BBTag/Hazama: Difference between revisions

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* 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.


As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214A instead despite getting the same visual effects. This means it can only link into houtenjin.  
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin.  


  }}
  }}

Revision as of 16:47, 11 August 2019

Hazama
BBTag Hazama Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Step
Playstyle
Neutral-focused, Hit and run
Team Role
Point

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

Strengths Weaknesses
  • 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.
  • 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.
  • Embarrassingly short true blockstrings without assist.


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.

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




Normal Moves

4A
4A
BBTag Hazama 4A.png
Jesus Knee
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300 All 7 3 12 +2 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCS Hazama 5B.png
Jesus Knee
BBTAG Hazama 4A Hitbox.png


  • 5B from Blazblue.
  • Cancels forward momentum, meaning no sliding knee.
  • NOT A JAB.
  • Classic poke.


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

5A
5A
BBTag Hazama 5A.png
Whiff this in neutral if you feel like dying.
BBTag Hazama 5AA.png
Flick that arm.
BBTag Hazama 5AAA.png
Venom Sword/Jabaki
BBTag Hazama 5AAAA.png
Mini Houtenjin!
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
950×2 All 8 1(1)6 21 -8 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 21 24 36 5 +0 +5
BBCS Hazama 5C.png
Whiff this in neutral if you feel like dying.
BBTAG Hazama 5A Hitbox.png
  • 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. NOT YOUR POKE. NOT YOUR POKE.

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 13 3 21 -5 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBCF Hazama MeijaGekkouga.png
BBTAG Hazama 5AA Hitbox.png
  • Exceed Accel animation from Blazblue Centralfiction.
  • Special cancel-able on hit

Detailed description of the usefulness of the move go here

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 15 2 21 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 35 + Slide 22 49 + Slide 9/+3 +3 +5
Maximum Slide duration 25F
BBCS Hazama jabaki.png
"Jabaki"
BBTAG Hazama 5AAA Hitbox.png
  • 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.

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 13 4 44 -27 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 Launch 76 13 +0 +8
BBTag Hazama 5AAAA.png
BBTAG Hazama 5AAAA Hitbox.png
  • 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.

5B
5B
BBTag Hazama 5B.png
Striking Coil!
BBTag Hazama DFollowup.png
I sure do hope I don't get anti-aired...
BBTag Hazama Old jB.png
Still technically j5B...
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 17 - Total: 64 -22 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 9 14 28 19 42 8 +20 +20
Hazama enters 39F recovery animation on hit/block
BBCS Hazama 5D.png
BBTAG Hazama 5B Hitbox.png
  • 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.

5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - - - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBCS Hazama DFollowup.png
I sure do hope I don't get anti-aired...
  • '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.
Use j5C to cancel your forward momentum and try to bait out anti-airs, or otherwise remain less predictable.

5BBB


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 8 7 14 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 22 22 36 11 +0 +2
BBCS Hazama jB.png
BBTAG Hazama 5BBB Hitbox.png
  • 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. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.

5C
5C
BBTag Hazama 5C.png
Drop a snake on their heads.
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCP Hazama CrushTrigger.png
BBTAG Hazama 5C Hitbox.png
  • Uses Hazama's Crush Trigger animation.

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

2A
2A
BBTag Hazama 2A.png
Hazama still has classy legs
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 7 2 23 -11 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 25 18 37 10 +0 +1
BBCS Hazama 2B.png
BBTAG Hazama 2A Hitbox.png


  • 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.

2B
2B
BBTag Hazama 2B.png
Shing!
BBTag Hazama 2BB.png
WRYYYY
BBTag Hazama DFollowup.png
Going up!
BBTag Hazama Old jB.png
Stick a leg out.
Template:AttackDataHeader-BBTag
2B


2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 13 3 37 -21 B 8~(End of Active) H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 25 Launch 40 12 +0 +5
BBCS Hazama 2C.png
BBTAG Hazama 2B Hitbox.png
  • Hazama's 2C from BB.
  • 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


2BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 - Total: 58 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 9 14 28 19 42 8 +20 +20
Hazama enters 39F recovery animation on hit/block
BBCS Hazama 4D.png
BBTAG Hazama 2BB Hitbox.png
  • 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.

2BBB


2BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - - - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBCS Hazama DFollowup.png
  • '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.

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

2BBBB


2BBBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 8 7 14 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 22 22 36 11 +0 +2
BBCS Hazama jB.png
BBTAG Hazama 5BBB Hitbox.png
  • 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.

2C
2C
BBTag Hazama 2C.png
Just... Just use 3C...no other option.
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 14 4 21 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 40 Launch 56 13 +0 +8
BBCS Hazama 3C.png
BBTAG Hazama 2C Hitbox.png


  • Hazama's 3C from BlazBlue.
  • I know you're still inputting it as 3C.
  • All around one of Hazama's best pokes.
  • Hits low.
  • Special cancel-able on hit or block.
  • Use this to combo into falling/devouring fang.

Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous.

j.A
j.A
BBTag Hazama jA.png
from CCCCC to AAAAA.....
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 10 2 23 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 14 18 26 5 +0 +1
BBCS Hazama jC1.png
BBTAG Hazama JA Hitbox.png
j.A


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 5 2 23 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 14 18 26 5 +5 +5
BBCS Hazama jC1.png
BBTAG Hazama JAA Hitbox.png
j.AAA


j.AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 4 2 23 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 14 18 26 5 +5 +5
BBCS Hazama jC1.png
BBTAG Hazama JAAA Hitbox.png
j.AAAA


j.AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 6 3 21 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 14 18 26 5 +5 +5
BBCS Hazama jC1.png
BBTAG Hazama JAAAA Hitbox.png
j.AAAAA


j.AAAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 High 5 2 26 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 2 13 14 20 18 32 10 +0 +1
BBCS Hazama jC1.png
BBTAG Hazama JAAAAA Hitbox.png
  • Hazama's j.(C) x5 from the BB games.
  • Can be held to get all five hits.

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

j.B
j.B
BBTag Hazama jB.png
Who needs 5B?
BBTag Hazama DFollowup.png
Hope they're not anti-airing...
BBTag Hazama Old jB.png
Boot to the head.
Template:AttackDataHeader-BBTag
j.B


j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 - Total: 73 - P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 9 14 28 19 42 8 +20 +20
Hazama enters ??F recovery animation on hit/block
BBCS Hazama j6D.png
Who needs 5B?
BBTAG Hazama JB Hitbox.png
  • 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 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


j.BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - - - - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBCS Hazama DFollowup.png
Hope they're not anti-airing...
  • '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.

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


j.BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 8 7 14 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 22 22 36 11 +0 +2
BBCS Hazama jB.png
BBTAG Hazama 5BBB Hitbox.png
  • Hazama's jB from BlazBlue.
  • Jump cancel-able on hit.

Standard combo filler. One thing to note is that this move has some landing lag 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.

j.C
j.C
Shadow Serpent/Jameijin JAAAMEIJIN~
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 14 4 22 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 24 34 12 +0 +5
BBCS Hazama j2C.png
BBTAG Hazama JC Hitbox.png


  • Hazama's Shadow Serpent (Jameijin) from Centralfiction.
  • Staple ender for air combos
  • Cancel-able into normals/specials on whiff
  • Stops all horizontal momentum and causes Hazama to fall quickly to the ground

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

j.2B
j.2B
BBTag Hazama j2B.png
Down below?
Template:AttackDataHeader-BBTag
j.2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 13 - Total: 73 - P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 9 14 28 19 42 8 +20 +20
Hazama enters ??F recovery animation on hit/block
BBCS Hazama j4D.png
BBTAG Hazama J2B Hitbox.png
  • 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.
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Hazama GroundThrow.png
Send them flying or send them bouncing.
Template:AttackDataHeader-BBTag
BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 70 - - - - 0, 12 -
Minimum Damage 2000
BBCS Hazama FThrow.png
Send them flying or send them bouncing.
BBTAG Hazama Throw Hitbox.png
  • 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

Rising Fang - Gashoukyaku
Rising Fang - Gashoukyaku
5A+D No longer whiffs on crouching and low attacks. Hurray!
Template:AttackDataHeader-BBTag
AD
Rising Fang
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2300 Air Unblockable 10 8 16+28L -30 B 1~13 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 48 Launch 63 12 +0 +5
Minimum Damage 115
BBCS Hazama gashoukyaku.png
No longer whiffs on crouching and low attacks. Hurray!
BBTAG Hazama RA1 Hitbox.pngBBTAG Hazama RA2 Hitbox.pngBBTAG Hazama RA3 Hitbox.png


  • 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 and it horizontal range is a bit lacking so try to not whiff or have it blocked.



Skills

Falling Fang - Ressenga
Falling Fang - Ressenga
236A/B add a mixup or just outright bop their heads.
Template:AttackDataHeader-BBTag
A


236A
A Falling Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 1500 [1500, 2200] All, High 15 2(27~69)4 1+13L -1 B, H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 27 40 + GBounce, 40 32 54 + GBounce, 54 6/+12, 11 +5 +10
Hold back to cancel. Cancel animation 21F
1st hit into 2nd hit is a true blockstring
Minimum Damage 75×2 (150)
BBCF Hazama Jagai.pngBBCS Hazama ressenga.png
Go for the mixup...
"Jagai"
BBTAG Hazama 236A1 Hitbox.pngBBTAG Hazama 236A2 Hitbox.png
  • 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.

As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin.

B


236B
B Falling Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 High 30~64 4 1+13L -1 H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 40 24 54 11 +8 +13
Hold back to cancel. Cancel animation 21F
Minimum Damage 110
BBCS Hazama ressenga.png
...Or just bop their heads.
"Ressenga"
BBTAG Hazama 236A2 Hitbox.png
  • 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.

Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.

As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.

Devouring Fang - Zaniega
Devouring Fang - Zaneiga
214A/B add some sprinkles just scoop the ice cream instead
Template:AttackDataHeader-BBTag
A


214A
A Devouring Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500, 1500 [1500, 2200] All, Low 15 2(25~69)4 17 -4 B, F - - 80, 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 27, Launch 40 + GBounce, 40 32, Launch 54 + GBounce, 54 6/+12, 16 [6/+12, 8] +5 +10
Hold back to cancel. Cancel animation 21F
1st hit into 2nd hit is a true blockstring
Minimum Damage 75, 75 [110] (150 [185])
BBCF Hazama Jagai.pngBBCS Hazama zaneiga.png
"Jagai-Zaneiga"
BBTAG Hazama 214A1 Hitbox.pngBBTAG Hazama 214A2 Hitbox.png
  • 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.

As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin.

B


214B
B Devouring Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 Low 26~62 4 17 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 40 Launch 54 16 +8 +13
Hold back to cancel. Cancel animation 21F
Minimum Damage 110
BBCS Hazama zaneiga.png
"Zaneiga"
BBTAG Hazama 214A2 Hitbox.png
  • 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.

As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.


Extra Skills

Hungry Coils - Jakou
Hungry Coils - Jakou
236C send em back to the corner
Template:AttackDataHeader-BBTag
236C
Hungry Coils
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3300 All 11 - Total: 53 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 - 120 + Slide + WBounce + Down 33 - - 12/+7 12/+30, 0 +30, +0
Minimum Damage 0, 330 (330)
Maximum Slide duration 25F
BBCS Hazama jakou.png
Send 'em back to the corner!
"Jakou"
BBTAG Hazama 236C Hitbox.png
  • Wallbounces anywhere.
  • Side swaps on hit.
  • Large invincible frames during the catching move.

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 GOTCHA 2: The Sequel
Template:AttackDataHeader-BBTag
214C
Bloody Fang
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0×2 Throw 15~37 3 31 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 0, 3 - 45 - - - - 0, 6 +0
Minimum Damage 0×2
BBCS Hazama gasaishou.png
"Gasaishou"
BBTAG Hazama 214C Hitbox.png
  • Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing.
  • Has no actual damage if it connects.
  • Costs 1 bar of meter.


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.


Partner Skills

5P
5P
Venom Sword - Jabaki
BBTag Hazama 5AAA.png
Slide 'em to the corner.
Template:AttackDataHeader-BBTag
5P
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All (18)+13 3 19+22L -27 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 60 - - 11 +0 -
Minimum Damage 75
BBTag Hazama 5P.png
Mini Houtenjin
BBTAG Hazama 5P Hitbox.png


  • 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.

4P
4P
Vengeful Viper > Rising Fang hit and launch
Template:AttackDataHeader-BBTag
4P
Vengeful Viper > Rising Fang
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All (18)+10 2(18)8 29 -18 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + GBounce, 58 - - 6/+9, 12 +9, +0 -
Minimum Damage 85×2 (170)
BBCF Hazama Jagai.pngBBCS Hazama gashoukyaku.png
hit, and launch
BBTAG Hazama 4P1 Hitbox.pngBBTAG Hazama 4P2 Hitbox.png


  • 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.

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 Drag them back for more pain.
Template:AttackDataHeader-BBTag
6P
Hungry Coils
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3300 All (18)+11 - Total: (18)+53 - T - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 - 120 + WBounce + Down 34 - - 12/+7 12/+30, 0 -
Minimum Damage 0, 165 (165)
BBCS Hazama jakou.png
Drag them back for more pain.
BBTAG Hazama 6P Hitbox.png
  • 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.


Distortion Skills

Serpent's Infernal Rapture - Jayoku Houtenjin
Serpent's Infernal Rapture - Jayoku Houtenjin
236B+C S U P E R S N A K E K I C K
Template:AttackDataHeader-BBTag
236BC
Serpent's Infernal Rapture
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3980 [4980] All 4+(40 Flash)+1 3 19+31L -32 B 1~Flash All - 60
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5 20 Launch 120 Launch 136 30 +0 +8
Values in [] are for Enhanced version
Minimum Damage: 796 [996]
BBCS Hazama Jayoku Houtenjin.png
Going Up!
"Jayoku Houtenjin"
BBTAG Hazama 236BC Hitbox.png

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 KIMOCHII DAROU?!
Template:AttackDataHeader-BBTag
214BC
Eternal Coils of the Dragon Serpent
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
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
- 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 0 9 Launch 100×8, 50 + Slide + Down 22
[100×25, 100 + Wallbounce + Down 73]
- - 0 0/+60, 1×8, 12
[0/+60, 2×24, 13×2]
-
Values in [] are for Enhanced version
Minimum damage 100×10, 957 (1957) [100×2, 50×24, 363×2 (2126)]
Maximum Slide duration 20F
BBCS Hazama Mizuchi Rekkazan.png
"Mizuchi Rekkazan"
BBTAG Hazama 214BC Hitbox.png


  • 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.
  • 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. 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.

Distortion Skill Duo

Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
P during Distortion Skill I hope Burensou comes back
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Eternal Coils of the Dragon Serpent
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
100×8, 1200
[50×24, 650×2]
All 1+(70 Flash)+1 See Notes 92 [115] -76 [-99] B 1~4 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 1×8, 4
[1×24, 4×2]
- Launch 100×8, 50 + Slide + Down 22
[100×25, 100 + Wallbounce + Down 73]
- - 1×8, 12
[2×24, 13, 20]
+0 +0
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
BBCS Hazama Mizuchi Rekkazan.png
BBTAG Hazama DSD1 Hitbox.pngBBTAG Hazama DSD2 Hitbox.png


  • 100% minimum damage: 2000. 2500 during Resonance/Cross Combo

Go for it if you can kill.


Astral Heat

Hungry Darkness of 1000 Souls - Senkon Meiraku
222B+C RIP pretzel motion 2010-2018
Template:AttackDataHeader-BBTag
222BC
Hungry Darkness of 1000 Souls
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
DESTROYED All 1+(46 Flash)+16 X{(3)X}×8 Total: 115 -44 - 1~91 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 0/+13 - -
BBCS Hazama Senkon Meiraku.png
RIP pretzel motion 2010-2018
"Senkon Meiraku"
BBTAG Hazama 222BC Hitbox.png


  • 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.


Navigation

To edit frame data, edit values in BBTag/Hazama/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.