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{{ | {{#lsth:BBTag/Hazama/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Step | * Double Jump, 1 Airdash, Dash Type: Step | ||
;Playstyle | |||
:Neutral-focused, Hit and run | |||
;Team Role: | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 27: | Line 33: | ||
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. | 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. | 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=== | ===Strengths/Weaknesses=== | ||
Line 57: | Line 63: | ||
# There are no longer any stocks for his chain. | # 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. | # He no longer has multiple followups from his chains. Instead, you can do the D followup by continuing the B auto combo. | ||
<br clear | <br style="clear:both;"/> | ||
{{ | {{#lst:BBTag/Hazama/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
Line 69: | Line 75: | ||
|name=4A | |name=4A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|4A}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 5B from Blazblue. | * 5B from Blazblue. | ||
* Cancels forward momentum, meaning no sliding knee.<br /> | * Cancels forward momentum, meaning no sliding knee.<br /> | ||
Line 87: | Line 94: | ||
|image=BBTag_Hazama_5A.png |caption=Whiff this in neutral if you feel like dying. | |image=BBTag_Hazama_5A.png |caption=Whiff this in neutral if you feel like dying. | ||
|image2=BBTag_Hazama_5AA.png |caption2=Flick that arm. | |image2=BBTag_Hazama_5AA.png |caption2=Flick that arm. | ||
|image3=BBTag_Hazama_5AAA.png |caption3=Venom Sword | |image3=BBTag_Hazama_5AAA.png |caption3=Venom Sword/Jabaki | ||
|image4=BBTag_Hazama_5AAAA.png |caption4=Mini Houtenjin! | |image4=BBTag_Hazama_5AAAA.png |caption4=Mini Houtenjin! | ||
|name=5A | |name=5A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5A}} | |||
{{#lsth:BBTag/Hazama/Data|5A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's 5C from BlazBlue. | * Hazama's 5C from BlazBlue. | ||
* Short range normal, very high damage combo starter. | * Short range normal, very high damage combo starter. | ||
Line 104: | Line 112: | ||
Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.''' | Also, this is not your poke. NOT YOUR POKE. '''NOT YOUR POKE.''' | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AA}} | |||
{{#lsth:BBTag/Hazama/Data|5AA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Exceed Accel animation from Blazblue Centralfiction. | * Exceed Accel animation from Blazblue Centralfiction. | ||
* Special cancel-able on hit | * Special cancel-able on hit | ||
Line 115: | Line 122: | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAA}} | |||
{{#lsth:BBTag/Hazama/Data|5AAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* BB's Venom Sword (Jabaki) AKA 236A/D. | * BB's Venom Sword (Jabaki) AKA 236A/D. | ||
* Special cancel-able on hit. | * Special cancel-able on hit. | ||
Line 126: | Line 132: | ||
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. | 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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | |||
{{#lsth:BBTag/Hazama/Data|5AAAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* A slightly worse version of Unlimited Hazama's 236B. | * A slightly worse version of Unlimited Hazama's 236B. | ||
* Launches on hit. | * Launches on hit. | ||
Line 147: | Line 152: | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5B}} | |||
{{#lsth:BBTag/Hazama/Data|5B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's 5D from BB. | * Hazama's 5D from BB. | ||
* Hazama throws out his chain as a projectile. | * Hazama throws out his chain as a projectile. | ||
Line 160: | Line 166: | ||
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range. | Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BB}} | |||
{{#lsth:BBTag/Hazama/Data|5BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 'D' followup to his drive moves in Blazblue. | * 'D' followup to his drive moves in Blazblue. | ||
* Hazama pulls himself in to the chain. | * Hazama pulls himself in to the chain. | ||
Line 174: | Line 179: | ||
Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable. | Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=5BBB}} | |||
{{#lsth:BBTag/Hazama/Data|5BBB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's j.5B from Blazblue. | * Hazama's j.5B from Blazblue. | ||
* Jump cancel-able on hit. | * Jump cancel-able on hit. | ||
Line 192: | Line 196: | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|5C}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Uses Hazama's Crush Trigger animation. | * Uses Hazama's Crush Trigger animation. | ||
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|name=2A | |name=2A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|2A}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Hazama's 2B from BB. | * Hazama's 2B from BB. | ||
* Not incredibly fast, but makes up for its speed with its range. | * Not incredibly fast, but makes up for its speed with its range. | ||
Line 227: | Line 233: | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=2B}} | |||
{{#lsth:BBTag/Hazama/Data|2B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's 2C from BB. | * Hazama's 2C from BB. | ||
* Launches on hit. | * Launches on hit. | ||
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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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=2BB}} | |||
{{#lsth:BBTag/Hazama/Data|2BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's old 4D. | * Hazama's old 4D. | ||
* Special cancel-able on hit or block. | * Special cancel-able on hit or block. | ||
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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 2B hit. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=2BBB}} | |||
{{#lsth:BBTag/Hazama/Data|2BBB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 'D' followup to his drive moves in BB. | * 'D' followup to his drive moves in BB. | ||
* Hazama pulls himself in to the chain. | * Hazama pulls himself in to the chain. | ||
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This will almost always pull you close enough to continue your combo. | This will almost always pull you close enough to continue your combo. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=2BBBB}} | |||
{{#lsth:BBTag/Hazama/Data|2BBBB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's j.5B in BlazBlue. | * Hazama's j.5B in BlazBlue. | ||
* Jump cancel-able on hit. | * Jump cancel-able on hit. | ||
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|name=2C | |name=2C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|2C}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Hazama's 3C from BlazBlue. | * Hazama's 3C from BlazBlue. | ||
* I know you're still inputting it as 3C. | * I know you're still inputting it as 3C. | ||
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|name=j.A | |name=j.A | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Hazama/Data|j.A}} | |||
{{!}}- | |||
{{AttackVersion|name=j.A}} | |||
{{#lsth:BBTag/Hazama/Data|j.AA}} | |||
{{!}}- | |||
{{AttackVersion|name=j.AAA}} | |||
{{#lsth:BBTag/Hazama/Data|j.AAA}} | |||
{{!}}- | |||
{{AttackVersion|name=j.AAAA}} | |||
{{#lsth:BBTag/Hazama/Data|j.AAAA}} | |||
{{!}}- | |||
{{AttackVersion|name=j.AAAAA}} | |||
{{#lsth:BBTag/Hazama/Data|j.AAAAA}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's j.(C) x5 from the BB games. | * 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. | ||
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|name=j.B | |name=j.B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=j.B}} | |||
{{#lsth:BBTag/Hazama/Data|j.B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's j6D from the BB games. | * Hazama's j6D from the BB games. | ||
* Comes out at a great angle. | * Comes out at a great angle. | ||
Line 354: | Line 352: | ||
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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.BB}} | |||
{{#lsth:BBTag/Hazama/Data|j.BB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* 'D' followup to his drive moves in BlazBlue. | * 'D' followup to his drive moves in BlazBlue. | ||
* Hazama pulls himself in to the chain. | * Hazama pulls himself in to the chain. | ||
Line 366: | Line 364: | ||
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. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=j.BBB}} | |||
{{#lsth:BBTag/Hazama/Data|j.BBB}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Hazama's jB from BlazBlue. | * Hazama's jB from BlazBlue. | ||
* Jump cancel-able on hit. | * Jump cancel-able on hit. | ||
Line 380: | Line 378: | ||
====== <font style="visibility:hidden" size="0">j.C</font> ====== | ====== <font style="visibility:hidden" size="0">j.C</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hazama_jC.png |caption= JAAAMEIJIN | |image=BBTag_Hazama_jC.png |caption= JAAAMEIJIN~ | ||
|name=j.C | |name=j.C | ||
|input=Shadow Serpent/Jameijin | |||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|j.C}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Hazama's Shadow Serpent (Jameijin) from Centralfiction. | * Hazama's Shadow Serpent (Jameijin) from Centralfiction. | ||
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|name=j.2B | |name=j.2B | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|j.2B}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Hazama's j4D from the old BB games. | * Hazama's j4D from the old BB games. | ||
* For when the opponent is to close for j5B. | * For when the opponent is to close for j5B. | ||
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}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
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====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ====== <font style="visibility:hidden" size="0">Ground Throw</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hazama_GroundThrow.png |caption= Send them flying or send them | |image=BBTag_Hazama_GroundThrow.png |caption= Send them flying or send them bouncing. | ||
|name=Ground Throw | |name=Ground Throw | ||
|input=5B+C | |input=5B+C | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|BC}} | |||
{{!}}- | |||
* Forward throw launches the opponent into the air. | {{Description|6|text= | ||
* Back throw side switches and | * Forward throw launches the opponent vertically into the air. | ||
* Back throw side switches and wall bounces the opponent. | |||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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====== <font style="visibility:hidden" size="0">Rising Fang - Gashoukyaku</font> ====== | ====== <font style="visibility:hidden" size="0">Rising Fang - Gashoukyaku</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hazama_Gashoukyaku.png |caption= | |image=BBTag_Hazama_Gashoukyaku.png |caption= No longer whiffs on crouching and low attacks. Hurray! | ||
|name=Rising Fang - Gashoukyaku | |name=Rising Fang - Gashoukyaku | ||
|input=5A+D | |input=5A+D | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|AD}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 214B, or while holding 214B or 236B. | * Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 214B, or while holding 214B or 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. | Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and the hitbox is still bad so try to not whiff or have it blocked. | ||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Skills== | ==Skills== | ||
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|name=Falling Fang - Ressenga | |name=Falling Fang - Ressenga | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Hazama/Data|236A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* A does Jagai-Ressenga | * A does Jagai-Ressenga | ||
* A can be held to delay the attack. | * 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. | * 2nd hit can be countered with reversal action on block. Use an assist to cover this move when pressuring. | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Hazama/Data|236B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* B does Ressenga Raw | * B does Ressenga Raw | ||
* B can be held to delay Ressenga | * 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. | |||
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed. | |||
}} | }} | ||
}} | }} | ||
Line 501: | Line 506: | ||
|name=Devouring Fang - Zaneiga | |name=Devouring Fang - Zaneiga | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=A}} | |||
{{#lsth:BBTag/Hazama/Data|214A}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* A does Jagai-Zaneiga | * A does Jagai-Zaneiga | ||
* A can be held to delay the attack. | * A can be held to delay the attack. | ||
Line 513: | Line 519: | ||
}} | }} | ||
{{ | {{!}}- | ||
{{AttackVersion|name=B}} | |||
{{#lsth:BBTag/Hazama/Data|214B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* B does Zaneiga Raw | * B does Zaneiga Raw | ||
* B can be held to delay Zaneiga | * 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. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Extra Skills== | ==Extra Skills== | ||
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|name=Hungry Coils - Jakou | |name=Hungry Coils - Jakou | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|236C}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Wallbounces anywhere. | * Wallbounces anywhere. | ||
* Side swaps on hit. | * Side swaps on hit. | ||
Line 552: | Line 561: | ||
|name=Bloody Fang - Gasaishou | |name=Bloody Fang - Gasaishou | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|214C}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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 no actual damage if it connects. | * Has no actual damage if it connects. | ||
Line 561: | Line 571: | ||
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. | |||
}} | }} | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Partner Skills== | ==Partner Skills== | ||
Line 575: | Line 585: | ||
|name=5P | |name=5P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|5P}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Causes ground slide. | * Causes ground slide. | ||
* Clashes with some projectiles. | * Clashes with some projectiles. | ||
Line 593: | Line 604: | ||
|name=4P | |name=4P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|4P }} | |||
{{!}}- | |||
{{Description|6|text= | |||
* 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. | |||
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. | ||
Line 611: | Line 624: | ||
|name=6P | |name=6P | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|6P}} | |||
{{!}}- | |||
{{Description|6|text= | |||
* Wallbounces anywhere. | * Wallbounces anywhere. | ||
* Side swaps on hit. | * Side swaps on hit. | ||
Line 629: | Line 643: | ||
}} | }} | ||
<br clear | <br style="clear:both;"/> | ||
==Distortion Skills== | ==Distortion Skills== | ||
Line 639: | Line 653: | ||
|name=Serpent's Infernal Rapture - Jayoku Houtenjin | |name=Serpent's Infernal Rapture - Jayoku Houtenjin | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|236BC}} | |||
{{!}}- | |||
{{Description|6|text= | |||
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. | 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. | Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much. | ||
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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. | 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. | ||
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|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan | |name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|214BC}} | |||
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{{Description|6|text= | |||
* 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) | * 20% minimum damage (100*10, 600) | ||
* Still not a low, stop trying to use it as a low. | |||
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 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. | ||
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* 20% minimum damage (100*2 , 50*24, 250*2) | * 20% minimum damage (100*2 , 50*24, 250*2) | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hazama_MizuchiRekkazan.png |caption=I hope Burensou comes back | |image=BBTag_Hazama_MizuchiRekkazan.png |caption=I hope Burensou comes back | ||
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|name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan | |name=Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|Distortion Skill Duo}} | |||
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{{Description|6|text= | |||
* 100% minimum damage: 2000. 2500 during Resonance/Cross Combo | |||
* 100% minimum damage: | |||
Go for it if you can kill. | Go for it if you can kill. | ||
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}} | }} | ||
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==Astral Heat== | ==Astral Heat== | ||
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|name= Hungry Darkness of 1000 Souls - Senkon Meiraku | |name= Hungry Darkness of 1000 Souls - Senkon Meiraku | ||
|data= | |data= | ||
{{ | {{AttackDataHeader-BBTag}} | ||
{{!}}- | |||
{{#lsth:BBTag/Hazama/Data|222BC}} | |||
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{{Description|6|text= | |||
* Hazama's Instakill from Blazblue | * Hazama's Instakill from Blazblue | ||
* Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.) | * Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.) | ||
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}} | }} | ||
}} | }} | ||
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==Navigation== | |||
{{ | {{#lsth:BBTag/Hazama/Data|Links}} | ||
{{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.}} | |||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:Hazama]] | [[Category:Hazama]] | ||
[[Category:BlazBlue Characters]] | [[Category:BlazBlue Characters]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 00:36, 14 June 2019
Hazama |
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Overview
"This is getting a little bothersome. Can I leave the rest of the work to you?"
Backstory
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.
Playstyle
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. 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
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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.
Normal Moves
4A
4A |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range. |
2A
2A |
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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
2B | Template:AttackDataHeader-BBTag |
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2C
2C |
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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. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag |
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j.C
j.C Shadow Serpent/Jameijin |
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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. |
j.2B
j.2B | Template:AttackDataHeader-BBTag | ||||
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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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Detailed description of the usefulness of the move go here |
Rising Fang - Gashoukyaku
Rising Fang - Gashoukyaku 5A+D |
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Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and the hitbox is still bad so try to not whiff or have it blocked. |
Skills
Falling Fang - Ressenga
Falling Fang - Ressenga 236A/B |
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Devouring Fang - Zaniega
Devouring Fang - Zaneiga 214A/B |
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Extra Skills
Hungry Coils - Jakou
Hungry Coils - Jakou 236C |
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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. |
Bloody Fang - Gasaishou
Bloody Fang - Gasaishou 214C |
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Partner Skills
5P
5P Venom Sword - Jabaki |
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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. |
4P
4P Vengeful Viper > Rising Fang |
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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. |
6P
6P Hungry Coils - Jakou |
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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
Serpent's Infernal Rapture - Jayoku Houtenjin
Serpent's Infernal Rapture - Jayoku Houtenjin 236B+C |
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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. 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. |
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan 214B+C |
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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. |
Distortion Skill Duo
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan P during Distortion Skill |
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Go for it if you can kill. |
Astral Heat
Hungry Darkness of 1000 Souls - Senkon Meiraku 222B+C |
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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. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
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- Hazama [★]
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- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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