BBCPE/Hazama: Difference between revisions

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*List what the move is used for
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.
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Revision as of 03:15, 4 May 2015

Hazama
BBCP Hazama Portrait.png

Health: 11,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 25

Backdash Invincibility: 1-6

Movement Options
Chain Movement, Double Jump, 1 Airdash, Dash type: Step
Play-style
Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)
Full Frame Data
Hazama_Frame_Data_(BBCPE)

Overview

Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and by extension the Black Beast.
Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.

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. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."

Overdrive: Jörmungandr
When Hazama enters overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).

Pros/Strengths:

  • Fast projectile that covers many angles
  • Multiple movement options allowing for varied approaches
  • Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals
  • Good, stable damage conversion that can be attained from most any hit


Cons/Weaknesses:

  • Not much in the way of mid-range pokes outside of 2B or 3C
  • No meterless reversal


External References:


Move List

Ambox warning.png This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Hazama 5A.png
High, fast jab.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR All 5 3 9 ±0 B -
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5B
5B
BBCS Hazama 5B.png
Fast, close-ranged knee.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
550 SOR HL 8 3 12 +2 B -
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5C
5C
BBCS Hazama 5C.png
Short-range, two hit swing of his knives.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400*2 SO(J)R HL 10 1(1)6 28 -15 B -
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2A
2A
BBCS Hazama 2A.png
Fast, crouching jab.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 6 2 9 +1 F -
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2B
2B
BBCS Hazama 2B.png
Hazama has legs.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOR L 10 2 13 -1 F -
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2C
2C
BBCS Hazama 2C.png
The god anti-air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOJR HL 13 3 37 -23 B 8-15H
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6A
6A
BBCS Hazama 6A.png
No one blocks this.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SrR H 22 3 17 -3 B -
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6B
6B
BBCS Hazama 6B.png
Watch your shins.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
600 SrR L 25 3 13 +1 F -
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6C
6C
BBCS Hazama 6C.png
Pin 'Em Down
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400*3 R All 20 7•6•5 54T -4 FPr -
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3C
3C
BBCS Hazama 3C.png
His only good mid-screen poke.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SOR L 14 4 21 -6 F -
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J.A
J.A
BBCS Hazama jA.png
Safe air poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 7 3 8 - H -
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J.B
J.B
BBCS Hazama jB.png
Good air to air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 SOJR HA 10 4(2)2 14 - H -
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J.C
J.C
BBCS Hazama jC1.png
CCCCC...
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.C (1) 600 SOJR HA 10 2 23 - H -
j.C (2) 300 SOJR HA 5 2 23 - H -
j.C (3) 300 SOR HA 5 2 23 - H -
j.C (4) 300 SOR HA 8 3 21 - H -
j.C (5) 500 SOR HA 8 2 26 - H -
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J.2C
J.2C
BBCS Hazama j2C.png
Death from above
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HA 14 4 23 - H -
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Drive Moves

Ouroboros Maximum of 2 stocks at a time. 180F cooldown to regain 2 stocks after last stock consumed. 1 stock regained on block, 2 stocks regain on hit. Stocks are consumed upon using either B, C, or D cancels. All of Hazama's Drive moves add 200% meter gain to the combo. B cancel 27~ possible to cancel into various aerial moves. C cancel 26F~ possible to cancel into various aerial moves. D cancel 12F~ possible to cancel into various aerial moves.

