Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2A or 5A > 5B > 5C > (2C) > 3C > 236A | Anywhere | 1507 (1757) |
10 (12) |
Everyone | [2] Easy | Use this when you want to gain some distance from the opponent. Can also be used on block to help return to neutral. 2C must be close for extra damage. |
2A or 5A > 5B > 5C > 3C > 214B > (66)C | Anywhere | 1807 | 12 | Everyone | [2] Easy | Common midscreen ender. |
2A or 5A > 5B > 214B~66B, 665A ▷ 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2339 | 16 | Everyone | [2] Easy | The most simple Jagai combo. |
2A or 5A > 5B > 5C > 214B~66B, 665B ▷ 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2738 | 19 | Everyone | [3] Medium | Standard Hazama BnB, must be close. |
Battlerfan47 (talk | contribs) (→{{clr|A|2A}} or {{clr|A|5A}} Starter: Fixed j. 8D ~D followup to j. 8D - A) |
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| Recipe = {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|214B}}~{{clr|B|66B}}, {{clr|B|665B}} ▷ {{clr|C|5C}} > {{clr|C|2C}} > {{clr|D|4D}}~{{clr|A|A}} > {{clr|D|j.8D}}~{{clr|D|D}} > j.C7 > {{clr|B|j.214B}} | | Recipe = {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|B|214B}}~{{clr|B|66B}}, {{clr|B|665B}} ▷ {{clr|C|5C}} > {{clr|C|2C}} > {{clr|D|4D}}~{{clr|A|A}} > {{clr|D|j.8D}}~{{clr|D|D}} > j.C7 > {{clr|B|j.214B}} | ||
| content = | | content = | ||
Hazama's | Hazama's combos, in short, are a pain to pull off, in terms of difficulty and the distance requirement. But you need damage, so it's time to learn how to do the combo. | ||
There are '''2''' microdashes you need to do, i.e. the {{clr|B|214B}}~{{clr|B|66B}}, {{clr|B|665B}} part. | There are '''2''' microdashes you need to do, i.e. the {{clr|B|214B}}~{{clr|B|66B}}, {{clr|B|665B}} part. |
Revision as of 14:35, 10 May 2023
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Notes
- The j.C7 in the combos means j.Cx2 > jc > j.Cx5, and j.C5 means j.Cx5. j.C7 does not work on all situation, so adjust if you must.
- Hazama chains link into each other after retracting with the A followup, so chains does not cancel into other chains. However for notation simplicity, we will consider chains being cancelable to other chains. For example instead of notation like 5D~A, 6D, it's written as 5D~A > 6D.
- Hitting an air button during a chain followup will cause Hazama to start falling. This is essential for most BnBs with 5D~D > whiff j.2C. Regarding combos that needs to whiff j.2C, there are two ways to do it:
- do it as soon as possible and do a microdash to continue;
- or delay the j.2C after your character has contacted with opponent. This will left you almost right below the opponent.
- Some combos require certain character specific delays, otherwise the chain will hit in its deadzone and the opponent will tech out.
Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
2A or 5A > 5B > 5C > 3C > Ender
This is Hazama's most basic press-and-work combo. Depend on the situation you want there are several Ender you can choose:
- 236AGuardAllStartup15Recovery21Advantage-1. Use this when you want to gain some distance from the opponent. With 50 Heat this can combo into 632146CGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46 to finish opponent off without risky combos. Doing this from an A starter is tight, however.
- You can also add 2C in between 5C and 3C when you are close to squeeze out damage.
- 214BGuardAllStartup15Recovery104Advantage+10 for an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. attempt. After hit, you can do:
- Nothing and left in stance, for an auto high-low mixup next time;
- Ressenga for close range Oki. 2A after will catch forward rolls, and is a safer Oki option.
- Zaneiga for damage. After than, IAD j.2C is a staple safe jump and has a chance to catch rolls.
Combo | Position | Damage | Heat Gain / Loss | Notes |
---|---|---|---|---|
2A or 5A > 5B > 5C > 3C > 236A | Anywhere | 1507 | 10 | |
2A or 5A > 5B > 5C > 2C > 3C > 236A | Anywhere | 1757 | 12 | Must be close. |
2A or 5A > 5B > 5C > 3C > 236A, 632146C | Anywhere | 2733 | COSTS 50 HEAT -40 | |
2A or 5A > 5B > 5C > 3C > 214B > (66)C | Anywhere | 1807 | 12 | |
2A or 5A > 5B > 3C > 236A, 665C > 214B > (66)C | Corner | 2149 | 15 | Corner combo to add a little damage. |
Launchers > 214D~C, 666C > 5D~D > whiff j.2C ▷ 2C > 4D~A > j.8D~D > j.C7 > j.214B
As you definitely can not rely on BnB to get your damage done (look at that measly damage!), you need to make every bit of damage count. The more damaging combos revolves around one move: Charged Zaneiga. There are several ways to combo into it (i.e. the Launchers above):
- Throw. In such case, you need to do dash Zaneiga (66C).
- Backward Throw don't need dash Zaneiga unless they are in the corner. Nevertheless it will help.
- Note that if you are in the corner, you can't Backward Throw combo into Zaneiga. This is why you should use forward throw most of the time.
- HoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33. Anything you have problems with can be solved by this move, however it does waste a lot of combo time, making some combo change.
Now on to the aerial parts. There are many variations after 5D~D, but for here we give the most basic one you can do. For how to perform whiff j.2C, the tip is to hit 2 as soon as 5D is out, and then press C as soon as possible (you can just mash). Another problematic part would be j.8D as you might accidentally double jump; in such case, hold 8 (or 7 or 9) for a little longer after jump then press D so j.8D can come out without a jump.
Combo | Position | Damage | Heat Gain / Loss | Notes |
---|---|---|---|---|
4/6T > 214D~66C, 666C > 5D~D > whiff j.2C ▷ 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen You not in the corner (4T) |
3246 | 23 | |
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3738 | COSTS 50 HEAT -31 | The simplest Houtenjin combo. The route is shorter since we do not have combo time. If you have an additional 5C before 3C, ignore j.8D~D since combo time is not enough to fit j.C7. |
5B > 5C > 3C > 236236B, 214D~66C, 666C > 5D > whiff j.2C ▷ 2C > 4D~A > j.C7 > j.214B | Midscreen | 4638 | COSTS 50 HEAT -26 | We do not use j.8D~D since combo time is not enough to fit j.C7. |
Core Combos
Core combos balance potency with consistency. They:
|
2A > 5B > 5C > 214B~66B, 665B ▷ 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Hazama's combos, in short, are a pain to pull off, in terms of difficulty and the distance requirement. But you need damage, so it's time to learn how to do the combo.
There are 2 microdashes you need to do, i.e. the 214B~66B, 665B part.
- The first microdash is done as fast as JagaiGuardAllStartup15Recovery104Advantage+10 hits, no need to time this.
- The second microdash is done when Hazama lands and his coat is near fully fallen.
For help landing a 665B after 214B/D~B, check this playlist by Chickzama to see Hazama land it at various screen positionings at different speeds. Alternatively, you can replace 665B with (dl.)665A which makes it easier despite having lower damage, however if the opponent is too far away after 214B~66B, then this option becomes unavailable.
Combo | Position | Damage | Heat Gain | Notes |
---|---|---|---|---|
2A > 5B > 5C > 214B~66B, 665A ▷ 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2565 | 18 | You might need to delay 665A if it will be too high for 5C to hit. |
2A > 5B > 5C > 214B~66B, 665B ▷ 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2738 | 19 | A version will have a ~7% damage trade off in general. |
2A > 5B > 5C > 214B~66B, 665B ▷ 5C > 2C > 4D~A > j.8D~D > 623D | Not in corner | 2584 | 18 | With side swap. |
2A or 5A > 5B > 3C > 236A, 665C > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B | Corner | 2799 | 20 | Standard corner combo. Good news: you might not need to dash the second (66)5C. |
6A > 236236B > 214D~66C, 66C > 5D~A > 66D > 214D~66A > (66)5C > 2C > 4D~A > j.8D~D > j.C5 > j.214B
This is a core combo to get the most out of the launch. Some points to note that:
- 214D~66C must hit real close, preferably your dash should go almost full length;
- 214D~66A must be as fast as possible.
- If you knock your opponent too high, 214D~66A may whiff, you can remedy this by delaying 5D
66D is optional with a ~100 damage dropoff.
6T > 214D~66C, 66C > 5D~D > whiff j.2C ▷ 665C > 2D~A > walk back slightly 4D~A > j.8D~D > j.C7 > j.214B
If you can't get a point blank 214D~66C, use this route instead.
Note that the height after 665C must be enough so it does not hit the dead zone of 2D.
- Walking back slightly is not technically required, but it may help with more obscure conversions from neutral if you happen to land an anti air 5C
Optimal Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
214D~A, 665C > 6C > 5D~D > whiff dl.j.2C ▷ (66)5C > 2D~D > dl.j.4D~A > dl.j.8D~A ▷ 4D~D > j.C7 > j.214B
2D~D > j.4D~A > j.8D~A ▷ 4D~D is the most damaging air route you can get, though come with specific criterion. One is that you need to start from a Long starter, you need to use the late delay method to delay j.2C so that no microdash is needed, and j.8D needs to be close to the ground.
The reward is a 50~150 damage increment, depend on the starter you use.
5B > 3C > cOD, 665C > 6D > 214D~A, 5C > (dl.)2D~A, 6A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B (100% Health)
While Hazama's combo aren't great in distance, that can be solved by using Overdrive, which is one of the best in the game.
The main structure of the combo is to try getting the 110% proration moves 2D or 6A in the combo, so that it dealt the most damage. For example the combo above deals 4144 damage, but the ring also takes 440 health and heal 550 for you. That's a net 5k difference!
Depending on distance and height, 214D~A can side switch, though 5C > (dl.)2D is not direction-dependent so it should be fine. Higher and closer to Hazama trends towards side switching, so you can mitigate or choose when it happens by how far you microdash the first 5C
- Microdashing or walking can help with getting 5C and 6A to connect more consistently
- The delay of 2D can be described as cancelling near the beginning of recovery rather than during the active frames of 5C
5C > 3C > 214B~66B ᐅ 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Basically the same as Midscreen Standing Jagai, but with more stricter distance requirement and dash timing. Thus this is more frequently used in parts of combo, like after j.2C you can dash in and perform this sequence.
This combo gives you an ~7% damage increment compared to similar combo. You can replace 665C with 665B for an easier timing.
- The structure of this combo is also used to connect a 2B if you believe you are too far to reliably connect 665B or 665C
j.2C > jc (direction is situational) > j.4D~D > 665C > 3C > 214B~66B ᐅ 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Where you hit the j.2C will affect how you will jump as well as how strict the timing will be. The deeper the hit the easier the timing. If you hit far enough in one direction your jump will need to be inputted forward and you will have to input j.4D~D in the opposite direction. There is also a chance that j.4D~D will side switch if you're high enough and so you must microdash the opposite direction.
Full Combo list
Meterless, Normals Starters
2A or 5A Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2A or 5A > 5B > 3C > 236A, 665C > 214B > (66)C | Corner | 2149 | 15 | Everyone | [2] Easy | Corner combo with a Zaneiga knockdown, convenient for some oki afterwards. |
2A or 5A > 5B > 3C > 236A, 665C > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B | Corner | 2799 | 20 | Everyone | [3] Medium | Standard corner combo. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2A > 5B > 5C > 214B~66B, 665B ▷ 5C > 2C > 4D~A > j.8D~A > 623D | Not in corner | 2584 | 18 | Everyone | [3] Medium | Standard Hazama BnB with side swap. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5A > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2586 | 18 | Everyone | [2] Easy | Opponent must be low enough for 2C to connect. |
5A > 5C > 4D~A > 214D > (66)B ▷ 4D~D > j.8D~D > j.C7 > j.214B | Midscreen | 2591 | 18 | Everyone | [3] Medium | Opponent must be high enough for 4D~A to hit for longer hitstun. |
5A > 5C > 2C > 4D~A > j.8D~D > (214B), 236D | Midscreen | 2254 | 16 | Everyone | [2] Easy | |
5A > 5C > 2C > 4D~A > j.8D~A > 623D, 5C > 236A, (66)5C > 214B~C | You in the corner | 3101 | 22 | Everyone | [2] Easy | A swap combo. |
5B or 2B Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5B > 5C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3270 | 23 | Anyone | [3] Medium | Standard B starter combo, must be close. Replacing 665B with 665A makes it easier despite having lower damage (3054/21). |
2B > 5C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2888 | 20 | Anyone | [3] Medium | Same as above but it's a low, must be close. Using dash momentum on 2B helps. |
2B > 3C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2878 | 20 | Anyone | [3] Medium | If you accidentally catch with 3C then this also works. The 665B after 3C Jagai is easier to do than the grounded version. |
5B > 5C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~A > 623D | Not in the corner | 3077 | 22 | Anyone | [3] Medium | Standard B starter combo with Jakou ender. |
j.B > (j.C) > 665B > 5C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2669 | 19 | Anyone | [3] Medium | In any case you hit an j.B after either chains or air dash, this can be useful. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5B > 5C > 3C > 236A, 665C > 214B~66B ᐅ 5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B | Corner | 3606 | 25 | Anyone | [2] Easy | Thank god you don't need to microdash in the corner. You can replace 665C by 663C in case 665C will not reach, though depend on distance you might still need to microdash after 214B~66B. |
5B > 3C > 236A, 665C > 6C > 5D~A > (6D) > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B | Corner | 3727 | 26 | Anyone | [3] Medium | Must be point-blank. Higher damage can be achieved by using less knockback moves before slide, so 665C > 6C can connect. This includes the more commonly used poke 2B > 3C. 214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5B > 5C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~A > 623D, j.6D~D > 2C > 2D~D > j.C5 > j.214B | You in the corner | 3603 | 25 | Anyone | [3] Medium | If you are in the corner, you can do side swap. |
5B > 5C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~A > 623D, 3C > 214B~C | You in the corner | 3352 | 23 | Anyone | [3] Medium | Ends in Jagai Oki, provided that you aren't too far away from corner after Jakou. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 5B, 665A/662A > ~ | - | - | - | - | - | Not the most prettiest thing you can have, but you can just for safety to use fast jab to combo off it. |
CH 5B > 6C > ~ | - | - | - | - | - | 5B > 6C is a 4 frame trap, and sometimes if they ate a counter it will just work. See the 5C Starter section for how to combo after 6C. |
5C and 2C Starter
- You can replace all combos below that uses 665C with 665B or 665A to lower the difficulty, but you need to omit 6D~A, if presented.
