BBTag/Hazama: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
!Hazama
|-
||
[[File:BBTag_Hazama_Portrait.png|350x500px|center]]
|-
||
{{#lsth:BBTag/Hazama/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Step
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
{{BBTag/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=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 a {{clr|1|j.214A}} ender, which places him in a great position to start everything over again.


''"This is getting a little bothersome. Can I leave the rest of the work to you?"''
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. {{clr|3|2C}} and his 214s, all need resources to get damage off of. Due to this, he tends to play more of a keep away until the moment is right, using his chains and movement to land hits rather than traditional normals.
}}
{{BBTag/Infobox
| fastestAttack = [[#4A|4A]] (7F)<br/>[[#2A|2A]] (7F)
| reversal = [[#Rising Fang|A+D]] (10F)
}}
{{ProsAndCons
|intro=
|pros=
* '''Corner carry''': Flexible combo routes with good corner carry.
* '''Chains''': His {{clr|2|B}} normals give him a large amount of range to both control space and move about.
* '''Anti-airs''': Effective Anti-air game between Reversal Action, {{clr|2|2B}}, and Hungry Coils.
* '''Mixups''': Solid mixup options supplemented by his special moves including a command grab {{clr|3|214C}}.
* '''Good Damage''': High damage solo routing with meter and/or in corner, and even better with Resonance.
|cons=
* '''Pitiful Range''': Embarrassingly small footsies range and normals, requiring him to close the gap often. Blockstrings are short, and hit-confirms are very distance dependent.
* '''Weird Mobility''': Limited chain angles and a slow step dash make getting close awkward.
* '''Synergy''': Nearly always wants a large, long range assist to get in. Hazama's own assists offer unique tools but are situational or offer poor reward.
* '''Meter Hungry''': Despite his amazing damage potential, Hazama almost always need a high amount of meter when doing solo routing.
* '''Assist Dependent''': Hazama's regular solo routing leads to pitiful damage without meter, require him to constantly use an assist to lead to higher damage without meter.
}}
</div>


===Backstory===
{{card|width=4
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 separate, 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.
|header=Drive: Ouroboros
|content=
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 chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.


===Playstyle===
# Hazama's chains are mapped to his B buttons.
 
# Can only use 1 chain per jump.  
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.
# Press B a second time to launch Hazama, press B a third time to do a long range kick.
 
}}
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. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.
 
===Strengths/Weaknesses===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Lots of effective smart combo routes that deal damage and build meter.
* His B normals give him a large amount of range, being essentially the same as his D moves.
* Amazing Reversal Action.
* 236B+C is incredibly threatening.
* Solid mixup options supplemented by his special moves.
| style="width: 50%;"|
* Embarrassingly small footsies range, requiring him to close the gap often.
* Awkward mobility options limit his approaches severely.
* No drive 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.
|
|}
<br clear=all>
 
===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. 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.
 
# Hazama's chains are now mapped to his B buttons.  
# There are no longer any stocks for his chain.  
# He no longer has multiple followups from his chains. Instead, you can do the D followup by continuing the B auto combo.
<br clear=all/>
 
{{#lst:BBTag/Hazama/Data|Links}}
<br clear=all/>


==Normal Moves==
==Normal Moves==


====== <font style="visibility:hidden" size="0">4A</font> ======
===<big>{{clr|1|4A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_4A.png |caption=Jesus Knee
|input=4A
|name=4A
|description=
|data=
A good poke, particularly useful for occasions when {{clr|1|5A}} won't hit due to speed or range.  
{{AttackData-BBTag
|damage= 1300 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 5B from Blazblue.
* Cancels forward momentum, meaning no sliding knee.<br />
* NOT A JAB.<br />
* Classic poke. <br />
 
 
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|1|5A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_5A.png |caption=Whiff this in neutral if you feel like dying.
|input=5A,5AA,5AAA,5AAAA
|image2=BBTag_Hazama_5AA.png |caption2=Flick that arm.
|versioned=input
|image3=BBTag_Hazama_5AAA.png |caption3=Venom Sword/Jabaki
|description=
|image4=BBTag_Hazama_5AAAA.png |caption4=Mini Houtenjin!
{{clr|1|5A}} is fast, has short horizontal range, and a long recovery. It has the lowest P2 proration in Hazama's entire moveset besides {{clr|3|2C}}, making it his strongest combo starter in terms of damage reward. On hit you can continue the {{clr|A|A}} Smart Combo, or cancel into the rest of Hazama's moveset.  
|name=5A
|data=
{{AttackData-BBTag
|version=5A
|damage=950*2 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's 5C from BlazBlue.
* 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.'''
----
{{clr|1|5AA}} is special cancel-able on hit
----
{{clr|1|5AAA}} is special cancel-able on hit.


Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.'''
On ground hit it does nothing special, but an airborne hit will send the opponent sliding, allowing a follow-up {{clr|2|5B}}. Most commonly used for {{clr|1|5AAA}} > {{clr|2|5BBB}} > re-land/jump cancel, or followed with {{MMC|chara=hazama|game=BBTag|input=214BC|label=Mizuchi Rekkazan}} to end the combo.
}}
----
{{AttackData-BBTag
{{clr|1|5AAAA}} launches on hit, but whiffs on smaller airborne opponents midscreen if you hit with the tip of {{clr|1|5AAA}}. Very unsafe on block. Only useful if you're trying to get the Cross Raid damage or change characters.
|header=no
|version=5AA
|damage=1700 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Exceed Accel animation from Blazblue Centralfiction.
* Special cancel-able on hit
 
Detailed description of the usefulness of the move go here
}}
{{AttackData-BBTag
|header=no
|version=5AAA
|damage=1500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* BB's Venom Sword (Jabaki) AKA 236A/D.
* 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.
}}
{{AttackData-BBTag
|header=no
|version=5AAAA
|damage=2000 |guard=All
|startup= |active= |recovery= |frameAdv=-23
|description=
* A slightly worse version of Unlimited Hazama's 236B.
* Launches on hit.
* Very unsafe on block.
 
Try to make this move safe when blocked with your assist due to its recovery. Can also call your assist to extend the smart combo if the kick isn't blocked.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_5B.png |caption=Striking Coil!
|input=5B,5BB,5BBB
|image2=BBTag_Hazama_DFollowup.png |caption2=I sure do hope I don't get anti-aired...
|versioned=input
|image3=BBTag_Hazama_Old_jB.png |caption3=Still technically j5B...
|description=
|name=5B
{{clr|B|5B}} causes Hazama to throw out his Chain like a projectile. Unlike previous BlazBlue entries, Chains lack a deadzone, making them excellent combo tools at any range.
|data=
----
{{AttackData-BBTag
{{clr|B|5BB}} will halt the Chain's motion and pull Hazama towards it, whereever it is.
|version=5B
----
|damage=1500 |guard=All
{{clr|B|5BBB}} is a follow-up attack mainly used as combo filler, but can be used as a VERY situational {{keyword|air-to-air}} due to its horizontal range. Can also be used to bait out anti-airs or {{keyword|term=dragon punch|Dragon Punches}} if timed early enough to land and block.
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's 5D from BB.
* 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.
}}
{{AttackData-BBTag
|header=no
|version=5BB
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 'D' followup to his drive moves in Blazblue.
* 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.<br />
Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable.
}}
{{AttackData-BBTag
|header=no
|version=5BBB
|damage=1500 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's j.5B from Blazblue.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|3|5C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_5C.png |caption= Drop a snake on their heads.
|input=5C
|name=5C
|description=
|data=
{{AttackData-BBTag
|damage=800 |guard=High
|startup=22 |active= |recovery= |frameAdv=-10
|description=
* Uses Hazama's Crush Trigger animation.
* Uses Hazama's Crush Trigger animation.


Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_2A.png |caption= Hazama still has classy legs
|input=2A
|name=2A
|description=
|data=
A useful, quick low. Depending on spacing, it may be better to use this instead of {{clr|3|2C}}, as it allows you to cancel into {{clr|1|5A}} for a full combo. Can jump cancel on block or hit.
{{AttackData-BBTag
|damage=1000 |guard=Low
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's 2B from BB.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|2|2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_2B.png |caption=Shing!
|input=2B,2BB,2BBB,2BBBB
|image2=BBTag_Hazama_2BB.png |caption2=WRYYYY
|versioned=input
|image3=BBTag_Hazama_DFollowup.png |caption3=Going up!
|description=
|image4=BBTag_Hazama_Old_jB.png |caption4=Stick a leg out.
* {{clr|2|2B}} launches on hit.
|name=2B
|data=
{{AttackData-BBTag
|version=2B
|damage=1700 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's 2C from BB.
* Launches on hit.
* May or may not be an anti-air.
* 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.
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.
}}
----
{{AttackData-BBTag
* {{clr|2|2BB}} is special cancel-able on hit or block.
|header=no
|version=2BB
|damage=1500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's old 4D.
* 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.  
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when {{clr|2|2B}} hit.  
}}
----
{{AttackData-BBTag
* {{clr|2|2BBB}} pulls Hazama in to the chain.
|header=no
|version=2BBB
|damage= |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 'D' followup to his drive moves in BB.
* Hazama pulls himself in to the chain.
* Not ''actually'' an attack.
* Cannot act immediately after pulling yourself in.
* Cannot act immediately after pulling yourself in.


This will almost always pull you close enough to continue your combo.
This will almost always pull you close enough to continue your combo.
}}
----
{{AttackData-BBTag
* {{clr|2|2BBBB}} is jump cancel-able on hit.
|header=no
|version=2BBBB
|damage=1500 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's j.5B in BlazBlue.
* Jump cancel-able on hit.


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


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_2C.png |caption= Just... Just use 3C...no other option.
|input=2C
|name=2C
|description=
|data=
{{AttackData-BBTag
|damage=2000 |guard=Low
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's 3C from BlazBlue.
* I know you're still inputting it as 3C.
* All around one of Hazama's best pokes.
* All around one of Hazama's best pokes.
* Hits low.
* Hits low.
Line 293: Line 130:
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. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br />
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. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous. <br />


}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_jA.png |caption= from CCCCC to AAAAA.....
|input=j.A,j.AA,j.AAA,j.AAAA,j.AAAAA
|name=j.A
|versioned=input
|data=
|description=
{{AttackData-BBTag
|version=j.A
|damage=1000 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=j.AAA
|damage=1000 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=j.AAAA
|damage=1000 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
}}
{{AttackData-BBTag
|header=no
|version=j.AAAAA
|damage=1000 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's j.(C) x5 from the BB games.
* Can be held to get all five hits.
* Can be held to get all five hits.


Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal.
}}
Note that all hits are high.
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|2|j.B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_jB.png |caption=Who needs 5B?
|input=j.B,j.BB,j.BBB
|image2=BBTag_Hazama_DFollowup.png |caption2= Hope they're not anti-airing...
|versioned=input
|image3=BBTag_Hazama_Old_jB.png |caption3= Boot to the head.
|description=
|name=j.B
* {{clr|2|j.B}} comes out at a great angle.
|data=
{{AttackData-BBTag
|version=j.B
|damage=1500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's j6D from the BB games.
* Comes out at a great angle.
* Can be used to pick an opponent up after Hungry Coils.
* Can be used to pick an opponent up after Hungry Coils.
* Can OTG.
* Can OTG.
Line 353: Line 154:
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.<br />
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.<br />
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.
}}
----
{{AttackData-BBTag
* {{clr|2|j.BB}} pulls Hazama in to the chain.
|header=no |version=j.BB
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
* 'D' followup to his drive moves in BlazBlue.
* Hazama pulls himself in to the chain.
* Not ''actually'' an attack.
* Cannot act immediately after pulling yourself in.
* 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.  
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.  
}}
----
{{AttackData-BBTag
* {{clr|2|j.BBB}} is jump cancel-able on hit.
|header=no |version=j.BBB
|damage=1500 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Hazama's jB from BlazBlue.
* Jump cancel-able on hit.


Detailed description of the usefulness of the move go here
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_jC.png |caption= JAAAMEIJIN~
|input=j.C
|name=j.C
|description=
|input=Shadow Serpent/Jameijin
|data=
{{AttackData-BBTag
|damage=1700 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=  
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.


* Staple ender for air combos <br />
As of version 2.0, the move that was {{MMC|game=BBCF|chara=Hazama|input=j.2C|label={{clr|3|j.2C}}}} in previous BlazBlue entries has replaced {{MMC|game=BBTag|chara=Hazama|input=j.214A|label=Jameijin}}, which in turn is now Hazama's {{clr|A|j.214A}} special. Useful as a {{keyword|cross-up}} tool, and can quickly put Hazama on the ground after Chains, which is useful to bait anti-airs.
 
* Cancel-able into normals/specials on whiff <br />
 
* 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. <br />
Can also be used to bait anti-airs after 5BB in neutral. <br />
If and only if the move whiffed as Hazama lands on the ground, he can dash right after the move. Niche options include baiting a Reversal Action after a wake-up, with another Reversal Action (coupled with a Partner Skill), or giving yourself the opportunity for another anti-air, in case it was used for that purpose and whiffed. (Please note during the first frames of that option, you CANNOT BLOCK and you're still vulnerable in the very first frames of the dash cancel unless you go for a reversal)
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2B</font> ======
===<big>{{clr|2|j.2B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_j2B.png |caption= Down below?
|input=j.2B,j.2BB,j.2BBB
|name=j.2B
|versioned=input
|data=
|description=
{{AttackData-BBTag
{{clr|B|j.2B}} is best used when the opponent is too close for {{clr|B|j.B}}. If the opponent is close enough for this to hit, they're almost certainly close enough to punish a whiff, so use with caution.<br>
|damage=1500 |guard=All
----
|startup= |active= |recovery= |frameAdv=
Using {{clr|B|5BB}} immediately after the chain comes out will send Hazama across the screen starting at a more or less horizontal angle. Also called a "super air dash."
|description=
* Hazama's j4D from the old BB 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.<br />
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the {{clr|B|B}} button. Hazama will fall down much faster and are in a position to use moves such as DP, {{clr|1|4A}}, or throw. Can be used to bait anti-airs if done this way.
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."
}}
}}
}}
 
<br style="clear:both;"/>
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
 
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_GroundThrow.png |caption= Send them flying or send them bouncing.
|input=BC
|name=Ground Throw
|description=
|input=5B+C
|data=
{{AttackData-BBTag
|damage=2000 |guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* Forward throw launches the opponent vertically into the air.
* Forward throw launches the opponent vertically into the air.
* Back throw side switches and wall bounces the opponent.
* Back throw side switches and wall bounces the opponent.


Detailed description of the usefulness of the move go here
If you want a flashy round ender, do this into rekkazen. It looks funny I promise.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Rising Fang - Gashoukyaku</font> ======
===<big>Rising Fang</big>===
{{MoveData
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}}}}
|image=BBTag_Hazama_Gashoukyaku.png |caption= No longer whiffs on crouching and low attacks. Hurray!
{{BBTag Move Card|game=BBTag
|name=Rising Fang - Gashoukyaku
|input=AD
|input=5A+D
|description=
|data=
Hazama's invincible reversal Dragon Punch. Comes out very fast, hits high in the air, and pushes Hazama backwards slightly, but its short horizontal range makes it easy to whiff. As with most Dragon Punches, whiffing equals death.
{{AttackData-BBTag
|damage=2300 |guard=Air Unblockable
|startup=10 |active= |recovery= |frameAdv=-31
|description=


* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 214B, or while holding 214B or 236B.
You can cancel into Rising Fang from both {{clr|1|214A}}/{{clr|2|214B}} and {{clr|1|236A}}/{{clr|2|236B}}.


Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side so try to not whiff or have it blocked.
Because Hazama's meterless special moves {{clr|1|214A}} and {{clr|1|236A}} are among his most useful tools for active switching, careful timing is necessary to avoid getting this move accidentally.
}}
}}
}}
 
<br style="clear:both;"/>
 
<br clear=all/>


==Skills==
==Skills==
===<big>Falling Fang</big>===
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=236A,236B
|versioned=input
|description=
{{clr|A|236A}} causes Hazama to use two attacks, recognizable as {{MMC|game=BBTag|chara=Hazama|input=236A|label=Jagai}} > {{MMC|game=BBTag|chara=Hazama|input=236B|label=Ressenga}} to players of previous BlazBlue entries. {{clr|A|A}} can be held to charge and delay Ressenga. Holding [4] during Hazama's charging animation will cancel it.


====== <font style="visibility:hidden" size="0">Falling Fang - Ressenga</font> ======
While the partner character is on screen, it's possible to use Active Switch for 50/50s and even true unblockables for most of the cast.
{{MoveData
|image=BBTag_Hazama_Jagai.png |caption= add a mixup
|image2=BBTag_Hazama_Ressenga.png |caption2= or just outright bop their heads.
|input=236A/B
|name=Falling Fang - Ressenga
|data=
{{AttackData-BBTag
|version=A
|damage=1500,1500 |guard=All, High
|startup=15 |active= |recovery= |frameAdv=-1
|description=
* A does Jagai-Ressenga
* A can be held to delay the attack, which gives the charged version of Ressenga.
* 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring.


<!--The sequence normally goes sandwich > Cross Combo > {{clr|1|236A}} > AS > fast low (normally {{clr|1|2A}}). This setup can be pushblocked on the first hit. this should be moved to combo theory-->
----
{{Clr|B|236B}} is an overhead attack, Ressenga, without the preceding mid attack of the {{clr|A|236A}} version. {{clr|B|B}} can be held to charge the attack. Holding [4] during Hazama's charging animation will cancel it.
}}


===<big>Devouring Fang</big>===
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=214A,214V
|versioned=input
|description=
{{clr|A|214A}} causes Hazama to use two attacks, recognizable as {{MMC|game=BBCF|chara=Hazama|input=214B|label=Jagai}} and {{MMC|game=BBCF|chara=Hazama|input=214D~C|label=Zaneiga}} to players of previous BlazBlue entries. {{clr|A|A}} can be held to charge Zaneiga and delay the attack.Holding [4] during Hazama's charging animation will cancel it.


}}
This move is Hazama's best combo ender. Can lead into a safejump setup, or be cancelled into his distortion skills or used to combo into his {{MMC|game=BBTag|chara=Hazama|input=222BC|label=Astral Heat}}. While the partner character is on screen, it's possible to use Active Switch for 50/50s and even true unblockables for most of the cast.
  {{AttackData-BBTag
|header=no
|version=B
|damage=2200 |guard=High
|startup=27 (61 if charged) |active= |recovery= |frameAdv=-1
|description=
* B does Ressenga Raw
* B can be held to delay Ressenga


A fairly good overhead. However, using this move sticks him in place for 27 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.
This move can also lead into {{clr|2|236B}}+{{clr|3|C}} after the Zaneiga portion of the move, allowing for stray hits and early 214As to turn into decent damage. You'd would primarily want to do this when you don't have access to a partner call, but have the meter to get decent damage. It should be noted that {{clr|2|236B}}+{{clr|3|C}} will whiff if the opponent is too far away.  


Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.
----
 
{{clr|B|214B}} is the low, Zaneiga, without the preceding mid Jagai attack of the {{clr|A|214A}} version. {{clr|B|B}} can be held to delay Zaneiga. Holding [4] during Hazama's charging animation will cancel it. Useful combo filler.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Devouring Fang - Zaniega</font> ======
===<big>Shadow Serpent</big>===
{{MoveData
{{InputBadge|{{clr|1|j.214A}}}}
|image=BBTag_Hazama_Jagai.png |caption= add some sprinkles
{{BBTag Move Card|game=BBTag
|image2=BBTag_Hazama_Zaneiga.png |caption2= just scoop the ice cream instead
|input=j.214A
|input=214A/B
|description=
|name=Devouring Fang - Zaneiga
Jameijin/Shadow Serpent is a useful tool for controlling Hazama's movement through the air. Using it stops all horizontal momentum, and causes Hazama to fall to the ground quickly. On whiff, the recovery is cancelable into forward dash, normals, and specials.
|data=
{{AttackData-BBTag
|version=A
|damage=1500,1500 |guard=All, Low
|startup=15 |active= |recovery= |frameAdv=-7
|description=
* A does Jagai-Zaneiga
* A can be held to delay the attack.
* 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring.


Detailed description of the usefulness of the move go here
This fast drop is useful for many things, including, baiting a Reversal Action and anti-airs, and mix-up feints. NEVER use this to hit an opponent who is below you from on high, as the hitbox is only active on one leg, and the inactive leg has a massive hurtbox attached to it. Not an overhead.


}}
Can be used as a combo ender to land closer to the opponent than {{clr|B|j.214B}}, but doesn't lead to great okizeme.
{{AttackData-BBTag
}}
|header=no
|version=B
|damage=2200 |guard=Low
|startup=26 (59 if charged) |active= |recovery= |frameAdv=-7
|description=
* B does Zaneiga Raw
* B can be held to delay Zaneiga


Same as Ressenga, 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.
===<big>Flying Sickle Thrust</big>===
{{InputBadge|{{clr|2|j.214B}}}}
{{BBTag Move Card|game=BBTag
|input=j.214B
|description=
Hirentotsu/Flying Sickle Thrust is Hazama's standard air combo ender. Hard knockdown on hit, most useful for getting okizeme from aerial hitconfirms. Not an overhead.


 
This move can be used from the ground by using a {{keyword|Tiger Knee}} input (for example, {{clr|2|2147B}} or (8/9){{clr|2|214B}}, and is a staple combo component in the corner.
 
}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">Hungry Coils - Jakou</font> ======
===<big>Hungry Coils</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Hazama_Jakou.png |caption= send em back to the corner
{{BBTag Move Card|game=BBTag
|input=236C
|input=236C
|name=Hungry Coils - Jakou
|description=
|data=
{{AttackData-BBTag
|damage=0, 3300 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Wallbounces anywhere.
* Wallbounces anywhere.
* Side swaps on hit.
* Side swaps on hit.
* Large invincible frames during the catching move.
* Large invincible frames during the catching move.
* Opponent is locked out of burst on successful hit
* You wish this was air unblockable.


Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.
Can be used against opponent approaching in air. Can also be linked up by {{clr|2|j.B}}>{{clr|2|j.BB}} or canceled into 214+BC as a few examples.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Bloody Fang - Gasaishou</font> ======
===<big>Bloody Fang</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}}}}
|image=BBTag_Hazama_Gasaishou.png |caption= GOTCHA 2: The Sequel
{{BBTag Move Card|game=BBTag
|input=214C
|input=214C
|name=Bloody Fang - Gasaishou
|description=
|data=
{{AttackData-BBTag
|damage=0 |guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* 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. <br />
* 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. <br />
* Has grab invul against all grabs during startup, even moves such as Tager's GETB.
* Has no actual damage if it connects.
* Has no actual damage if it connects.
* Costs 1 bar of meter.
* Costs 1 bar of meter.
* Whiffing this shit will be the last mistake you make.


As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.


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.
Links into {{clr|3|5C}}, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.


}}
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.
}}
}}
<br clear=all/>
 
===<big>EX Flying Sickle Thrust</big>===
{{InputBadge|{{clr|3|j.214C}}}}
{{BBTag Move Card|game=BBTag
|input=j.214C
|description=
A more damaging and more versatile version of {{clr|2|j.214B}}. On hit, you can cancel into chains(especially {{clr|2|j.2B}}) to continue comboing.
 
Can also be used as your fastest cancel out of air options in order to bait and/or block moves such as antiairs or supers.
 
}}
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==


====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|5|5P}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Hazama_5AAA.png |caption=Slide 'em to the corner.
|input=5P
|input=Venom Sword - Jabaki
|description=
|name=5P
* Launches opponents on hit.
|data=
{{AttackData-BBTag
|damage=1500 |guard=All
|startup=33 |active=N/A |recovery=N/A |frameAdv=+30
|description=
* Causes ground slide.
* Clashes with some projectiles.


Decent horizontal range for an assist. Can extend combos in corner if it hits due to the ample time the ground slide provides. Just be aware that it slides the opponent for a decent distance in neutral. Pretty okay for covering your current point character's blockstrings.
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.
}}
 
This is your primary way to get Hazama back onto point using Active Switch.
}}
}}


====== <font style="visibility:hidden" size="0">4P </font> ======
===<big>{{clr|5|4P}}</big>===
{{MoveData
{{InputBadge|Vengeful Viper -> Rising Fang}}
|image=BBTag_Hazama_Jagai.png |caption=hit
{{BBTag Move Card|game=BBTag
|image2=BBTag_Hazama_Gashoukyaku.png |caption2= and launch
|input=4P
|input=Vengeful Viper > Rising Fang
|description=
|name=4P
* 1st hit can briefly vacuum the opponent out of corner
|data=
{{AttackData-BBTag
|damage=1700,1700 |guard=All
|startup=29 |active=N/A |recovery=N/A |frameAdv=+55
|description=
* Launches the opponent into the air on the 2nd hit
* Launches the opponent into the air on the 2nd hit
* 2nd hit is untechable until the opponent touches the ground.
* 2nd hit is untechable until the opponent touches the ground.
* You can pop cross combo and then use his 6P if the second hit connects.
* You can pop cross combo and then use his {{clr|5|6P}} if the second hit connects.
* 1st hit will ground bounce aerial opponents


Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.


}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|5|6P}}</big>===
{{MoveData
{{InputBadge|Hungry Coils}}
|image=BBTag_Hazama_Jakou.png |caption= Drag them back for more pain.
{{BBTag Move Card|game=BBTag
|input=Hungry Coils - Jakou
|input=6P
|name=6P
|description=
|data=
* Wallbounces and side swaps on hit.
{{AttackData-BBTag
|damage=0, 3300 |guard=All
|startup=29 |active=N/A |recovery=N/A |frameAdv=+39
|description=
* Wallbounces anywhere.
* Side swaps on hit.
* Doesn't track, but very generous hitbox.
* 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.)<br />
Only really useful during an air combo or after a launcher (or as a very situation anti air.)<br />
The wallbounce doesn't "bounce" the opponent very far back to you, making this move great for corner carry.<br />


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.
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.
If you are going to use Duo you should switch to Hazama as his Duo is the multi-target but less damage type, irrelevant if your partner character is of the same type.




}}
}}
}}
<br style="clear:both;"/>
==Distortion Skills==


<br clear=all/>
===<big>Serpent's Infernal Rapture</big>===
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=236BC
|description=
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 8k 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: {{clr|1|5A}}, {{clr|1|5AA}}, {{clr|1|5A}} > {{clr|3|2C}}, JBBB, or any throw.


==Distortion Skills==
This is the main metered way Hazama can stabilize a hitconfirm into a heavy-hitting combo.


====== <font style="visibility:hidden" size="0">Serpent's Infernal Rapture - Jayoku Houtenjin</font> ======
Usually, if your partner is still alive, then you should use partner skill instead of {{clr|2|236B}}+{{clr|3|C}} if the damage has prorated too much. That being said, you have enough time after landing this super to raw swap into your partner character and continue from there.
{{MoveData
|image=BBTag_Hazama_JayokuHoutenjin.png |caption=S U P E R S N A K E K I C K
|input=236B+C
|name=Serpent's Infernal Rapture - Jayoku Houtenjin
|data=
{{AttackData-BBTag
|version=Regular
|damage=3980 [4980] |guard=All
|startup= |active= |recovery= |frameAdv=-33
|description=
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.  


Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.
Defensively, its fast startup means that it can potentially catch a plethora of safejump setups, and usually wins trades due to the massive launch. However, due to the lack of invlun, it is very easy to get hit out of {{clr|2|236B}}+{{clr|3|C}} if you use it haphazardly or predictably.
----
----
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from {{clr|1|5AA}}>{{clr|3|2C}}>236+BC in corner and ending it with {{clr|3|2C}}>214+BC, as an example, nets you with at least 10k damage.


If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.
If you have enough bars, then at the end of the combo, you can do ({{clr|3|2C}} > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan</font> ======
===<big>Eternal Coils of the Dragon Serpent</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image=BBTag_Hazama_MizuchiRekkazan.png |caption=KIMOCHII DAROU?!
{{BBTag Move Card|game=BBTag
|input=214B+C
|input=214BC
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
|description=
|data=
{{AttackData-BBTag
|version=Regular
|damage=500*10, 3000<br/>[500*2, 250*24, 1250*2] |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Tracks the opponent's location.
* Tracks the opponent's location.
* Has minimum distance that makes it whiff.
* Has minimum distance that makes it whiff.
* Can catch opponents in the air if they're close to the ground.
* Can catch opponents in the air if they're close to the ground.
* 20% minimum damage (100*10, 600)
* Still not a low, stop trying to use it as a low.
* Still not a low, stop trying to use it as a low.
* Startup until active is completely invulnerable to projectile attacks.


Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples.
Great combo ender. Can be reliably combo'd off from Hungry Coils or {{clr|3|2C}} in corner as a few examples.
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.
Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.
----
----
* 20% minimum damage (100*2 , 50*24, 250*2)
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.
}}
}}
}}


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Eternal Coils of the Dragon Serpent</big>===
|image=BBTag_Hazama_MizuchiRekkazan.png |caption=I hope Burensou comes back
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Distortion Skill
{{BBTag Move Card|game=BBTag
|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
|input=Distortion Skill Duo
|data=
|description=
{{AttackData-BBTag
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.
|damage=100*8, 1200<br/>[50*24, 650*2] |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 100% minimum damage: 2000. 2500 during Resonance/Cross Combo


Go for it if you can kill.
}}<br style="clear:both;"/>


}}
==Astral Heat==
===<big>Hungry Darkness of 1000 Souls</big>===
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBTag Move Card|game=BBTag
|input=222BC
|description=
Classic Astral Heat with the giant snake. It is possible to combo into this move with {{clr|A|214A}}.
}}
}}
<br style="clear:both;"/>


<br clear=all/>
==External References==
*[https://blazblue.wiki/wiki/Hazama/Gameplay#Palettes Color Palettes on https://blazblue.wiki]


==Astral Heat==
==Navigation==
{{MoveData
<center>{{Character Label|BBTag|Hazama|size=36px}}</center>
|image=BBTag_Hazama_SenkonMeiraku.png |caption=RIP pretzel motion 2010-2018
{{BBTag/CharacterLinks}}
|input=222B+C
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
|name= Hungry Darkness of 1000 Souls - Senkon Meiraku
|data=
{{AttackData-BBTag
|damage=42000 (DESTROY) |guard=All
|startup=1+16 |active= |recovery= |frameAdv=
|description=
* Hazama's Instakill from Blazblue
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)
* Try to not do the pretzel motion on reflex, you're just hurting yourself.
 
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.


}}
{{BBTag/Navigation}}
}}
<br clear=all/>
==Navigation==
{{#lsth:BBTag/Hazama/Data|Links}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[BBTag/Hazama/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
[[Category:Hazama]]
[[Category:BlazBlue Characters]]
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 04:59, 13 December 2023


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Overview

Overview

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 a j.214A 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, he tends to play more of a keep away until the moment is right, using his chains and movement to land hits rather than traditional normals.
Hazama
BBTag Hazama Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Forward Dash
24F (Short) 33F (Long)
Unique Movement Options
Run replace with Forward Step Dash
Ouroboros
Fastest Attack
4A (7F)
2A (7F)
Reversals
A+D (10F)

 Hazama

Pros
Cons
  • Corner carry: Flexible combo routes with good corner carry.
  • Chains: His B normals give him a large amount of range to both control space and move about.
  • Anti-airs: Effective Anti-air game between Reversal Action, 2B, and Hungry Coils.
  • Mixups: Solid mixup options supplemented by his special moves including a command grab 214C.
  • Good Damage: High damage solo routing with meter and/or in corner, and even better with Resonance.
  • Pitiful Range: Embarrassingly small footsies range and normals, requiring him to close the gap often. Blockstrings are short, and hit-confirms are very distance dependent.
  • Weird Mobility: Limited chain angles and a slow step dash make getting close awkward.
  • Synergy: Nearly always wants a large, long range assist to get in. Hazama's own assists offer unique tools but are situational or offer poor reward.
  • Meter Hungry: Despite his amazing damage potential, Hazama almost always need a high amount of meter when doing solo routing.
  • Assist Dependent: Hazama's regular solo routing leads to pitiful damage without meter, require him to constantly use an assist to lead to higher damage without meter.


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 chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.

  1. Hazama's chains are mapped to his B buttons.
  2. Can only use 1 chain per jump.
  3. Press B a second time to launch Hazama, press B a third time to do a long range kick.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 All 7 3 12 +2 B

A good poke, particularly useful for occasions when 5A won't hit due to speed or range.

Level P1 P2
3 100 80

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 950×2 All 8 1(1)6 21 -8 B
5AA 1700 All 13 3 21 -5 B
5AAA 1500 All 15 2 21 -3 B
5AAAA 2000 All 13 4 44 -27 B

5A is fast, has short horizontal range, and a long recovery. It has the lowest P2 proration in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue the A Smart Combo, or cancel into the rest of Hazama's moveset.

Also, this is NOT. YOUR. POKE.


5AA is special cancel-able on hit


5AAA is special cancel-able on hit.

On ground hit it does nothing special, but an airborne hit will send the opponent sliding, allowing a follow-up 5B. Most commonly used for 5AAA > 5BBB > re-land/jump cancel, or followed with Mizuchi RekkazanBBCS Hazama Mizuchi Rekkazan.pngGuardAllStartup1+(30 Flash)+14RecoveryTotal: 70Advantage-46 to end the combo.


5AAAA launches on hit, but whiffs on smaller airborne opponents midscreen if you hit with the tip of 5AAA. Very unsafe on block. Only useful if you're trying to get the Cross Raid damage or change characters.

Version Level P1 P2
5A 4 100 85
5AA 4 100 85
5AAA 3 100 80
5AAAA 5 100 90

5A:
5AA:
5AAA:

  • Maximum Slide duration 25F


5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 17 Total: 64 -22 P1
5BB
5BBB 1500 High 8 7 14 H

5B causes Hazama to throw out his Chain like a projectile. Unlike previous BlazBlue entries, Chains lack a deadzone, making them excellent combo tools at any range.


5BB will halt the Chain's motion and pull Hazama towards it, whereever it is.


5BBB is a follow-up attack mainly used as combo filler, but can be used as a VERY situational air-to-air A jumping attack that hits the opponent out of the air due to its horizontal range. Can also be used to bait out anti-airs or Dragon Punches A move that has invulnerability during its startup, long recovery, and a rising motion. if timed early enough to land and block.

Version Level P1 P2
5B 3 80 80
5BB
5BBB 3 80 80

5B:

  • Hazama enters 39F recovery animation on hit/block


5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B
  • Uses Hazama's Crush Trigger animation.

Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.

Level P1 P2
3

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 23 -11 F

A useful, quick 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. Can jump cancel on block or hit.

Level P1 P2
2 90 75

2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1700 All 13 3 37 -21 B 8~(End of Active) H
2BB 1500 All 13 Total: 58 P1
2BBB
2BBBB 1500 High 8 7 14 H
  • 2B 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 is 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 pulls Hazama in to the chain.
  • Cannot act immediately after pulling yourself in.

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


  • 2BBBB is jump cancel-able on hit.

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

Version Level P1 P2
2B 4 90 75
2BB 3 80 80
2BBB
2BBBB 3 80 80

2B:
2BB:

  • Hazama enters 39F recovery animation on hit/block


2BBB:
2BBBB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 14 4 21 -4 F
  • 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. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous.

Level P1 P2
5 90 90

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 10 2 23 H
j.AA 1000 High 5 2 23 H
j.AAA 1000 High 4 2 23 H
j.AAAA 1000 High 6 3 21 H
j.AAAAA 1000 High 5 2 26 H
  • Can be held to get all five hits.

Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal. Note that all hits are high.

Version Level P1 P2
j.A 2 80 85
j.AA 2 80 85
j.AAA 2 80 85
j.AAAA 2 80 85
j.AAAAA 2 80 85

j.A:
j.AA:
j.AAA:
j.AAAA:
j.AAAAA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 All 13 Total: 73 P1
j.BB
j.BBB 1500 High 8 7 14 H
  • j.B 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 pulls Hazama in to the chain.
  • 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 is jump cancel-able on hit.

Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.

Version Level P1 P2
j.B 3 80 80
j.BB
j.BBB 3 80 80

j.B:

  • Hazama enters ??F recovery animation on hit/block


j.BB:
j.BBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 14 4 22 H

As of version 2.0, the move that was j.2CBBCS Hazama j2C.pngGuardHigh/AirStartup14Recovery22Advantage- in previous BlazBlue entries has replaced JameijinBBCF Hazama j214B.pngGuardAllStartup13Recovery16LAdvantage0, which in turn is now Hazama's j.214A special. Useful as a cross-up Attacking your opponent after changing which horizontal side you are on, usually by jumping over them. tool, and can quickly put Hazama on the ground after Chains, which is useful to bait anti-airs.

Level P1 P2
4 80 85

j.2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2B 1500 All 13 Total: 73 P
j.2BB
j.2BBB 1500 High 8 7 14 H

j.2B is best used when the opponent is too close for j.B. If the opponent is close enough for this to hit, they're almost certainly close enough to punish a whiff, so use with caution.


Using 5BB immediately after the chain comes out will send Hazama across the screen starting at a more or less horizontal angle. Also called a "super air dash."

As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. Hazama will fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.

Version Level P1 P2
j.2B 3 80 80
j.2BB
j.2BBB 3 80 80

j.2B:

  • Hazama enters ??F recovery animation on hit/block


j.2BB:
j.2BBB:


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Forward throw launches the opponent vertically into the air.
  • Back throw side switches and wall bounces the opponent.

If you want a flashy round ender, do this into rekkazen. It looks funny I promise.

Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Rising Fang

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 Air Unblockable 10 8 16+28L -30 B 1~13 All

Hazama's invincible reversal Dragon Punch. Comes out very fast, hits high in the air, and pushes Hazama backwards slightly, but its short horizontal range makes it easy to whiff. As with most Dragon Punches, whiffing equals death.

You can cancel into Rising Fang from both 214A/214B and 236A/236B.

Because Hazama's meterless special moves 214A and 236A are among his most useful tools for active switching, careful timing is necessary to avoid getting this move accidentally.

Level P1 P2
4 80 60
  • Minimum Damage 115


Skills

Falling Fang

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500, 1500 [1500, 2200] All, High 15 2(27~69)4 1+13L -1 B, H
236B 2200 High 30~64 4 1+13L -1 H

236A causes Hazama to use two attacks, recognizable as JagaiBBCF Hazama Jagai.pngGuardAll, HighStartup15Recovery1+13LAdvantage-1 > RessengaBBCS Hazama ressenga.pngGuardHighStartup30~64Recovery1+13LAdvantage-1 to players of previous BlazBlue entries. A can be held to charge and delay Ressenga. Holding [4] during Hazama's charging animation will cancel it.

While the partner character is on screen, it's possible to use Active Switch for 50/50s and even true unblockables for most of the cast.


236B is an overhead attack, Ressenga, without the preceding mid attack of the 236A version. B can be held to charge the attack. Holding [4] during Hazama's charging animation will cancel it.

Version Level P1 P2
236A 3 80 80
236B 3 80 80

236A:

  • Hold back to cancel. Cancel animation 21F
  • 1st hit into 2nd hit is a true blockstring
  • Minimum Damage 75×2 (150)


236B:

  • Hold back to cancel. Cancel animation 21F
  • Minimum Damage 110

Devouring Fang

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500, 1500 [1500, 2200] All, Low 15 2(25~69)4 17 -4 B, F

214A causes Hazama to use two attacks, recognizable as JagaiBBCF Hazama Jagai.pngGuardAllStartup15Recovery104Advantage+10 and ZaneigaBBCS Hazama zaneiga.pngGuardLow/AirStartup16Recovery20Advantage-5 [-3] to players of previous BlazBlue entries. A can be held to charge Zaneiga and delay the attack.Holding [4] during Hazama's charging animation will cancel it.

This move is Hazama's best combo ender. Can lead into a safejump setup, or be cancelled into his distortion skills or used to combo into his Astral HeatBBCS Hazama Senkon Meiraku.pngGuardAllStartup1+(46 Flash)+16RecoveryTotal: 115Advantage-44. While the partner character is on screen, it's possible to use Active Switch for 50/50s and even true unblockables for most of the cast.

This move can also lead into 236B+C after the Zaneiga portion of the move, allowing for stray hits and early 214As to turn into decent damage. You'd would primarily want to do this when you don't have access to a partner call, but have the meter to get decent damage. It should be noted that 236B+C will whiff if the opponent is too far away.


214B is the low, Zaneiga, without the preceding mid Jagai attack of the 214A version. B can be held to delay Zaneiga. Holding [4] during Hazama's charging animation will cancel it. Useful combo filler.

Version Level P1 P2
214A 3 80, 90 80

214A:

  • Hold back to cancel. Cancel animation 21F
  • 1st hit into 2nd hit is a true blockstring
  • Minimum Damage 75, 75 [110] (150 [185])

Shadow Serpent

j.214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 13 Until L 16L 0 H

Jameijin/Shadow Serpent is a useful tool for controlling Hazama's movement through the air. Using it stops all horizontal momentum, and causes Hazama to fall to the ground quickly. On whiff, the recovery is cancelable into forward dash, normals, and specials.

This fast drop is useful for many things, including, baiting a Reversal Action and anti-airs, and mix-up feints. NEVER use this to hit an opponent who is below you from on high, as the hitbox is only active on one leg, and the inactive leg has a massive hurtbox attached to it. Not an overhead.

Can be used as a combo ender to land closer to the opponent than j.214B, but doesn't lead to great okizeme.

Level P1 P2
3 80 80
  • Minimum Damage 90

Flying Sickle Thrust

j.214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 All 13 6 Until L+9L H

Hirentotsu/Flying Sickle Thrust is Hazama's standard air combo ender. Hard knockdown on hit, most useful for getting okizeme from aerial hitconfirms. Not an overhead.

This move can be used from the ground by using a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input (for example, 2147B or (8/9)214B, and is a staple combo component in the corner.

Level P1 P2
4 80 85
  • Minimum Damage 115


Extra Skills

Hungry Coils

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3300 All 11 Total: 53 T
  • Wallbounces anywhere.
  • Side swaps on hit.
  • Large invincible frames during the catching move.
  • Opponent is locked out of burst on successful hit
  • You wish this was air unblockable.

Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.

Level P1 P2
4 100 85
  • Minimum Damage 0, 330 (330)
  • Maximum Slide duration 25F

Bloody Fang

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2 Throw 15~37 3 31 T
  • 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 grab invul against all grabs during startup, even moves such as Tager's GETB.
  • Has no actual damage if it connects.
  • Costs 1 bar of meter.
  • Whiffing this shit will be the last mistake you make.


As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.

Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.

In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.

Level P1 P2
0, 3 100 80
  • Minimum Damage 0×2

EX Flying Sickle Thrust

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All 10 6 Until L+2L H

A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.

Can also be used as your fastest cancel out of air options in order to bait and/or block moves such as antiairs or supers.

Level P1 P2
4 80 85
  • Minimum Damage 250


Partner Skills

5P

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+13 3 19+22L -27 B
  • Launches opponents on hit.

Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.

This is your primary way to get Hazama back onto point using Active Switch.

Level P1 P2
3 70 80
  • Minimum Damage 75

4P

Vengeful Viper -> Rising Fang

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All (18)+10 2(18)8 29 -18 B
  • 1st hit can briefly vacuum the opponent out of corner
  • Launches the opponent into the air on the 2nd hit
  • 2nd hit is untechable until the opponent touches the ground.
  • You can pop cross combo and then use his 6P if the second hit connects.
  • 1st hit will ground bounce aerial opponents

Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.

Level P1 P2
4 70 85
  • Minimum Damage 85×2 (170)

6P

Hungry Coils

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3300 All (18)+11 Total: (18)+53 T
  • Wallbounces and 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.)

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. If you are going to use Duo you should switch to Hazama as his Duo is the multi-target but less damage type, irrelevant if your partner character is of the same type.

Level P1 P2
4 70 85
  • Minimum Damage 0, 165 (165)


Distortion Skills

Serpent's Infernal Rapture

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3980 [4980] All 4+(40 Flash)+1 3 19+31L -32 B 1~Flash 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 8k 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.

This is the main metered way Hazama can stabilize a hitconfirm into a heavy-hitting combo.

Usually, if your partner is still alive, then you should use partner skill instead of 236B+C if the damage has prorated too much. That being said, you have enough time after landing this super to raw swap into your partner character and continue from there.

Defensively, its fast startup means that it can potentially catch a plethora of safejump setups, and usually wins trades due to the massive launch. However, due to the lack of invlun, it is very easy to get hit out of 236B+C if you use it haphazardly or predictably.


Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.

If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.

Level P1 P2
5 60 80
  • Values in [] are for Enhanced version
  • Minimum Damage: 796 [996]

Eternal Coils of the Dragon Serpent

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×10, 2900
[500×2, 250×24, 1250×2]
All 1+(30 Flash)+14 2 Total: 70 -46 P 1~Flash All
2~19 P
  • Tracks the opponent's location.
  • Has minimum distance that makes it whiff.
  • Can catch opponents in the air if they're close to the ground.
  • Still not a low, stop trying to use it as a low.
  • Startup until active is completely invulnerable to projectile attacks.

Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples. Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.


Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.

Level P1 P2
0 80 100
  • Values in [] are for Enhanced version
  • Minimum damage 100×10, 957 (1957) [100×2, 50×24, 363×2 (2126)]
  • Maximum Slide duration 20F

Distortion Skill Duo

Eternal Coils of the Dragon Serpent

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×8, 1200
[50×24, 650×2]
All 1+(70 Flash)+1 See Notes 92 [115] -76 [-99] B 1~4 All

Go for it if you can kill. Unlike the normal version of this super, this hits two characters.

Level P1 P2
1×8, 4
[1×24, 4×2]
100 100
  • Values in [] are for Enhanced version
  • Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2(56)3
  • [Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2(51)2(10)3]
  • Minimum Damage: 2000 [2500]
  • Maximum Slide duration 20F


Astral Heat

Hungry Darkness of 1000 Souls

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
DESTROYED All 1+(46 Flash)+16 X{(3)X}×8 Total: 115 -44 1~91 All

Classic Astral Heat with the giant snake. It is possible to combo into this move with 214A.

Level P1 P2
5


External References

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To edit frame data, edit values in BBTag/Hazama/Data.


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