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;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 | |||
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<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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* Being predictable in your approaches can easily get yourself anti-aired. | * Being predictable in your approaches can easily get yourself anti-aired. | ||
* Needs either meter or partner to convert his stance specials. | * Needs either meter or partner to convert his stance specials. | ||
* Embarrassingly short true blockstrings without assist. | |||
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# 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}} | {{#lst:BBTag/Hazama/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
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* Jump cancel-able on hit. | * 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. | 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. | ||
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* Jump cancel-able on hit. | * 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. | |||
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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.<br /> | 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 /> | ||
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." | 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." | ||
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. You'll 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. | |||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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* 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 it horizontal range is a bit lacking so try to not whiff or have it blocked. | ||
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==Skills== | ==Skills== | ||
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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 236B instead despite getting the same visual effects. This means it can only link into houtenjin. | |||
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Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed. | 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. | |||
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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 214B instead despite getting the same visual effects. This means it can only link into houtenjin. | |||
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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. | 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. | |||
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==Extra Skills== | ==Extra Skills== | ||
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{{Description|6|text= | {{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 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. | ||
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. | |||
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==Partner Skills== | ==Partner Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Wallbounces | |||
* Wallbounces and 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 /> | ||
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. | ||
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==Distortion Skills== | ==Distortion Skills== | ||
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==Astral Heat== | ==Astral Heat== | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Hazama/Data|Links}} | {{#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 12:15, 15 August 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. 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. You'll 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. |
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 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 |
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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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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 |
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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.) 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 [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •