaneiga/Gashoukyaku.

Back Throw
Back Throw
BBCS Hazama BThrow.png
Now wallbounces anywhere
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(80) 7 3 17 - T -

Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.

Air Throw
Air Throw
BBCS Hazama AThrow.png
"GO TO HELL"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(120) 7 3 12+3 - 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
Counter Assault
BBCS Hazama 5B.png
"GET OFF OF ME!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 4 33 -18 B 1-20I
  • Same animation as 5B
  • Not a bad option to use to escape pressure due to Hazama's lack of reversals
Crush Trigger
Crush Trigger
BBCP Hazama CrushTrigger.png
Good vertical reach
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R Ba 30-59 1 24 +4 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.
  • Can be used to tack on good extra damage, primarily in OD combos.


Specials

Venom Sword
Venom Sword
236A
BBCS Hazama jabaki.png
Don't get (corner) carried away
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 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), and also leaves him at slight frame advantage to boot.

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. It wallbounces aerial opponents in the corner and can cancel into stance on hit to lead into damaging combos in the corner.

Shadow Serpent
Shadow Serpent
214B
BBCF Hazama Jagai.png
Pretty much 214D with a hitbox
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- R All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Serpent's Benediction
Serpent's Benediction
214D
BBCS Hazama jasetsu.png
Winding up...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 104 total - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Serpent's Redemption
Serpent's Redemption
214D~66/44
BBCP Hazama jakatsu.png
Smooth moves
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 35 total - - -

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 immediately available during either version of Jakatsu.

Falling Fang
Falling Fang
214D~A
BBCS Hazama ressenga.png
Bop on the head, comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ressenga 600 R HA 19 3 13 +1 H -
Ressenga (S) 750 R H 19 3 13 +5 H 1-22F

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.

Regular version causes a small ground bounce which can not be comboed after without meter, counter hit, or no tech. S version causes a larger ground bounce that can be followed up without meter with 5C.

Rising Fang
Rising Fang
214D~B
BBCS Hazama gashoukyaku.png
Flash kick, also comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Gashoukyaku 700 R HL 9 8 33 -22 B 1-12 All
Gashoukyaku (S) 715*2 R HL 9 2,6 33 -18 B 1-12 All

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 7th frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.

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. At certain heights can link dash 6D after charged version. Can link into 6A or 6C in the corner.

Devouring Fang
Devouring Fang
214D~C
BBCS Hazama zaneiga.png
(Mint Chocolate) Ice Cream Scoop, deliciously comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Zaneiga 600 R LA 21 3 17 -1 F -
Zaneiga (S) 900 R L 21 3 17 +1 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 3C for oki. Normal version causes crumple on standing opponents which is comboable after. Charged version retains the launch leading to damaging combos.

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

Jameijin
Jameijin
j.214B Lol divekick
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R all - - - - - -

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 cloes on the ground.

Bloody Fangs
Bloody Fangs
236C
BBCS Hazama gasaishou.png
GATCHA
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 - T(90) 12 2 31 +7 T 1-12T

Hazama's normal command grab. Has slightly more range than his ground throws which allows you to do other normals into tick throws that you wouldn't normally be able to, namely dashing 2B. Upon a successful grab, it awards 5 heat and allows you to link anything with less than 7 frames of startup.

Hungry Coils
Hungry Coils
623D
BBCS Hazama jakou.png
Back to the corner with you!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1800 R B 14 13 31 - BP -
  • Fatal Counter

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 anytime after the second hit into Mizuchi.


Distortion Drives

Serpent's Infernal Rapture
Serpent's Infernal Rapture
236236B
BBCS Hazama Jayoku Houtenjin.png
Straight to Heaven
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Jayoku Houtenjin 1800 R all 4+1 3 50 -32 B -
(OD) Jayoku Houtenjin 2500 R all 4+1 3 50 -32 B 1-4 All
  • Fatal Counter

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.

Eternal Coils of the Dragon Serpent
Eternal Coils of the Dragon Serpent
632146C
BBCS Hazama Mizuchi Rekkazan.png
Does it hurt?
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Mizuchi Rekkazan 200, 0, 500*8, 3200 R all 1+15 2 54 -46 FP* 1-19P
(OD) Mizuchi Rekkazan 200, 0, 250*24, 500, 2000 R all 1+15 2 54 -46 FP* 1-19P -

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.

The Serpent's Unholy Wrath
The Serpent's Unholy Wrath
214D~632146D
BBCP Hazama Orochi Burensou.png
A thousand years of curb stomps
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Orochi Burensou 0*2, 280*3, 57*9, 400, 800 R T(80) 12+0 3 40 - T 1-12 All
(OD) Orochi Burensou 0*2, 280*3, 57*17, 400, 800 R T(80) 12+0 3 40 - T 1-12 All
Orochi Burensou (S) 0*2, 280*3, 97*9, 400, 800 R T(80) 12+0 3 40 - T 1-12 All
(OD) Orochi Burensou (S) 0*2, 280*3, 97*17, 400, 800 R T(80) 12+0 3 40 - T 1-12 All

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.


Exceed Accel

Meija Gekkouga
ABCD during Overdrive
BBCF Hazama MeijaGekkouga.png
Ripping people to shreds
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - - - - - - - -
Active Flow 4020 - - - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used
  • Becomes stronger and flashier with Active Flow
  • Can be cancelled into from nearly everything

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.


Astral Heat

Hungry Darkness of 1000 Souls
1632143D or 63214632143D
BBCS Hazama Senkon Meiraku.png
All bets are off
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
DESTROY - all 1+16 - 116 -45 BP 1-91 All

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