BBTag/Hazama

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Hazama
BBTag Hazama Portrait.png

Health: 16,000

Jump Startup:

Backdash Time / Invul:

Partner Skill Cooldown:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Step
  

Overview[edit]

"This is getting a little bothersome. Can I leave the rest of the work to you?"

Backstory[edit]

Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: 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.

Playstyle[edit]

Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into an aerial j.C ender, which places him in a great position to start everything over again.

At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.

In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Lots of effective smart combo routes that deal damage.
  • His B normals give him a large amount of range.
  • Amazing Reversal Action.
  • 236B+C is incredibly threatning.
  • Snappy suit.
  • Embarrassingly small footsies range.
  • Awkward mobility options limit his approaches severely.
  • No chain that deals with air approaches.
  • Being predictable in your approaches can easily get yourself anti-aired.
  • Needs either meter or partner to convert his stance specials.

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. Although Hazama's drive has returned in BlazBlue Cross Tag Battle, veteran Hazama players from the BlazBlue series will notice a few changes have been made.

  1. Hazama's chains are now mapped to his B buttons.
  2. There are no longer any stocks for his chain.
  3. He no longer has multiple followups from his chains. Instead, you can do the D followup by continuing the B auto combo.


Normal Moves[edit]

4A[edit]
4A
BBCS Hazama 5B.png
Jesus Knee
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Cancels forward momentum, meaning no sliding knee.
  • NOT A JAB.
  • Classic poke.


Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range.


5A[edit]
5A
BBCS Hazama 5C.png
Whiff this in neutral if you feel like dying.
BBCF Hazama MeijaGekkouga.png
Flick that arm.
BBCS Hazama jabaki.png
Venom Sword!
BBTag Hazama 5AAAA.png
Mini Houtenjin!
Version Damage Guard Startup Active Recovery Frame Adv.
5A - All - - - -
  • Hazama's 5C from Blazblue Centralfiction.
  • Short range normal, very high damage combo starter.
  • Special cancel-able on hit.

5C has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage.

Also, this is not your poke. NOT YOUR POKE. NOT YOUR POKE.

5AA - All - - - -
  • Exceed Accel animation from Blazblue Centralfiction.
  • Special cancel-able on hit

Detailed description of the usefulness of the move go here

5AAA - All - - - -
  • BBCF's Venom sword(Jabaki).
  • Special cancel-able on hit.

On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, letting them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.

5AAAA - All - - - -
  • A slightly worse version of Unlimited Hazama's 236B.
  • Launches on hit.
  • Very unsafe on block.

Detailed description of the usefulness of the move go here


5B[edit]
5B
BBCS Hazama 5D.png
Striking Coil!
BBCS Hazama DFollowup.png
I sure do hope I don't get anti-aired...
BBCS Hazama jB.png
Still technically j5B...
Version Damage Guard Startup Active Recovery Frame Adv.
5B - All - - - -
  • Hazama's 5D from Blazblue Centralfiction.
  • Hazama throws out his chain as a projectile.
  • Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.
  • Special cancel-able on hit or block.


Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.

5BB - All - - - -
  • 'D' followup to his drive moves in Blazblue Centralfiction.
  • Hazama pulls himself in to the chain.
  • Not actually an attack.
  • Cannot act immediately after pulling yourself in.

Hazama lost his chain stocks, giving him infinite access to this followup. As nice as that is, do NOT make a habit of blindly pulling yourself in in neutral. You are very vulnerable to anti-airs on the way in.
Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable.

5BBB - High - - - -
  • Hazama's j5B from Blazblue Centralfiction.
  • Jump cancel-able on hit.

Mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range.


5C[edit]
5C
BBCP Hazama CrushTrigger.png
Damage Guard Startup Active Recovery Frame Adv.
- High - - - -
  • Uses Hazama's Crush Trigger animation.

Standard Crash overhead.


2A[edit]
2A
BBCS Hazama 2B.png
Hazama still has classy legs
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Hazama's 2B from Blazblue Centralfiction.
  • Not incredibly fast, but makes up for its speed with its range.
  • Fast low.

Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.


2B[edit]
2B
BBCS Hazama 2C.png
Shing!
BBCS Hazama 4D.png
WRYYYY
BBCS Hazama DFollowup.png
Going up!
BBCS Hazama jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
2B - All - - - -
  • Hazama's 2C from Blazblue Centralfiction.
  • Launches on hit.
  • May or may not be an anti-air.

Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.

2BB - All - - - -
  • Hazama's 4D from Blazblue Centralfiction.
  • Special cancel-able on hit or block.

Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit.

2BBB - All - - - -
  • 'D' followup to his drive moves in Blazblue Centralfiction.
  • Hazama pulls himself in to the chain.
  • Not actually an attack.
  • Cannot act immediately after pulling yourself in.

This will almost always pull you close enough to continue your combo.

2BBBB - All - - - -
  • Hazama's j5B from Blazblue Centralfiction.
  • Jump cancel-able on hit.

You may need to delay this button depending on both spacing and what kind of combo you're attempting.


2C[edit]
2C
BBCS Hazama 3C.png
Just... Just use 3C.
Damage Guard Startup Active Recovery Frame Adv.
- Low - - - -
  • Hazama's 3C from Blazblue Centralfiction.
  • I know you're still inputting it as 3C.
  • All around one of Hazama's best pokes.
  • Hits low.
  • Special cancel-able on hit or block.
  • Use this to combo into falling/devouring fang.

Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance.


j.A[edit]
j.A
BBCS Hazama jC1.png
from CCCCC to AAAAA.....
Version Damage Guard Startup Active Recovery Frame Adv.
j.A - High - - - -
j.AAA - High - - - -
j.AAAA - High - - - -
j.AAAAA - High - - - -
  • Hazama's j5Cx5 from Blazblue CentralFiction.
  • Can be held to get all five hits.

Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.


j.B[edit]
j.B
BBCS Hazama j6D.png
Who needs 5B?
BBCS Hazama DFollowup.png
BBCS Hazama jB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B - All - - - -
  • Hazama's j6D from Blazblue Centralfiction.
  • Comes out at a great angle.
  • Can be used to pick an opponent up after Hungry Coils.
  • Can OTG.

Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.

j.BB - All - - - -
  • 'D' followup to his drive moves in Blazblue Centralfiction.
  • Hazama pulls himself in to the chain.
  • Not actually an attack.
  • Cannot act immediately after pulling yourself in.

The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd.

j.BBB - High - - - -
  • Hazama's jB from Blazblue Centralfiction.
  • Jump cancel-able on hit.

Detailed description of the usefulness of the move go here


j.C[edit]
j.C
BBCF Hazama Jameijin.png
JAAAMEIJIN
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Hazama's Shadow Serpent (Jameijin) from Centralfiction.
  • Staple ender for air combos
  • Cancel-able into normals/specials on whiff
  • Stops all horizontal momentum and causes Hazama to fall quickly to the ground

Very limited use in neutral. Use this primarily as a way to take you and your opponent from the air to the ground, allowing for assist pickups or oki.
Can also be used to bait anti-airs after 5BB in neutral.


j.2B[edit]
j.2B
BBCS Hazama j4D.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Hazama's j4D from the original BlazBlue games.
  • For when the opponent is to close for j5B.

If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Hazama FThrow.png
Send them flying
Damage Guard Startup Active Recovery Frame Adv.
- Throw - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Rising Fang - Gashoukyaku[edit]
Rising Fang - Gashoukyaku
5A+D
BBCS Hazama gashoukyaku.png
it's a proper flash kick alright
Damage Guard Startup Active Recovery Frame Adv.
- Air Unblockable - - - -
  • Can whiff on certain characters that are crouching.
  • Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 214B, or while holding 214B or 236B.

Detailed description of the usefulness of the move go here



Skills[edit]

Falling Fang - Ressenga[edit]
Falling Fang - Ressenga
236A/B
BBCF Hazama Jagai.png
add a mixup
BBCS Hazama ressenga.png
or just outright bop their heads.
Version Damage Guard Startup Active Recovery Frame Adv.
A - All, High - - - -
  • A does Jagai-Ressenga
  • A can be held to delay the attack.

Detailed description of the usefulness of the move go here

B - High - - - -
  • B does Ressenga Raw
  • B can be held to delay Ressenga

Detailed description of the usefulness of the move go here


Devouring Fang - Zaniega[edit]
Devouring Fang - Zaneiga
214A/B
BBCF Hazama Jagai.png
add some sprinkles
BBCS Hazama zaneiga.png
just scoop the ice cream instead
Version Damage Guard Startup Active Recovery Frame Adv.
A - All, Low - - - -
  • A does Jagai-Zaneiga
  • A can be held to delay the attack.

Detailed description of the usefulness of the move go here

B - Low - - - -
  • B does Zaneiga Raw
  • B can be held to delay Zaneiga

Detailed description of the usefulness of the move go here


Extra Skills[edit]

Hungry Coils - Jakou[edit]
Hungry Coils - Jakou
236C
BBCS Hazama jakou.png
send em back to the corner
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Wallbounces anywhere.

Detailed description of the usefulness of the move go here


Bloody Fang - Gasaishou[edit]
Bloody Fang - Gasaishou
214C
BBCS Hazama gasaishou.png
GOTCHA 2: The Sequel
Damage Guard Startup Active Recovery Frame Adv.
- Throw - - - -
  • Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing.
  • Has no actual damage if it connects.
  • Costs 1 bar of meter.


Heavily scales the combo you receive after the stun, making for poor damage if you decide to super. However the fast startup can easily catch your opponent off guard.


Partner Skills[edit]

5P[edit]
Venom Sword - Jabaki
5P
BBCS Hazama jabaki.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Causes ground slide.

Detailed description of the usefulness of the move go here


4P [edit]
Vengeful Viper > Rising Fang
4P
BBCF Hazama Jagai.png
BBCS Hazama gashoukyaku.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


6P[edit]
Hungry Coils - Jakou
6P
BBCS Hazama jakou.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Wallbounces anywhere.
  • Side swaps on hit.
  • Doesn't track, but very generous hitbox.

Only really useful during an air combo or after a launcher (or as a very situation anti air.)

The wallbounce doesn't "bounce" the opponent very far back to you, making this move great for corner carry.

If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.



Distortion Skills[edit]

Serpent's Infernal Rapture - Jayoku Houtenjin[edit]
Serpent's Infernal Rapture - Jayoku Houtenjin
236B+C
BBCS Hazama Jayoku Houtenjin.png
S U P E R S N A K E K I C K
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -

Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 7k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw.

Detailed description of the usefulness of the move go here


Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan[edit]
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
214B+C
BBCS Hazama Mizuchi Rekkazan.png
KIMOCHII DAROU?!
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat[edit]

Hungry Darkness of 1000 Souls - Senkon Meiraku
222B+C
BBCS Hazama Senkon Meiraku.png
RIP pretzel motion 2010-2018
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Important points go here

Detailed description of the usefulness of the move go here




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