5D
5D
BBCS Hazama 5D.png
Horizontal chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
5D (/OD) 250/500 SOR all 16 - 29 - BP* -
5D far (/OD) 500/1000 SOR all - - 29 - BP* -
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A Follow-up
A Follow-up
BBCS Hazama AFollowup.png
Having second thoughts?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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B Follow-up
B Follow-up
BBCS Hazama BFollowup.png
Angled approach for baiting and other options.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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C Follow-up
C Follow-up
BBCS Hazama CFollowup.png
Confusing and tricky maneuver.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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D Follow-up
D Follow-up
BBCS Hazama DFollowup.png
WOOHOO!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - - - - -
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2D
2D
BBCS Hazama 2D.png
Vertical chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2D (/OD) 400/800 SOR all 11 - 24 - BP* -
2D far (/OD) 800/1600 SOR all - - 24 - BP* -
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6D
6D
BBCS Hazama 6D.png
30 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
6D (/OD) 300/600 SOR all 16 - 27 - BP* -
6D far (/OD) 600/1200 SOR all - - 27 - BP* -
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4D
4D
BBCS Hazama 4D.png
70 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
4D (/OD) 300/600 SOR all 13 - 27 - BP* -
4D far (/OD) 600/1200 SOR all - - 27 - BP* -
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J.D
J.D
BBCS Hazama jD.png
Horizontal chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.D (/OD) 250/500 SOR all 13 - 40 - HP* -
j.D far (/OD) 500/1000 SOR all - - 40 - HP* -
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J.2D
J.2D
BBCS Hazama j2D.png
Directly downward chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.2D (/OD) 250/500 SOR all 13 - 40 - HP* -
j.2D far (/OD) 500/1000 SOR all - - 40 - HP* -
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J.6D
J.6D
BBCS Hazama j6D.png
-30 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.6D (/OD) 250/500 SOR all 16 - 40 - HP* -
j.6D far (/OD) 500/1000 SOR all - - 40 - HP* -
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J.4D
J.4D
BBCS Hazama j4D.png
-70 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.4D (/OD) 250/500 SOR all 13 - 40 - HP* -
j.4D far (/OD) 500/1000 SOR all - - 40 - HP* -
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J.8D
J.8D
BBCS Hazama j8D.png
30 degree angle chain.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
j.8D (/OD) 400/800 SOR all 13 - 40 - HP* -
j.8D far (/OD) 800/1600 SOR all - - 40 - HP* -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Forward Throw
Forward Throw
BBCS Hazama FThrow.png
And the kick is good!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(80) 7 3 17 - T -

Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. Can now be followed up midscreen with stance dash into charged zaneiga for a good combo. In the corner you can special cancel link Zaneiga/Gashoukyaku.

Back Throw
Back Throw
BBCS Hazama BThrow.png
Now wallbounces anywhere
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(80) 7 3 17 - T -

Hazama's back throw midscreen causes a wallbounce allowing for a follow up. Special cancel into stance then link Zaneiga (S) for a combo.

Air Throw
Air Throw
BBCS Hazama AThrow.png
GO TO HELL
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1400 SOR T(120) 7 3 12+3 - T -

This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.

Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.

Counter Assault
Counter Assault
BBCS Hazama 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 4 33 -18 B 1-20I
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Crush-Trigger
Crush-Trigger
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R Ba 30-59 1 24 +4 B -
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Specials

Venom Sword
Venom Sword
236A
BBCS Hazama jabaki.png
Don't get (corner) carried away
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
450 R All 15 2 21 +1 BP -

Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block), and also leaves him at slight frame advantage to boot.

In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. It wallbounces aerial opponents in the corner and can cancel into stance on hit to lead into damaging combos in the corner.

Serpent's Benediction
Serpent's Benediction
214D
BBCS Hazama jasetsu.png
Winding up...
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 104 total - - -
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Serpent's Redemption
Serpent's Redemption
214D~66/44
BBCP Hazama jakatsu.png
Smooth moves
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 35 total - - -
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Falling Fang
Falling Fang
214D~A
BBCS Hazama ressenga.png
Bop on the head, comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ressenga 600 R HA 19 3 13 +1 H -
Ressenga (S) 800 R H 19 3 13 +5 H 1-22F

A forward-moving, relatively fast overhead. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking.

Regular version causes a small ground bounce which can not be comboed after without meter, counter hit, or no tech. S version causes a larger ground bounce that can be followed up without meter with 5C.

Rising Fang
Rising Fang
214D~B
BBCS Hazama gashoukyaku.png
Flash kick, also comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Gashoukyaku 700 R HL 9 8 33 -22 B 1-12 All
Gashoukyaku (S) 715*2 R HL 9 2,6 33 -18 B 1-12 All

An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 7th frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.

The normal version of this move is now key to converting midscreen meterless strings into j.C loops. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. At certain heights can link dash 6D after charged version. Can link into 6A or 6C in the corner.

Devouring Fang
Devouring Fang
214D~C
BBCS Hazama zaneiga.png
(Mint Chocolate) Ice Cream Scoop, deliciously comboable
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Zaneiga 600 R LA 21 3 17 -1 F -
Zaneiga (S) 900 R L 21 3 17 +1 F -

Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C for oki. Normal version causes crumple on standing opponents which is comboable after. Charged version retains the launch leading to damaging combos.

Serpent's Haste
Serpent's Haste
214D~D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 18 total - - -

And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.

Wind Serpent's Fang
Wind Serpent's Fang
j.214B
BBCS Hazama hirentotsu.png
Long time, no see
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 R all 11 3 Until Landing+15L - H -
  • List what the move is used for
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Bloody Fangs
Bloody Fangs
236C
BBCS Hazama gasaishou.png
GATCHA
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 - T(90) 12 2 31 +11 T 1-12T
  • List what the move is used for
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Hungry Coils
Hungry Coils
623D
BBCS Hazama jakou.png
Back to the corner with you!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1800 R B 14 13 31 - BP -

A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air, only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.

