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.
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.
* Hazama's Shadow Serpent (Jameijin) from Centralfiction.
* Staple ender for air combos <br />
* 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)
"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.
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.
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
5AAnormal
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
Exceed Accel animation from Blazblue Centralfiction.
Special cancel-able on hit
Detailed description of the usefulness of the move go here
5AAA
5AAAnormal
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
"Jabaki"
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
5AAAAnormal
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
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.
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
5BBnormal
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
-
-
-
-
-
-
-
-
-
-
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
5BBBnormal
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
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.
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.
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.BBnormal
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
-
-
-
-
-
-
-
-
-
-
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.BBBnormal
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
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.
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)
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."
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.
No longer whiffs on crouching and low attacks. Hurray!
Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.
If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.
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.
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.
Hold back to cancel. Cancel animation 21F 1st hit into 2nd hit is a true blockstring Minimum Damage 75×2 (150)
Go for the mixup... "Jagai"
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
236BB Falling Fangspecial
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
...Or just bop their heads. "Ressenga"
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.
Hold back to cancel. Cancel animation 21F 1st hit into 2nd hit is a true blockstring Minimum Damage 75, 75 [110] (150 [185])
"Jagai-Zaneiga"
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
214BB Devouring Fangspecial
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
"Zaneiga"
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.
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)
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.
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.
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.
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.
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.
Values in [] are for Enhanced version Minimum Damage: 796 [996]
Going Up! "Jayoku Houtenjin"
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.
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
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
"Mizuchi Rekkazan"
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.
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.
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
Distortion Skill DuoEternal Coils of the Dragon Serpentsuper
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
100% minimum damage: 2000. 2500 during Resonance/Cross Combo
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.
Astral Heat
Hungry Darkness of 1000 Souls - Senkon Meiraku 222B+C
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.