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5C > 3C > 214B~66B ᐅ 665B > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3495 | 25 | Anyone | [3] Medium | Standard C starter combo. Replace 665B with 665A If you hate strict timing (3275/23). |
5C > 3C > 214B~66B ᐅ 665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3565 | 25 | Anyone | [5] Very Hard | THe Optimal C starter combo. 665C is very hard, almost a 1 frame link. |
5C > 3C > 214B~66B ᐅ 665C > 2C > 6D~A > 4D~A > j.8D~D > 623D | Not in the corner | 3358 | 24 | ? | [5] Very Hard | Sideswap. |
6C > 5D~D > j.2C > 665C > 3C > 214B~66B ᐅ 665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 4037 | 28 | Anyone | [5] Very Hard | The basic 6C first-hit combo. It hurts. |
5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B ᐅ 665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 4223 | 30 | Anyone | [5] Very Hard | Crouch opponent only That is an ouch if your opponent got hit by this. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5C > 3C > 236A, 665C > 214B~66B ᐅ (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B | Corner | 3616 | 25 | Anyone | [3] Medium | Thank god you don't need to microdash 5C that hard in the corner. |
5C > 3C > 236A, 665C > 6C > 5D > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B | Corner | 3926 | 28 | Anyone | [3] Medium | Must be point-blank. 214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D. |
5C > 3C > 236A, 665C > 6C > 5D > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.4D~A > j.8D~D > j.C5 > j.214B | Corner | 3982 | 28 | ? | [4] Hard | More damage, more difficulty. 214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5C CH > 6C > 5D > j.2C > 665C > 3C > 214B~66B ᐅ 665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 4292 | 30 | Anyone | [4] Hard | 5C > 6C isn't crouch only now if you got a counter hit. |
2C CH > 665B > 5C > 2C > 4D~A > j.8D~D > jC7 > 214B | Midscreen | 3181 | 22 | Anyone | [2] Easy | 2C counter hit, work for both ground hit and anti-air hit. If you cannot react fast enough to do 214D, this becomes an alternative. |
2C CH > 623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B | You in the corner | 3842 | 27 | Anyone | [2] Easy | 2C counter hit also gives a guaranteed Jakou follow-up, provided that you can react fast enough. |
2C CH > 214D~C > ~ | - | - | - | - | - | By using Zaneiga, All combos regarding 3CCH will still work with 2CCH. See below on how 3C combos work. |
Throw Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6T > 623D | Anywhere | 2100 | 15 | Everyone | [2] Easy | Super basic throw confirm. Switches sides. |
6T > 214D~66C, 666C > 5D~D > whiff j.2C ▷ 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3246 | 23 | Everyone | [2] Easy | Basic Throw BnB. |
6T > 214D~66C, 666C > 5D~D > whiff j.2C ▷ 665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3451 | 24 | Everyone | [3] Medium | Modified route after 5D~D to make more damage. |
6T > 214D~66C, 666C > 5D~B > j.5D~A ▷ 66D~A > 664D~A > j.8D~A > 623D | Midscreen | 3110 | 22 | Everyone | [3] Medium | A twist for anti-bursting after 5D. |
6T > 214D~66C, 666C > 5D~B > j.5D~A ▷ 66D~A > 664D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3262 | 23 | Everyone | [3] Medium | Above combo but end at aerial parts. |
6T > 214D~C, 666C > 5D~A > 6D > 214D~66A, 665C > 2C > 2D~D > j.B > j.C7 > j.214B | Corner | 3413 | 24 | Everyone | [3] Medium | You can add dash on 214D~C if you feel the distance is too far, same for 6D. 6D is optional for damage. |
6T > 214D~C, 666C > 5D~A > 666D > 623D, 3C > 214B~C | You in the corner | 3144 | 22 | Everyone | [3] Medium | Side swap into the corner into oki. Depend on the height you might need to do 666D~A to wait for the height that Jakou needs to hit. |
6T > 214D~C, 666C > 5D~A > 666D > 623D, 5C > 2C > hjc > j.C7 > j.214B | You in the corner | 3513 | 25 | Everyone | [3] Medium | It's quite damaging. If you use D-pad or keyboard to do 9hjc, be sure to delay j.C or 236C will come out. |
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B | You in the corner | 3345 | 24 | Everyone | [3] Medium | If you hate hjc and need a simpler combo. |
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~D > j.C7 > j.214B | You in the corner | 3462 | 24 | Everyone | [4] Hard | If you hate hjc and need a more damaging combo. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
4T > 214D~66C, 666C > 5D~D > whiff j.2C ▷ 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3246 | 23 | Everyone | [2] Easy | This follows your ordinary forward throw combos. |
4T > 214D~66C, 666C > 5D~D > whiff j.2C ▷ 665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3451 | 24 | Everyone | [3] Medium | |
4T > 214D~66B ▷ 2C > 4D~A, 662D~D > j.B > j.C7 > j.214B | You in the corner | 2978 | 21 | Everyone | [3] Medium | Zaneiga will miss at corner, so we use 214D~B. You got less damage from using backward throw when you are in the corner, so consider not doing that. |
4T > 214D~66B ▷ 665C > 2D~D > j.4D~A > j.8D~D > j.C7 > j.214B | You in the corner | 3106 | 22 | ? | [4] Hard | |
4T > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B | You in the corner | 2934 | 21 | Everyone | [3] Medium | An alternative is to use the ordinary Jagai combos for safer route. |
4T > 214B~66B ▷ 665C > 2D~D > j.4D~A > j.8D~D > j.C7 > j.214B | You in the corner | 3027 | 21 | ? | [4] Hard |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.T ▷ 666C > 5D~A > 666D > 214D~66A, 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3176 | 22 | Everyone | [2] Easy | Ressenga gives you hard knockdown which is always your safest bet in combos. |
j.T ▷ 666C > 5D~D > whiff j.2C ▷ 665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3234 | 23 | Everyone | [3] Medium | Damage. |
j.T ▷ 6C > 5D~A > (66)6D > 214D~66A, 665C > 2C > 4D~A > 2D~D > j.B > j.C7 > j.214B | Corner | 3232 | 23 | Everyone | [3] Medium | You might need to delay 6C or it might only hit twice (it impacts damage but combo can still get going). Do not dash 6C because it'll cause the combo to fail. |
j.T ▷ 666C > 5D~A > 666D > 623D, 5C > 2C > 4D~A, (66)2D~D > j.C7 > j.214B | You in the corner | 3461 | 24 | Everyone | [3] Medium | 666D~A > 623D will cause the combo to fail due to timeout. |
6A Counter Starter
6B Fatal Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6BFC > 5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B ᐅ 665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 4116 | 29 | Anyone | [4] Hard | C|6C} isn't crouch only now if you got a Fatal 6B. |
6BFC > 214D~A/214D~C > ~ | - | - | - | - | - | Fatal 6B stuns a lot such that you can do 214D~C (or A) afterwards. For simplicity combo regarding 214D will not be listed (refer to other places). |
3C Starter
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
3CCH > 214D~C, 666C > 5D~A > 666D~A > 214D~66A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 4075 | 29 | Anyone | [3] Medium | Basic 3C punish combo. |
3CCH > 214D~C, 666C > 5D~D > whiff j.2C ▷ (66)5C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 4163 | 29 | Anyone | [3] Medium | Higher damage than above. |
3CCH > 214D~C, 666C > 5D~D > whiff j.2C ▷ (66)5C > 2D~D > j.4D~A > j.8D~A ▷ 4D~D > j.C7 > j.214B | Midscreen | 4230 | 30 | Anyone | Extreme | Higher damage than above (twice). |
3CCH > 214D~C, 5C > 2C > 623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B | You in the corner | 4558 | 32 | Anyone | [2] Easy | Sideswap. |
3CCH > 214D~C, 5C > 2C > 623D, (66)5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~A ▷ 4D~D > j.C5 > j.214B | You in the corner | 4620 | 33 | Anyone | [4] Hard | |
3CCH > 214D~C, 6C > 5D~A > 666D~A > 664D~A > j.8D~A > 623D, j.6D~D > 214B~C | You near the corner | 3837 | 27 | Anyone | [3] Medium | Use when you need j.6D to get back to the corner. |
3CCH > 214D~C, 6C > 5D~A > 6D~A > 214D~66A, 5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B | Corner | 4161 | 29 | Anyone | [3] Medium | Standard corner 3C punish combo. Some moves do not need micordash so be aware of distance. |
6C Starter
Meterless, Chain Starters
- All the Chain will need to hit the Far version in order to be comboable.
5D Starter
j.6D Starter
Meterless, Special Starters
Weak Stance (214B)
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(214B)~A, 2A > 5C > 3C > 214B > 66A | Anywhere | 1555 | 12 | Everyone | Beginner | For crouch opponents Simple way to create oki off of an overhead Ressenga. |
(214B)~A, 662A > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 2354 | 18 | Everyone | Medium ~ Hard | For crouch opponents 214B~A > 662A is a 3F link which need more practice. |
Charged Stance (214D)
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
214D~A, 665C > 6C > 5D~D > (j.2C) > (66)5C > 2D~D > j.4D~A > j.8D~A > 4D~D > j.C7 > j.214B | Midscreen | 3324 | 23 | Everyone | [4] Hard | (66) is optional depend on distance. |
Others
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C7 > j.214B | Midscreen | 2570 | 18 | Everyone | Easy ~ Medium | j.C 12 times, welcome back to BBCS. |
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C2 > vertical jc > j.C5 > j.8D~D > j.C5 > j.214B | Midscreen | 2720 | 19 | Everyone | [4] Hard | j.C but 17 times, because why not? |
Houtenjin Combos
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B | Midscreen | 3738 | -31 | Everyone | [2] Easy | Your safest bet on damage. |
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D ▷ 623D, 3C > 214B~C | You in the corner | 3845 | -31 | Everyone | [2] Easy | Swap. |
214B (block) > A, 236236B, 6C > 5D~D > (j.2C), 665C > 2D~A > 4D~D > j.C7 > j.214B | Anywhere | 3368 | -33 | Everyone | Intermediate | If too close to Bullet, the (near) version of 5D will hit her instead of the (far) version, ruining the combo. |
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D ▷ 623D, 3C > 214B~C | You in the corner | 3845 | -31 | Everyone | [2] Easy | Swap. |
Mizuchi Rekkazan Combos
100% Combos
Meterless, Overdrive Combos
Metered Overdrive Combos
Astral Combos
Misc. Combos
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2A > 5B > 3C > CT > 665C > 2C > 4D > j.8D~D > j.C7 > j.214B | Midscreen | 2431 | -20 | Everyone | [2] Easy | In case when you want to kill and don't want to do (risky) Jagai combos. |
Mizuchi Rekkazan (632146C) Combos
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2A/5A > 5B > 5C > 2C > 632146C | Midscreen | 2922 | -39 | Everyone | [2] Easy | |
2A/5A > 5B > 5C > 2C > 236A, 632146C | Midscreen | 2847 | -38 | Everyone | [2] Easy | |
2A/5A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~A (> 214B) ▷ 623D > 632146C | Midscreen | 3624 | -32 | Everyone | [3] Medium | BnB ends with DD. |
6T, 5D~B > j.6D~A > 66D~A > 664D~A > j.8D~A > 623D > 632146C | Midscreen | 3683 | -31 | Everyone | [3] Medium | An anti-burst chain combo. |
100% Combos
Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6T/4T > 236236B, 623D > 632146C | Midscreen | 3713 | -99 | Everyone | [2] Easy | No one like burst, so here is the simplest anti-burst combo. |
6A > 236236B, 214D~66C, 666C > 5D~A > 66D~A > 664D~A > j.8D~A ▷ 623D > 632146C | Midscreen | 4960 | -82 | Everyone | [2] Easy | Require at least 82 Heat. |
6B > 236236B, 214D~66C, 666C > 5D~A > 66D~A > 664D~A > j.8D~A ▷ 623D > 632146C | Midscreen | 5134 | -80 | Everyone | [2] Easy | Require at least 80 Heat. Same as above but it's a low. |
6A/6B > 236236B, 214D~66C, 666C > 5D > 214D~66A > 66C > 2C > 4D~A > 623D > 632146C | Midscreen | 5149/5259 | -80 | Everyone |
Overdrive Combos
- Combos that end in EA will have their damage list as Normal[Active flow]. Active flow is active during the whole combo in which its damage is listed in [].
- Health means the most health you can have to perform this combo. Remember, less health = more OD time.