If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Can now cancel anytime after the second hit into mizuchi.

Fatal counter


Distortion Drives

Serpent's Infernal Rapture
Serpent's Infernal Rapture
236236B
BBCS Hazama Jayoku Houtenjin.png
Straight to Heaven
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1800 R all 6+1 3 50 -32 B 1-6 All
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Eternal Coils of the Dragon Serpent
Eternal Coils of the Dragon Serpent
632146C
BBCS Hazama Mizuchi Rekkazan.png
Does it hurt?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
200, 0, 500*8, 3200 R all 1+15 2 54 -46 FP* 1-19P

A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup.

The Serpent's Unholy Wrath
The Serpent's Unholy Wrath
214D~632146D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Orochi Burensou 0*2, 280*3, 57*9, 400, 800 R T(80) 12+0 3 40 - T 1-12 All
(OD) Orochi Burensou 0*2, 280*3, 57*17, 400, 800 R T(80) 12+0 3 40 - T 1-12 All
Orochi Burensou (S) 0*2, 280*3, 97*9, 400, 800 R T(80) 12+0 3 40 - T 1-12 All
(OD) Orochi Burensou (S) 0*2, 280*3, 97*17, 400, 800 R T(80) 12+0 3 40 - T 1-12 All

Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.


Astral Heat

Hungry Darkness of 1000 Souls
1632143D or 63214632143D
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - all 1+16 - 116 -45 BP 1-91 All
  • List what the move is used for
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Strategy

Keeping your opponent at bay and then coming in to close combat when they are reeling is the the basis of Hazama's entire playstyle. Because of his multiple long-range drives, his anti-airs, and his high-pressure combos, he has a nice set of tools for both fullscreen play and close range combat.

Offense

When playing Hazama, you'll want to consistently go on the offensive. Because he has to mostly rely on system mechanics to escape, and lacks reversals compared to other characters, your best bet is to keep applying pressure on your opponent. This is where Hazama really shines, as his movement options allow him to really punish the opponent when they slip up. Playing as Hazama involves two strategies - the long-range and the close-combat game. You only want to be at long range when setting up to move in, escaping, or getting ready to punish an approach; for the rest of the time you'll want to get in their face and start applying pressure as soon as possible. If you want to play it safe, the best way is to dart in with Ouroboros, initiate a combo, and fly back out in order to avoid reversal.


Defense

Without a meterless reversal, Hazama must rely on mostly system mechanics to escape pressure/oki situations. These include, rolls, quick getup, barrier, instant blocks, and barrier bursts. Hazama's normals are very good for challenging an opponent on the defense. Utilizing instant blocks correctly will greatly impact windows made for you to counter-attack on defense. On the other hand, using barrier/IBarrier to push your opponent out enough can give you a window to jump away, or back-dash. His back-dash in 1.1 is very strong and creates a lot of space. The more space you make the easier you can jump away from your opponent and fly away on your chains, or punish their approach with something. Returning to neutral with a character who has an advantage in neutral is generally a good idea. Finally, if all else fails he does have Houtenjin (236236B) as a metered reversal. It comes at high risk, but sometimes you might need to resort to it; additionally making your opponent respect the option may give you more windows to escape. The lack of defensive options outside of system mechanics, generally make it a good idea to hold onto your burst unless you can kill with the overdrive combo.


Neutral

At neutral, it is best to use normals or Ouroboros to keep enemies from advancing or to close in. It all depends on how far or close you are from the opponent in a match as well as the specific playstyle of the opponent. Maintaining the balance during the match with his Ouroboros cancels or chain-ins, or closing the gap with his quick-short dash to deliver some short damaging combos and getting knockdown, is key.

Combos

Combo Notation Guide:
If there is empty space between normals, assume you are cancelling directly into the next normal.
xx = cancel into a special or super
> = link the next attack after preceding move's recovery
, = a slight pause or delay before linking
jc = jump cancel
hjc = high jump cancel
~ = cancel into follow-up to some special or drive move
OD = cancel into overdrive
CT = crush trigger. treated like a special move, so if cancelled into, it will be noted as 'xx CT' or 'xx 5A+B'
(N) = only use the Nth hit of the move (for example, if 5C(1) is written, you only use the first hit of 5C, otherwise assume both hits)
(move) = whatever's listed in the parentheses is optional
move x # = repeat said move # times, only used for j.C x #
[sequence] x # = repeat sequence of moves # times

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.


Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Normal Starters


BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc