His real name is Yuki Terumi and was once one of the six heroes. He first became playable in Continuum Shift and is the main villain and antagonist of the BlazBlue series. Often considered the "troll" of BlazBlue, his smooth style has had many people playing him since Continuum Shift's release.
Health: 11,000
Guard Primers: 4
Play-style: Zoning, Rushdown
Movement Options: 1 Double Jump/Airdash, Single dash (Cannot hold button for dash continuation), Chain movement
Drive: Ouroboros
Appropriately named, Ouroboros is the name of his snake chains. Because of Hazama's limited movement options on the ground and the fact that his dash and airdash move him very little, his drives are his most important movement tools. Chains have a limit on how far they can extend and depending on whether they hit the opponent from afar or close to them changes the amount of hitstun or blockstun they inflict. The far away version gives more hitstun/blockstun and is very easy to hitconfirm but on the other hand, close version of chains have very little. Because of this fact, being very far away/across the screen from the opponent is the ideal place to zone by extended chains. Chains can be cancelled while they are being extended or a little after they have fully extended. There are four important chain followups and they are A, B, C, D. The A version retracts/cancels the chain. This is used to bait the opponent into rushing you and is vital to use against better opponents. The B cancel brings Hazama towards the opponent with a slingshot maneuver. Since the motion is very confusing, it is best used to bait Anti-Airs and confuse the opponent with it while you get close to them. The C version teleports Hazama to the exact spot the chain was cancelled with a ghastly maneuver and is used to bait Anti-Airs and for crossups and fake crossups in the corner. The D version shoots Hazama toward the place where the chain was cancelled and is the most straightforward way to get around the arena.
The frames that the chains are cancelled in determine the angle and velocity of Hazama's motion with the D version cancel. The faster the chains are cancelled by D, the greater the angle and acceleration of Hazama's motion. When fully extended chains are cancelled with D, Hazama will move slower and at a lesser angle to the horizontal.
Ouroboros has a maximum of 2 stocks. B, C, and D followups of Ouroboros use up 1 stock, which means you cannot use these versions if there are no stocks left. The stocks can be regained by staying on the ground for 150 frames. Hazama gains 1 stock if the chain is guarded and there were no stocks before chain was guarded and gains 2 stocks if the chain hits.
- See also: Hazama Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- A: can block while in the air without using barrier
- All: can be blocked however
All attacks can be blocked with aerial barrier unless stated otherwise.
Notations
- > = cancel into next move
- jc = jump cancel
- hjc = high jump cancel
- tk = doing a jumping special move as close to the ground as possible. Usually performed by a 2147 or 8/9214 motion with the joystick or pad.
- CU = cross-under (mainly for 6C after Zaneiga)
- (text) = whatever's listed in the parentheses is optional
- [text > text > text > ...] x N = repeat the string of normals and/or specials 'N' amount of times. Usually reserved for Hirentotsu loops or Gashoukyaku twice at the end of a combo.
- CH = counter hit starter
- [AA] = anti-air combo; opponent is in the air at the start of the combo
- Blue text = opponent must be crouching for combo to work
- Red text = requires 50 heat in order to use the combo
- Magenta text = requires 100 heat
- Green text = combo is character specific; check the notes to see who it works on
- Turquoise text = requires crouching and is character specific
- Yellow text = Fatal Counter combo
- Orange text = requires Fatal Counter and 50 heat
- j.214B* = j.C x 5 > j.214B
- j.214B# = j.B > j.C x 2 > jc > j.C x 5 > j.214B
The last two notations are there because they are the standard, optimal air combos that Hazama has.
