BBTag/Hazama/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Midscreen[edit]

Solo[edit]

5A(1)A > 2C > 214A (CSpec)

Damage: 4666
Notes:
  • The best damage you can get from max range 5A without spending anything

5A(1)AA > 2C

Damage: 3896
Notes:
  • The best damage you can get from max range 5A without spending anything

5AA > 2BBBB > j.5BBB > jc3 > j.AAA > j.C

Damage: 6436
Notes:
  • Simple and reliable BnB with similar damage the optimised combo, but vastly inferior corner carry.

5AA > 2BBBB > j.5BBB > jc3 > j.5BB > j.5BBB > j.C

Damage: 6449
Video Example
Notes:
  • Maximum damage and corner carry combo from a 5AA > 2B Launch without assists or a relaunch. Also damage optimal if intending to use an assist afterwards, as there is no j.AAA to scale down the combo.
  • Must be done point-blank to prevent 2BB from whiffing.
  • When beginning j.5BBB for the first time, there are 4 states you can be in relative to your opponent. You can be;
Too low - (2BBBB hits but j.5B whiffs under the opponent)
Low - (2BBBB and j.5B hit, but your character is still lower than your opponent)
Equal height - (2BBBB and j.5B hit, your character starts j.5B at the same height as your opponent)
Too high - (2BBBB hits but j.5B whiffs over the opponent)
If you hit low complete j.5BBB as fast as possible. If you hit at equal height delay the 3rd B of j.5BBB so that you give a chance for your opponent to gain a little height. You should aim to hit low as it makes the combo easier.
  • Hit the j.5BB smart combo immediately after the jump cancel.
  • For practice;
If you fly over the opponent, you didn't give them enough height (You can sometimes fly over, switch sides and still land this combo if you gave them just a little excess height)
If you whiff your last j.5BBB you gave the opponent too much height or didn't hit the j.5BB smart combo fast enough after the jump cancel.

5AA > 2BBBB > jc2 > j.2BBB > delayed 5A > jc2 > j.5BBB > 6 > 5A > 5B > 214[B] > 2C > 236A

Damage: 6339
Notes:
  • Do not delay any of the kicks from the B smart combo
  • 236A can be replaced with 214B+C for a total damage of 8504 for 2 skill gauge.
  • If you think the 5A hasn't been sufficiently delayed, you can resort to ... > delayed 5A > jc2 > j.5BBB > jc1 > j.2BBB > 5A > 236A to prevent the combo from dropping. If you wish to spend skill gauge to kill from this position, it's best to use ... > 5A > 2B > 236C > 214B+C instead of 5A > 236B+C as Hotenjin is an inefficient distortion for ending combos with high hit-stun decay. Spending extra gauge to get the opportunity to land 214B+C makes all the difference.

5AAA > 2B > hjc3 > j.5BBB > jc3 > j.5BB > j.5BBB > j.C

Damage: 6339
Notes:
  • A more consistent / easier version of the no relaunch combo as you don't need to keep track of your height after a 2BBBB. Instead, you must always delay the 3rd B of j5BBB to give your opponent some height.
  • Can be done at any range as long as the 2B connects. (From further away, use 5AA > 2B as the starter)

5BBB > 5A > 2BBBB > jc2 > j.2BBB > delayed 5A > jc2 > j.BBB > 6 > 5A > 5B > 214[B] > 2C > 236A

Damage: 5555
Notes:
  • Similar combo as the maximum damage from 5AA > 2B, but with 5B starter;
Using 5AA autocombo to confirm will cause hit-stun decay to increase and make the ending impossible.
Confirming with 5AA is only possible if the first 5B whiffs or is blocked, for a total of 5870 damage.
  • Do not delay any of the kicks from the B smart combo
  • 236A can be replaced with 214B+C for a total damage of 7080.

B+C > A+D

Damage: 2920
Notes:
  • Whiffs on characters with short legs while spin falling; Jin, Rachel, Makoto, Platinum, Es, Jubei, Chie, Kanji, Naoto, Aegis, Hyde, Linne, Waldstein, Carmine, Orie, Gordeau, Vatista, Weiss, Blake.
  • When in doubt, use the next combo.

B+C > 236B

Damage: 2880
Notes:
  • Useful when fighting characters that don't get hit by A+D (listed above).

4B+C > A+D

Damage: 2920
Notes:
  • Whiffs on characters with short legs while getting knocked back; Jin, Rachel, ν-No.13-, Hazama, Platinum, Azrael, Es, Jubei, Yu, Naoto, Aegis, Hyde, Linne, Carmine, Orie, Gordeau, Vatista.

B+C > 236C > (hold 3) > j.5BBB > 5AAA > 5BBB > delayed 5A > 2C > 236[A]D

Damage: 5786
Notes:
  • Combo that uses 1 skill gauge.
  • The delayed 5A can get very finicky. It must be delayed to adjust the height, but if it is delayed for too long, hit-stun decay will increase to the next stage and the sweep will not true combo. For consistency, until mastered, it should be avoided for a safer 5706 damage instead.

B+C > 236C > (hold 3) > j.5BBB > 6 > 5A > 5B > 214B > 6 > 5A > jc > j.AAA > j.C (Slider safe)

Damage: 5670
Notes:
  • Combo that uses 1 skill gauge.

B+C / 4B+C > 236B+C > 5AAA > 5BBB > 5AAA > 5B > 236B

Damage: 6186
Notes:
  • Combo that uses 2 skill gauge.
  • After the 2nd 5AAA, if Hazama is close to the corner and the opponent is low enough, you can replace 5B with a delayed 2C > 236[A]D for extra damage (6304). If the opponent is too high, but Hazama in the corner, 5B > 236[A]D is a safe compromise (6247).
  • You can use the 236B+C to safely tag Hazama out in exchange for his partner, and continue the combo, if you have the means to do so.

B+C > 236C > (hold 3) > j.5BBB > 5AAA > 5BBB > delayed 5A > 2C > 214B+C

Damage: 7182
Notes:
  • Throw combo that uses 3 skill gauge.
  • The delayed 5A can get very finnicky. It must be delayed to adjust the height, but if it is delayed for too long, hit-stun decay will increase to the next stage and the sweep will not true combo. For consistency, until mastered, it should be avoided for a safer 7066 damage instead.
  • If you want to safely tag out, you can do it mid-combo here. You can change the ending to; ... > 2C > 214A > 236B+C > D > ... and still have time for your partner to end the combo.

B+C > 236C > (hold 3) > j.5BBB > 6 > 5A > 5B > 214B > 6 > 5AAA > 214B+C (Slider safe)

Damage: 7124
Notes:
  • Throw combo that uses 3 skill gauge.

B+C / 4B+C > 236B+C > 5AAA > 5BBB > 5AAA > 5B > 214B+C

Damage: 7666
Notes:
  • Combo that uses 4 skill gauge.
  • When comboing from 4B+C after the distortion, do a full forward dash and then a small step back or delay the distorion. You tend to swap sides if you don't.
  • This combo carries from the midscreen to the corner and works with both throw directions, so if you accidentally switch sides or choose the wrong throw and are unable to reach the corner, omit the 5B.
  • After the 2nd 5AAA, if Hazama is close to the corner and the opponent is low enough, you can replace 5B with a delayed 2C for extra damage (7700).
  • When picking up from 236B+C, if you hit 5A too high, convert into 5A > 2BBBB > j.5BBB > jc3 > j.AAA > j.C or 5A > j.AAA > jc3 > j.AAA > j.C depending on the height.
  • You can use the 236B+C to safely tag Hazama out in exchange for his partner, and continue the combo, if you have the means to do so.

B+C > 236C > (hold 3) > j.5BBB > 5AAA > 5BBB > delayed 5A > 2C > 214A > 236B+C > 44 > 214B+C

Damage: 8143
Notes:
  • Combo that uses 5 skill gauge.
  • The 5A can get very finnicky. It must be delayed to adjust the height, but if it is delayed for too long, hit-stun decay will increase to the next stage and the sweep will not true combo. For consistency, until mastered, it should be avoided for a safer 5660 damage instead.

B+C > 236C > (hold 3) > j.5BBB > 6 > 5A > 5B > 214B > 6 > 5A > 2C > 236B+C > 214B+C (Slider safe)

Damage: 8065
Notes:
  • Combo that uses 5 skill gauge.

214C > 6 > 5AA > 2BBBB > jc2 > j.2BBB > delayed 5A > jc2 > j.5BBB > 6 > 5A > 5B > 234[A]D

Damage: 3369


With Assists[edit]

5AA > 2BBBB > j5BBB > jc3 > j5BB > j5BBB > jC > P > 2C > 236A

Damage: 6867 (Ruby)
Notes:
Ending after P can be changed depending on the desired amount of skill gauge you are willing to spend;
2 Skill Gauge; ... > P > 2C > 214B+C (8309)
3 Skill Gauge; ... > P > 2B > 236C > 214B+C (8426)
4 Skill Gauge; ... > P > 2C > 236B+C > 2C > 214B+C (9164) or ... > P > 2C > 214B+C > P (10309)
5 Skill Gauge; ... > P > 2B > 236C > 214B+C > P (10426)

5AAA > (on A hit) 5P > A > (P hit) > 5BBB > 6 > 5AAA > 5BBB > 2C > 214[A]D

Damage: 8316 (Yang)
Notes:
  • Very adaptable to the timings of other 5P assists.
  • Some assists are really inconsistent and don't give you enough height to land the last 5B e.g. Jubei 5P.
  • Without the 6 dash before the 2nd 5A, the 214[A]D ending will whiff.
  • Easily ended with 214B+C instead of 214[A]D for 9682 damage and 214B+C > P for 11682.

2BBBB > j.C > P > 5BBB > 6 > 5AAA > 5BBB > 2C > 214[A]D

Damage: 6553 (Jubei)
Notes:
  • To aid in timing the 5B after the assist, you can hold 6. Sometimes, due to the ranges in play, the snake will land at a more convenient time.

B+C > 236B > 5P > 3 > j.5BBB > jc2 > j.2BBB > 5A > j.5BBB > jc1 > j.2BBB > 5A > 5B > 214[A]D (Slider safe)

Damage: 5892 (Jubei)

B+C > 236B > 5P > 3 > j.5BBB > 5A > j.5BBB > jc1 > j.2BBB > 5AAA > 214B+C (Slider safe)

Damage: 7423 (Jubei)

B+C > 236B > 5P > 3 > j.5BBB > 5A > j.5BBB > jc1 > j.2BBB > 5A > 5B > 214[B] > 2C > 214B+C (Slider safe)

Damage: 7502 (Jubei)

B+C > 236B > 5P > 3 > j.5BBB > 5AAA > 5BBB > 6 > 5AAA > 2C > 214B+C

Damage: 7571 (Jubei)
Notes:
  • Must approach corner from midscreen. Replace 2C with 5B when further away from the corner. If at full screen, omit the extra 5B/2C entirely, for a total damage of 7498.


Corner[edit]

Solo[edit]


With Assists[edit]


4B+C (into corner) > 236B (full hold) > 5P > 5AAA > 5BBB > jc3 > j.2BBB > 5AAA > 2C > 214B+C (Slider safe)

Damage: 7696 (Jubei)

Combo Theory[edit]

Character Specifics[edit]

In order to land certain combos, you'll need to memorise 2 attributes for each character; Their spinning and sliding animations. You can see the spinning animation from B+C and the sliding animation from 4B+C.
The spinning animation only applies to landing A+D after forward throw or not;
  • Jin
  • Rachel
  • Makoto
  • Platinum
  • Es
  • Jubei
  • Chie
  • Kanji
  • Naoto
  • Aegis
  • Hyde
  • Linne
  • Waldstein
  • Carmine
  • Orie
  • Gordeau
  • Vatista
  • Weiss
  • Blake.

The real list you have to remember is the sliding animation.

Some characters have different body types, and you'll find that it is impossible to land 5AAA > 5B mid-screen on opponents that have smaller hitboxes when they are sliding. The characters that do not get hit by these combos are;
  • Jin
  • Rachel
  • ν-No.13-
  • Hazama
  • Platinum
  • Azrael
  • Es
  • Jubei
  • Yu
  • Naoto
  • Aegis
  • Hyde
  • Linne
  • Carmine
  • Orie
  • Gordeau
  • Vatista

Because of this, the combos that rely on Jabaki to land 5B from a slide state will have a (Slider safe) version underneath.

Charged B specials[edit]

For some combos, Hazama must hold his 214B and release it later in order to correct the opponent's height for a 2C follow-up. In other combos, he needs to release it as soon as possible. Charged 214Bs will be notated as 214[B], whereas instant 214B's will be notated normally.

Video Examples[edit]


External Documents and References[edit]


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