Combo | Position | Health | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
5C > 3C > cOD, 665C > 2D, 666A, 3C > EA | Midscreen Close to opponent |
100% | 3631[4796] | 19 | Everyone | [3] Medium | Delay the 5C after OD or 6A would not hit. |
5C > 3C > cOD, 665C > 6D > 214D~44A, 665C > 2D, 666A, 3C > EA | Midscreen | 50% | 3948[4897] | 23 | Everyone | [3] Medium | 665C > 6D > 214D~44A can be replaced as 5C > 6D > 214D~66A, but sideswap might happen. |
Combo Theory
Microdashing
To put it simply, microdashing (Inputting 66, before a normal) is very important for Hazama. It is used for his BnBs, regular combos, pressure, OD combos, and will probably never leave. While this will be hard to learn, after enough practice, it will become second nature. Hazama's combos require different timings for the microdash to be buffered but are essential to know if you want to deal solid damage at different ranges. Such examples of microdashing are:
- Combo Filler > 214B~66B > 665B > etc: The first microdash is done near immediately after Jagai(214B) makes contact with the opponent. The second microdash is done when Hazama lands and his coat is near fully fallen.
- 5D~D > j.2C (Can be on hit or whiff) > 665C > etc: As soon as the j.2C makes contact with the opponent, the microdash is inputted. Same for it on whiff. As soon as it comes out, input 66.
- 214D~A > 665C > 2C > etc: The microdash is buffered as soon as both Hazama and the target touch the floor.
For help landing a microdash B after 214B/D~B, check this playlist by Chickzama to see Hazama land it at various screen positionings at different speeds.
Mid-range Grounded Combo
Between the close range (when 5B can hit) and the far range (5D has longer hitstun) is the weakest range that you can have combos if you don't have the meter. Usually you will land ~>2B>3C>(either Jabaki or Jagai) to send them in the corner or prepare for the next okizeme.
When you have 50 meter, Hazama's combo game becomes viable in mid-range since you can always use Houtenjin to solve your problem.
Close-range Grounded Combo
Grounded combos at a close range usually use 214B~66B as a launcher. In the corner you can use 3C's knockdown to set up for more damage. As a cheeky example, you can loop 3C > 236A > 663C > 236A several times. Most combos will use 3C > 665C > 6C in order to set up 5D. Note that the microdash from a 3C > 236A string is very tight, so it may take time to get used to.
Launchers
Almost 90% of the time your combo will end in Jamenjin, namely ~>j.Cxn > j.214B, so it is important to know your launcher's option. The main ground-to-air launcher is the Jagai > dash Gashoukyaku (214B > 66B), charged Zaneiga (214D~C), and Gasaishou (236C) if you break their guard with command throw. If opponent is in hard knockdown (e.g. CH 3C, 214D~A), then 5C > 2C will do the job. Of course, if you feel that you could drop, you can always call Houtenjin (236236B) to help if you have meter.
Move | Combo from | Note |
---|---|---|
214B~66B | Close 5B/5C/3C | Your to-go combo launcher, but must be close to the opponent to follow-up with a microdash. If opponent is on crumple after 214B, you can follow-up with 665A or 665B, with former being easier but less damaging; If opponent floor bounced after 214B (mostly from 3C > 214B), you can follow-up with 665B or 665C. 665C is extremely difficult to pull off in midscreen, so it is advised to use it in the corner. |
214D~C | Forward/Backward throws 214B/3C/2C/6B counter Houtenjin |
A good launcher that is easy to combo afterwards. In long combo time, you can follow-up with 6C > 5D, and either whiff j.2C in midscreen or 6D in corners. If in short combo time (e.g. 2A starter > ~ > Houtenjin), then you can just do 5C > 2C. |
236C | None (command throw) | While also being a launcher, it is rarely used due to the low reward. Can be followed up by 5C > 2C; For more damage, do 665C > 2D~D > ~. |
A+B (25% heat gauge) | 3C | Crush trigger is almost never used due to bad proration, however it makes a free launcher after 3C and it can be used for safe kills. |
236236B (50% heat gauge) | Almost any ground moves j.214B (knockdown) |
Houtenjin can solve any problems. Follow-ups are mostly 214D~C or 623D if anti-burst or side swap is needed. |
Video Examples
BBCF2 HAZAMA combo collections