Note: in all combos, assume that 5C hits twice unless stated otherwise
Midscreen
(236C) > (dash) > 2A > 5B > (2B) > (5C) > (2C) > 3C > 214D~A
Damage: 1119, Heat Gain: 10
- + 5C and 2C = Damage: 1482, Heat Gain: 15
- + 2B = Damage: 1228, Heat Gain: 12
- + 236C and 5C = Damage: 869, Heat Gain: 18
- + 236C, dash, 2B, 5C, and 2C = Damage: 1054, Heat Gain: 22
2A > 5B > (5C) > (2C) > 3C > 236D
Damage: 1022, Heat Gain: 8
- + 5C and 2C = Damage: 1407, Heat Gain: 13
- + 2B = Damage: 1145, Heat Gain: 10
5D~D > j.B > 2A > 5B > 3C > 214D~A
Damage: 1327, Heat Gain: 14
5D~D > j.2C > dash 5B > 2B > 5C > 2C > 3C > 214D~A
Damage: 1781, Heat Gain: 21
5D~C > j.A x 2 > 2A > 5B > 2B > 3C > 214D~A
Damage: 1310, Heat Gain: 17
j.6D~D > dash 2A > 5B > 5C > 2C > 3C > 214D~A
Damage: 1515, Heat Gain: 18
j.5D~D > j.B > 2A > 5B > 5C > 3C > 214D~A
Damage: 1439, Heat Gain: 17
j.B+C > 214D~C > dash 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B*
Damage: 3612, Heat Gain: 61
j.B+C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
Damage: 3699, Heat Gain: 61
4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B#
Damage: 2913, Heat Gain: 36
4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
Damage: 3204, Heat Gain: 47
4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B*
Damage: 3220, Heat Gain: 49
- *Note: guaranteed corner carry from any where on the stage (even the exact middle)
6B+C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 2C > j.C x 5 > (dash) 2C > 4D~D > j.214B#
Damage: 4185, Heat Gain: -50+49 Net = -1
[AA] CH 2C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
Damage: 5379, Heat Gain: -50+53 Net = +3
[AA] CH 214D~B > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B#
Damage: 4438, Heat Gain: -50+59 Net = +9
CH 6B > 3C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~A > 623D > dash 3C > (632146C)
Damage: 4330, Heat Gain: 70
- + 632146C = Damage: 5410, Heat Gain: 70-50 Net = 20
214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B#
Damage: 3739, Heat Gain: 60
214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B#
Damage: 3869, Heat Gain: 60
214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C*
Damage: 4000, Heat Gain: 69
- *Note: guaranteed corner carry from any where on the stage (even the exact middle)
(S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 4*
Damage: 4487, Heat Gain: 60
- *Note: does not work on Carl, Taokaka, Rachel, Arakune, Bang, Noel, or Makoto. In most cases, you'll want to land the 214D~C in a way that lets you to connect with a dashing 6C and make it easier.
6A > 236236B > dash (S)214D~C > 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C
Damage: 4597, Heat Gain: -50+37 Net = -13
5C > 236236B > dash (S)214D~C> 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > (dash) 5C > 2C > 214D~B > (dash) 3C*
Damage: 6202, Heat Gain: -50+50 Net = 0
- *Note: "dash (S)214D~C > 6C > dash 5C > 2C" will cause the first tk j.214B to whiff on Taokaka, Arakune, Carl, and Rachel. Instead use "walk forward (S)214D~C > dash 6C > dash > 5C > 2C." the dash 2C after j.C x 5 is necessary on Rachel. This combo will not work on Makoto.
6A > [dash 5A > 5B] x 4 > 5C > 2C > 3C > 236D > 5D~D > j.214B**
Damage: 1889, Heat Gain: 34
- **Note(s): works on Tager and Hakumen. 236D must cause wallbounce in order for combo to work.
Unlimited + Overdrive > B > C (both hits) > 236B > C (both hits) > 214A > 214B > 236236C
Damage: 7322 Heat Gain: 50
- **Note(s): Very tricky timing on the distortion drive! When doing the second C, make sure you hit the opponent AT THE LOWEST POSSIBLE POINT before hitting the ground. Then you should be able to execute the combo perfectly.
Corner
(236C) > 2A > 5B > 3C > 236D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C
Damage: 2216, Heat Gain: 40
- + 236C starter = Damage: 1559, Heat Gain: 45
6B+C > (S)214D~C > dash 6C > dash 5C > j.C x 5 > 2C > 4D~D > j.214B*
Damage: 3409, Heat Gain: 54
6B+C > (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C
Damage: 3873, Heat Gain: 78
6B+C > (S)214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
Damage: 3914, Heat Gain: 80
- + 632146C = Damage: 4994, Heat Gain: +80-50 Net = +30
4B+C > 214D~D > j.6D~D > dash 6C > dash 5C > 2C > tk j.214B > dash > [5C > 2C > tk j.214B] x 3 > dash > [5C > 2C > 214D~B] x 2 (near the corner, not directly in the corner)
Damage: 3919, Heat Gain: 84
2A > 5B > 3C > 236D > backwards jump j.6D~D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C (near the corner, not directly in the corner)
Damage: 2182, Heat Gain: 42
2A > 5B > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > dash 3C
Damage: 2519, Heat Gain: 56
2A > 5B > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > dash 3C
Damage: 2651, Heat Gain: 64
(S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 2 > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C
Damage: 5077, Heat Gain: 94
Gold Burst > 3C > 214D~C > CU 5C > 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > dash 5C > 2C > 214D~B
Damage: 3907, Heat Gain: 100
(S)214D~B > (dash) > (S)214D~C > (dash) 6C > dash [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B
Damage: 5016, Heat Gain: 100
6A > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > 214D~B
Damage: 5307, Heat Gain: -50+63 Net = +13
6B > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 623D > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > 3C > (632146C)
Damage: 6456, Heat Gain: -50+59 Net = +9
- + 632146C = Damage: 7536, Heat Gain: -50+59-50 Net = -41
5B > 3C > 236236B > dash (S)214D~C > dash 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 2 > 5C > j.C x 5 > 2C > 214D~B > 3C (with Hazama's back to the corner)
Damage: 6089, Heat Gain: -50+59 Net = +9
5C > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
Damage: 6801, Heat Gain: -50+67 Net = +17
- + 632146C = Damage: 7881, Heat Gain: -50+67-50 Net = -33