Hazama |
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Overview
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
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
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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Fastest normal Hazama has, making it good for interrupting pressure, as a quick anti-air, a confirm, or if you really need a non-committal hitbox in front of you. The priority isn't great though, so be cautious during footsies. |
5B
5B |
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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. Landing a counter-hit with this can link into a second 5B, making this a solid confirm tool. |
5C
5C |
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5C has short horizontal range and a long recovery, but is still a great button to have. It has the lowest proration in Hazama's entire moveset, making it his strongest combo starter in terms of damage reward. On a crouching or counter-hit, it can link into 6C, which can then lead into 3K-4K damage territory, and can put the opponent in the corner to boot. Can revolver into 6C or a delayed 2C on block for frame traps. |
2A
2A |
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Nifty little crouching jab. It's speed and hitbox can help break you out of pressure, and tighten up your 5B blockstrings. |
2B
2B |
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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. |
2C
2C |
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The head invulnerability on this move doesn't kick in until over halfway through it's lenghty startup, so at times, you will have to use alternative anti-airs, such as 5A. But if you do manage to hit with this, oh boy, does it hit hard. A counter-hit causes a large amount of untechable stun, which can link into a stance special for a meaty combo. Jump-cancellable on block, which can be used for pressure extension. |
6A
6A |
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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
6B |
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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 |
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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 gatlinged into. |
3C
3C |
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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
J.A |
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J.B
J.B |
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J.C
J.C | Template:AttackDataHeader-BBCF |
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J.2C
J.2C |
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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
- Maximum of 2 stocks at a time
- 180F cooldown to regain 2 stocks after last stock consumed
- Cooldown pauses while in the air
- 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
5D | Template:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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4D
4D | Template:AttackDataHeader-BBCF |
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J.D
j.D | Template:AttackDataHeader-BBCF |
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J.2D
J.2D | Template:AttackDataHeader-BBCF |
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J.6D
J.6D | Template:AttackDataHeader-BBCF |
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J.4D
J.4D | Template:AttackDataHeader-BBCF |
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J.8D
J.8D | Template:AttackDataHeader-BBCF |
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A Follow-up
A Follow-up | Template:AttackDataHeader-BBCF |
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B Follow-up
B Follow-up | Template:AttackDataHeader-BBCF |
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C Follow-up
C Follow-up | Template:AttackDataHeader-BBCF |
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D Follow-up
D Follow-up | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw
Forward Throw | Template:AttackDataHeader-BBCF |
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Back Throw
Back Throw | Template:AttackDataHeader-BBCF |
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Air Throw
Air Throw | Template:AttackDataHeader-BBCF |
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Counter Assault
Counter Assault | Template:AttackDataHeader-BBCF |
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Crush Trigger
Crush Trigger | Template:AttackDataHeader-BBCF |
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Special Moves
Venom Sword
Venom Sword - Jabaki 236A |
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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). 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
Serpent's Benediction - Jasetsu 214D |
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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
Vengeful Viper - Jagai 214B |
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During the third active frame (frame 17), 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 on frame 22, six frames after the uncharged follow-ups are able to be used. 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
Serpent's Redemption - Jakatsu 214B/D~66/44 |
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Falling Fang
Falling Fang - Ressenga 214B/D~A |
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Rising Fang
Rising Fang - Gashoukyaku 214B/D~B |
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Devouring Fang
Devouring Fang - Zaneiga 214B/D~C |
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Serpent's Haste
Serpent's Haste - Kamae Chuudan 214B/D~D |
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Shadow Serpent
Shadow Serpent - Jameijin j.214B |
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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 cancelable into Hazama's forward dash, normals, Drives, and specials. 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 countered by many attacks from the opponent. |
Bloody Fangs
Bloody Fangs - Gasaishou 236C |
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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
Hungry Coils - Jakou 623D |
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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
Serpent's Infernal Rapture
Serpent's Infernal Rapture - Jayoku Houtenjin 236236B |
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No longer a reversal in Central Fiction, as all invincibility has been removed. Instead, it can take advantage of gaps in opponents pressure, such as standing overheads, though this largely depends on the gap in the blockstring, the type of blocking used, etc. Outside of that, its the only feasible way to get reward off of a normal 6A or 6B hit, and if used off the right combo starter (such as 5C or 3C), you can land damage anywhere between 4-5K, making this a good investment of 50 meter. Unless we're talking about this move in Overdrive, in which case you have a 4 frame reversal with fully invincible startup that Fatal Counters. Have fun. Though officially not throw invulnerable, this attack does put you in the air for a number of frames, making you technically throw invulnerable. |
Eternal Coils of the Dragon Serpent
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan 632146C |
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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. If you Rapid Cancel at the right time you can regain control of Hazama with the opponent still stuck in the coils. Not the most meter-efficient way to setup, but they will be completely frozen there so it may have some form of use. |
The Serpent's Unholy Wrath
The Serpent's Unholy Wrath - Orochi Burensou Stance~632146D |
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Exceed Accel
Glimmering Fang of the Basilisk - Meija Gekkouga ABCD during Overdrive |
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Astral Heat
Hungry Darkness of 1000 Souls - Senkon Meiraku 1632143D or 63214632143D |
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External References
- Japanese Name: ハザマ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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