BBCF/Hazama

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Overview

Overview

Hazama is a unique offensive character with unconventional, yet powerful, mobility tools. With his stepdash and short normals, Hazama may seem weak at first. However, his Drive allows him to fire out a series of chain grappling hooks as an amazing approaching tool with several followups. Paired with his stance and other specials, Hazama has a variety of tools to approach and open up any character as he chooses. He needs to be careful with how he approaches, however, as his Drive is a limited resource and he lacks defensive tools outside of system mechanics. Played well, Hazama uses his toolset to engage from almost anywhere on the screen and open up his opponents.
Playstyle
Hazama uses his unique toolset to pick his approaches from anywhere on screen. Once he's in, he uses mixup tools such as a command grab and solid high/low mixup with his unique stance.
Pros Cons
  • Ouroboros Chains: Hazama's D button gives him incredible mobility and lets him approach from unconventional angles.
  • Dangerous Up-Close: Has a suite of solid mix-up tools: command grabs, standing overheads and lows, and plus-on-block normals.
  • Potential High Damage: Good damage conversion from anywhere with his B and C starter. With HoutenjinBBCS Hazama 236236B.pngGuard:
    All
    Startup:
    3+(40 Flash)+1
    Recovery:
    51
    Advantage:
    -33
    , every combo will dealt at least 3.5k.
  • Fantastic Overdrive: Jörmungandr is one of the best Overdrive in the game. Life-steal ring will constantly take opponents' health away, and his Chain buff allows him to stay in pressure for a long time.
  • Lacking in the Midrange: Hazama has very few reliable tools to use in the midrange, making it a risky spacing to be in.
  • Weak Defense: Hazama is heavily reliant on defensive system mechanics to survive and has no resource-less reversal. Coupled with his short normals, he can struggle to escape pressure.
  • Limited Mobility Without Chains: His gameplan is largely dependent on his chains to be effective, and without chains, Hazama is fairly immobile thanks to his short ground and air dashes.

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 slingshot him around the stage (~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 (which differ 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".

  • Each version of Hazama's drive experiences Same Move Proration, so it's important to vary drives to maximise damage.
  • All of Hazama's Drive moves add 200% heat meter gain to the combo.

In order to prevent Hazama being able to fly around indefinitely using his drive and stalling for time, his drive has a limited number of uses. Below is a detail about the Chain mechanics:

  • Maximum of 2 stocks.
  • 1 Stock is consumed upon using either A, B, C, or D cancels. Launching a chain does not consume a stock.
  • Hazama will regain 2 stocks on any chain hit, meaning that stocks are essentially unlimited when actually hitting and comboing his opponent.
    • Hazama will not gain stocks if the chain is blocked however.
  • There is a complex internal timer to regain both stocks:
    • While grounded, the timer is 150F long.
    • The timer counts at half the speed while Hazama is airborne and cannot count beyond 60% of the total time needed to refill.
    • Both stocks are regained at the same time when the timer is filled and this does not change if you currently have 0 or 1 stocks remaining.
    • The timer is reset every time a stock is used.
    • The timer does not count upwards at all while Hazama is in hitstun.

Overdrive: Jörmungandr

Temporary boss mode.

When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all chains to become their far versions and deal double damage. His chain stocks also recovers 3 times faster and is no longer limited by being airborne. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd). However, if you use a Distortion Drive or Exceed Accel and run out of Overdrive time during those moves, the ring will remain in effect until the move itself ends.

  • For every 10 frames inside the ring, the life-stealing ring takes 20 health from the opponent and heals 25 health for himself.
  • The life-stealing ring cannot kill the opponent.
  • No health will be stolen (nor will be healed) if opponent's HP is at 1.


Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 5 3 9 ±0 B

Fastest normal Hazama has, and jump-cancellable on hit or block. This makes it good for interrupting pressure, as a quick anti-air against deep jump-ons, a confirm, or if you really need a non-committal hitbox in front of you. The priority isn't great though, so be cautious during footsies.

  • Whiffs on all crouching hitboxes excluding Tager and Hakumen, but hits standing Jubei
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80


5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Mid 8 3 12 +2 B

5B, even with its short range, is a very, very good normal. This normal's high frame advantage gives Hazama exceptionally strong stagger pressure and frametraps. Landing a counter-hit with this can link into a second 5B, making this a solid confirm tool.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×2 Mid 10 1(1)6 28 -15 B

5C has poor horizontal range and a long recovery, but is still a great button to have. It has the lowest proration of any move Hazama has, making it his most rewarding combo starter. On a crouching opponent or on counter-hit, it can link into 6C, which can grant significant damage and corner carry. Has a decently big cancel window, and can gatling into 6C or a delayed 2C on block for a frame trap.

Despite its short range horizontally, its vertical range is actually quite good. This combined with its high reward on hit makes it a useful anti-air in some situations.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 2 11 -1 F

High priority for a jab, and faster than most of the cast's 2As. It's speed and hitbox can help break you out of pressure, and tighten up your 5B blockstrings.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
550 Low 10 2 13 -1 F

2B has good reach relative to its speed, low recovery, and very low profile, making it useful for beating the opponent's pokes. That being said, the range itself is not great, so you'll have to know your spacing. In pressure, it is a very fast low and a good setup for tick throws, making it an essential tool in his mix-up.

This move is generally unhelpful for stagger pressure. Ff you do not cancel into something else, the opponent will generally have enough time to 2A out of any follow-up pressure. Be mindful of your spacing and consider cancelling into a delayed 5C, 3C, or a special.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85
  • The real recovery is 23 frames, however you can cancel into any action from frame 14 onwards.

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 13 3 25 -11 B 8~15 H

The high-risk, high-rewarding anti air move.

The head invulnerability on this move doesn't kick in until over halfway through its lengthy startup, so at times, you will have to use quicker anti-airs such as 5A. Since this move has crouching recovery, whiffing this move will lead to very unfavorable positions.

On hit, however, it is highly rewarding. On counter-hit, you can cancel into 214D and use a stance follow-up to start a strong combo, or Jakou to side switch.

Also jump-cancellable on block, which can be used for pressure extensions.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89
  • The real recovery is 37 frames, however you can cancel into any action from frame 26 onwards.

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High 22 3 17 -3 B

Difficult to react to overhead with great reward in some situations. Cancels into HoutenjinBBCS Hazama 236236B.pngGuard:
All
Startup:
3+(40 Flash)+1
Recovery:
51
Advantage:
-33
if you have 50 meter, and can be linked off a Counter Hit. On taller characters like Hakumen and Tager, you can link into 5A meterlessly.

Anti-air hits off of this attack can often lead to good meterless combos, even without a counter hit. It is, however, highly inadvisable to use 6A as an anti-air in most situations. It may be worth practicing anti-air 6A starter combos to have handy in the rare event that you get one of these. Just don't go fishing for them.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89
  • Bonus Proration 110% Forces Crouching on hit


6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Low 25 3 13 +1 F

Low attack with significant startup, giving it a built-in high/low mixup with 6A. If an opponent blocks this move, Hazama is +1, leaving them with no effective options aside from blocking and reversals. It's also a Fatal Counter, which gives it an extra threat as a starter. However, the startup will generally leave a gap in pressure on use, so use it sparingly.

Just like 6A, anti-air hits with this move can be highly rewarding, but this is still not a good idea to use as an anti-air.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89
  • Fatal Counter


6C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
510×3 All 20 X(2)X(2)X Total: 37+14L +1 P1

This move is used as filler in Hazama's more damaging combos due to floor bounce and massive meter gain on hit. Outside of combo filler, it can create a natural frame trap if you gatling into it off some normals, which can add another layer to Hazama's pressure. 6C is also +1 on block and cancellable into any Drive on hit or block, making attempting this relatively low-risk. Be aware of Barrier however; despite it is a Projectile, you still experience pushback, and will allow them to escape the chain afterwards.

Most OTG chain confirms (such as OTG j.6D) can link into this move if used early enough in a combo. This is slightly character-dependent, but a good combo extender to keep in mind.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 100 84 L+0~L+7 All ground chains
  • Knives appear on 20, 22, 24

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
840 Low 14 4 21 -6 F

As a poke, 3C has deceptively long reach, and is a very good starter; landing a counter-hit guarantees a good combo even without meter. 3C also has many uses in block-strings. It is most commonly used as a blockstring ender, as 3C > JabakiBBCS Hazama 236D.pngGuard:
All
Startup:
15
Recovery:
21
Advantage:
-1
creates a lot of space and gets you back to neutral. When you've become mix-up heavy on someone this normal can surprise them and catch them trying to jump or mash.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92


j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H

Useful as a rising anti-air due to its good priority. Its low recovery and high priority can also make some approaches with Drives safe, depending on distance.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 High/Air 10 4(2)2 14 H

A great air-to-air that's untechable for a good amount of time. Proper spacing of this normal can make certain Drive approaches safe.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 80 85
  • Last 2 active frames hit crossup Only does 1 hit max


j.C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.C 600 High/Air 10 2 23 H
j.CC 400 High/Air 5 2 23 H
j.CCC 400 High/Air 4 2 23 H
j.CCCC 400 High/Air 6 3 21 H
j.CCCCC 700 High/Air 5 2 26 H

Jump-in normal that can be repeated up to 5 times. Okay as an approach sometimes, but especially useful in combos. Only the first two hits are jump-cancellable; j.Cx2 > jump > j.Cx5 is a key combo piece.

This attack set also functions as an up to quintuple overhead, primarily during low altitude air dashes. This sacrifices damage for added mix-up potential.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.C Long 3 80 89
j.CC Long 2 80 90
j.CCC Long 2 80 90
j.CCCC Long 2 80 90
j.CCCCC Long 3 80 94
  • j.C (notes: 50% Heat Gain decay to each j.C afterwards per hit)
  • j.CC
  • j.CCC
  • j.CCCC
  • j.CCCCC

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
780 High/Air 14 4 22 H

Good crossup and Hazama's primary jump-in. Extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92


Drive Moves

  • Under Overdrive, all chains will use the value listed in the brackets.

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D Near 250 [500] All 16 5 30 -21 [-6] P
5D Far 500 All 21 14 30 -21 [-6] P

Normal Version

Not your best chain for neutral. It's range, "Far" version startup, and angles it can cover are all subpar compared to other Drives, so it's often outclassed by chains such as j.D. It's useful as a combo extender and for pressures in some situations, though.


Overdrive Version

Under Overdrive, the hitstun greatly increases regardless of the range, allowing you to rapidly pressuring and change positions. You can now use specials in close distance to develop more mixups, or you can perform a side switch by doing a cap-shaped loop (5D~D > j.2D~D) infinitely.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Near Normal 1 [5] 80 92
5D Far Normal 5 80 92
  • 5D Near
  • 5D Far

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D Near 400 [800] All 11 3 25 -19 [-4] P
2D Far 800 All 13 21 25 -19 [-4] P

Normal Version

This chain is good for tricky movement. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.

This chain is often seen in corner combos when the opponent is high in the air. It is also used in midscreen strings for additional damage and corner carry, such as after 5D~D, you can perform whiff j.2C > 5C > 2D.


Overdrive Version

Under Overdrive, 2D~A can be followed by 6A, allowing you to cash out more damage by including two 110% moves.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D Near Normal 1 80 92
2D Far Normal 5 80 92
  • 2D Near (notes: 110% Bonus Proration)
  • 2D Far (notes: 110% Bonus Proration)


6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D Near 300 [600] All 16 5 28 -19 [-4] P
6D Far 600 All 21 19 28 -19 [-4] P

Normal Version

Good for keeping opponents on the ground or intercepting airdashes from afar.

After you hit with this chain, doing either JakouBBCF Hazama 623Dexe.pngGuard:
Barrier
Startup:
14
Recovery:
32
Advantage:
-
or 4D is generally a good idea. If the opponent is close to the corner, though, you can fly in and follow up with some air normals into JameijinBBCF Hazama j214B.pngGuard:
All
Startup:
10
Recovery:
16
Advantage:
-
. Can also lead into a few j.C loops if confirmed correctly.


Overdrive Version

With the deadzone gone, 6D > RessengaBBCS Hazama 214D~A.pngGuard:
High/Air
Startup:
18
Recovery:
1+11L
Advantage:
+1 [+3]
is comboable in any distance.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6D Near Normal 1 80 92
6D Far Normal 5 80 92
  • 6D Near
  • 6D Far


4D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4D Near 300 [600] All 13 3 28 -19 [-4] P
4D Far 600 All 16 21 28 -19 [-4] P

Pretty solid runaway tool. Can help catch players trying to bait your anti-airs.

4D~D is a staple anti-air hitconfirm after 5C or 2C. Typically used to add damage before ending a combo with j.Cx5 > JameijinBBCF Hazama j214B.pngGuard:
All
Startup:
10
Recovery:
16
Advantage:
-
.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
4D Near Normal 1 80 92
4D Far Normal 5 80 92
  • 4D Near
  • 4D Far


j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D Far 500 All 16 20 41+3L P

This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.

This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Far Normal 5 80 92
  • j.D Far


j.2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2D Near 250 [500] All 13 3 41+3L P
j.2D Far 500 All 16 20 41+3L P

This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptively generous horizontal hitbox, letting it hit opponents at angles you wouldn't expect.

This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.2D Near Normal 1 80 92
j.2D Far Normal 5 80 92
  • j.2D Near
  • j.2D Far


j.6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.6D Near 250 [500] All 13 3 41+3L P
j.6D Far 500 All 16 20 41+3L P

This chain is frequently used to approach/pressure opponents on the ground. Like j.5D, it is also one of your best mobility options.

In combos, this chain is most commonly used after tossing an opponent into the corner with JakouBBCF Hazama 623Dexe.pngGuard:
Barrier
Startup:
14
Recovery:
32
Advantage:
-
wallbounce or after JabakiBBCS Hazama 236D.pngGuard:
All
Startup:
15
Recovery:
21
Advantage:
-1
counter hit.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.6D Near Normal 1 80 92
j.6D Far Normal 5 80 92
  • j.6D Near
  • j.6D Far


j.4D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.4D Near 250 [500] All 13 3 41+3L P
j.4D Far 500 All 16 20 41+3L P

This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.

Also not seen in combos that much, but like j.5D and j.2D, it is a strong potential starter.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.4D Near Normal 1 80 92
j.4D Far Normal 5 80 92
  • j.4D Near
  • j.4D Far


j.8D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.8D Near 400 [800] All 13 3 41+3L P
j.8D Far 800 All 16 20 41+3L P

Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > JakouBBCF Hazama 623Dexe.pngGuard:
Barrier
Startup:
14
Recovery:
32
Advantage:
-
.

Can also be used in j.C loops. After the final j.C slash, cancel into this chain. If you're in the right position, the long version will come out in time for you to ~D follow-up and do more j.C slashes.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.8D Near Normal 1 80 92
j.8D Far Normal 5 80 92
  • j.8D Near
  • j.8D Far


A Follow-up

Damage Guard Startup Active Recovery On-Block Attribute Invuln
See notes

Sometimes, it's best not to chain in, especially on block, where your opponent can punish you with an anti-air. Using this follow-up on air chains can open up some interesting mix up opportunities, like baiting bad anti-airs. Also good to use for further harassment at long distances or to play lame when you have a life lead.

In combos, it is a staple follow-up in order to combo into another chain hit or JakouBBCF Hazama 623Dexe.pngGuard:
Barrier
Startup:
14
Recovery:
32
Advantage:
-
.

Do note that this follow-up also costs a stock, unlike in certain previous version; don't play with your chains recklessly when you're in 0 stock. In case you don't want to spend one but still want to cancel the chains (on block only), do j.214B in case of air chains, or 214D in long range, and 236A in close range to return to safety.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Immediately ends attack and goes into recovery animation. 5D recovery 17F 2D, 6D, 4D recovery 15F Air D recovery 18F

B Follow-up

Damage Guard Startup Active Recovery On-Block Attribute Invuln
39 1~23P

Primarily an evasive follow-up, boasting significant projectile invulnerability. Can be used to evade projectiles (save for really large ones like Jin's 632146C) and bait anti-airs. Because of the trajectory, Hazama will end up coming down right on top of the opponent by the end of this follow-up's animation. Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.

Starter Rating Level P1 P2 On-ODR Cancel Timing
27F~ All except blocking


C Follow-up

Damage Guard Startup Active Recovery On-Block Attribute Invuln
24

Hazama launches himself forward and ends up on the other side of the chain. On hit or block, this chain can be used to appear behind the opponent and bait anti-airs. Make sure to use this follow-up every once in a while to mix up your opponent.

Starter Rating Level P1 P2 On-ODR Cancel Timing
26F~ All except blocking


D Follow-up

Damage Guard Startup Active Recovery On-Block Attribute Invuln
22

Your staple approach/combo chain. Propels you straight forward in the direction of the chain very quickly, making it useful for aggressive and evasive movement. Used in combos after Drives so you can follow up with normals.

Starter Rating Level P1 P2 On-ODR Cancel Timing
12F~ All except blocking


Universal Mechanics

Forward Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. If special-cancelled into 214D, it can be followed up with RessengaBBCS Hazama 214D~A.pngGuard:
High/Air
Startup:
18
Recovery:
1+11L
Advantage:
+1 [+3]
or ZaneigaBBCS Hazama 214D~C.pngGuard:
Low/Air
Startup:
16
Recovery:
20
Advantage:
-5 [-3]
from anywhere on the screen, giving it good reward.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100% (1500)


Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(70) 7 3 23 T

Causes a wallbounce midscreen, allowing for a full combo. Midscreen, 214D into various followups can continue the combo, similar to . In the corner, use either JabakiBBCS Hazama 236D.pngGuard:
All
Startup:
15
Recovery:
21
Advantage:
-1
or Crush Trigger.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100% (1500)


Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw(120) 7 3 23+3L T

An air throw with strong range, made even more effective due to Hazama's movement options. Useful for catching people in the air while flying around. Bounces the opponent high on hit, allowing for a link into 6A or 5C for a combo.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100% (1500)


Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 4 33 -18 B 1~20 All

Your universal Counter Assault. Uses the same animation as 5B. Arguably Hazama's most reliable reversal option, since it doesn't rely on your burst gauge being full, and though it has a rather stubby hitbox, it covers a good amount of space in front of him.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92


Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 ±0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 ±0 B

Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense, since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get a combo going.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100
  • 5A+B
  • 5[A+B]


Special Moves

Venom Sword

236A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
680 All 15 2 21 -1 BP

A decent neutral tool and blockstring ender thanks to its reach, frame advantage, and properties on counter-hit. Be aware of IB as it will become -4.

In short midscreen combos, you can use this after 3C to add some significant corner carry at the cost of the oki options you'd get after a closer knockdown, or to do Rekkazan (632146C) to finish off your opponent. In the corner, 3C > Jabaki > dash 5C > ~ can help set up a decent meterless combo.

On counter hit, the untechable increases, and you can follow-up in midscreen with j.6D to catch the slide.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79

Vengeful Viper

214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 All 15 4 104 +10 B

A useful close range pressure maker that can force the opponent to play a guessing game with you. Also an essential combo tool.

Causes a crumple on ground hit and a ground bounce on air hit. After the hit lands, Hazama will enter the stance automatically. For the first 22 frames, Hazama can use normal versions of his Stance specials. After that, Hazama will use the Charged version of his stance moves.

Note that this move is very susceptible to IBs as its main follow-ups are all punishable under IB, so don't be predictable when using this in blockstrings.

It's also notable that, since the Stance is a part of the moves recovery, you can rapid-cancel during it, though this goes away if you dash during the stance.

  • Hits opponents OTG trying to late rise.
  • Frame advantage refers to when you can do a stance followup; assuming an immediate stance cancel, you're -3 on block.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 79 17~43F All Followups, normal version
44F~ All Followups, charged version
  • Enters Serpent's Benediction stance afterwards Fastest followups will appear on frame 22

Serpent's Benediction

214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
86

Hazama's stance special. Gives access to three powerful specials that can be used to either start or extend combos on hit, and a fully invincible super command grab. This creates scary mixup potential that can put the opponent on edge. Unlike Jagai, all follow-ups are always enhanced, Hazama will gain a green afterimage when he is ready to attack with these. Follow-ups can all be avoided by jumping back and barrier blocking if you get predictable with your mixups, so remember to vary your pressure.

Can be cancelled into a stance cancel or Orochi BurensouBBCF Hazama stomp1.pngGuard:
Throw(80)
Startup:
12+(30 Flash)+0
Recovery:
40
Advantage:
-
as early as frame 1, further enhancing its potential for pressure. If left uncancelled, though, Hazama is stuck in place for at least 22 frames and is in a counter hit state the entire time. This makes Jasetsu not advisable to use when being rushed down, since you may eat a CH punish before your follow-up comes out.

Starter Rating Level P1 P2 On-ODR Cancel Timing
1F~ D, 632146D
22F~ All Followups
  • All Followups are Charged version

Falling Fang

A during Serpent's Benediction

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 [840] High/Air 18 4 1+11L +1 [+3] H 1~22 F

A forward-moving, relatively fast overhead.


Uncharged

The forward movement 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. Beats out lows and throws during pressure, but loses to fast standing attacks and reversals. Easily comboable on CH, and can be followed up on crouching opponents with a 2A. If you don't microdash the 2A, you'll need to have a slightly longer microdash later in the combo for consistency.

Be aware when using in blockstring as there is a gap between Jagai and this, during which you can be hit by any 5A. With Zaneiga (which blows up standing attacks) this is a natural high-low mixup, although it can be easily jump guarded.

Forward Ressenga (66A) covers more range, but the increased startup makes it suspectable to more attacks.


Charged

Causes a hard knockdown on hit. Frequently used in combos after ground chains. Also useful as a high-low mixup on okizeme alongside enhanced Zaneiga.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 [4] 80 79 [82]
  • Values in [] are for Charged version

Rising Fang

B during Serpent's Benediction

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [1080] Mid 9 8 13+15L -17 [-15] B 1~12 All

An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this one has additional practicality due to its invincibility. Cannot be used on wakeup due to the time it takes for stance attacks to come out.


Uncharged

The normal version of this move is key for converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block and can be low-profiled. Use sparingly against opponents that continually disrespect you.


Charged

The charged version of this move causes the opponent to fly far away midscreen, allowing for an easy link into JakouBBCF Hazama 623Dexe.pngGuard:
Barrier
Startup:
14
Recovery:
32
Advantage:
-
or 6D.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 [5] 90 82 [84]
  • Values in [] are for Charged version

Devouring Fang

C during Serpent's Benediction

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 [1080] Low/Air 16 4 20 -5 [-3] F 1~19 B

A low option out of stance. Also one of the strongest combo starters/extenders in Hazama's arsenal.


Uncharged

Normal version is the go-to move to end combos midscreen after 214B for oki. Landing a counter-hit with this can net a good combo with or without meter.

In pressure this beats standing attacks, and can clash or even go through certain reversals with proper timing. However it can be easily jumped away, and IBing Jagai will make this punishable by fast attacks and throws. To compensate with IB issue, mix with delayed backward Zaneiga (44C) to blow them up if they keep disrespecting you, or do nothing (D) if they kept DPing.


Charged

Charged version causes the opponent to go into a long air-spin, leading to damaging combos. Good follow-up from CH 3C, throws, or Houtenjin.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 [5] 80 92 [94]
  • Values in [] are for Charged version

Serpent's Haste

D during Serpent's Benediction

Damage Guard Startup Active Recovery On-Block Attribute Invuln
18

Sometimes, it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing. It can also be used to make chains have less recovery on block.

Starter Rating Level P1 P2 On-ODR Cancel Timing


Serpent's Redemption

66/44 during Serpent's Benediction

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214D~66 31
214D~44 32

Your sole movement option during stance, which is useful for a variety of reasons. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption.

You can dash forward as many times as you like, but can dash backwards only once. If done from Jagai, the time until you're able to use charged versions of the follow-ups still continues. This means that dashing backwards from Jagai isn't completely the end of your pressure, as you'll eventually be able to use a charged Ressenga to put yourself back in the opponent's face if they don't move away.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214D~66 1F~ All Followups
214D~44 1F~ All Followups
  • 214D~66
  • 214D~44

Hungry Coils

623D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Barrier 14 10 32 P

A special anti-air chain that catches opponents and flings them behind Hazama. Cannot hit grounded opponents at all. Very risky as an anti-air, though it has some niche applications, such as if Mai is charging a spear in the air. Its true calling is as a combo piece; it's a great way to change positioning during a combo due to the side switch, and it 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 into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.

  • Inflicts Fatal Counter, and on fatal will triggers wallbounce anywhere.
  • Unlike Hazama's normal drive moves, this must be barrier blocked.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 100, 82 106F~ 632146C
  • Fatal Counter


Shadow Serpent

j.214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 10 Until L 16 H

An aerial spike that sends Hazama straight down to the ground. Not an overhead, but ground bounces on CH, giving it some pressure applications. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints due to its unique whiff recovery property.

On whiff, the recovery is cancelable into anything except blocking, jumping and backdash, starting five frames after Hazama lands on the ground. This means that this move is punishable by some fast, far-range attacks, such as Ragna's Carnage ScissorsBBCS Ragna the Bloodedge 632146D.pngGuard:
All
Startup:
9+(40 Flash)+4~12
Recovery:
58
Advantage:
-43 [-40]
. To go around this, you can cancel it into forward walk, then block; this effectively bypasses the recovery entirely, since walking has no recovery/startup.

Never use this to hit an opponent who is directly below you in neutral; Hazama's leg has a massive hurtbox, meaning most attacks can hit you out of this. If you managed to tag them with a j2D, though, Jameijin is a potential followup.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89 L~ All except backward walk


Bloody Fangs

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 600 Throw(90) 12 2 31 +15 T 1~12 T

A command grab that launches opponent into the air directly in front of Hazama. You aren't going to get huge damage from this most of the time, but is still a good tool for pressure, okizeme, and combos due to the favorable position after landing it. Do dash 5C into 2D for the follow-up.

Most common guesses to chain into is the same as how you do tick throw, such as after 5A, 2A or 2B. All tick throw options will be greatly affected by Barrier, which makes it harder to land due to longer startup. But with 50 meter, 214B (point blank) > RC > 236C as an Okizeme is very hard to react to, Barrier will not help them, and your opponent will never expect it (they can fuzzy out, of course).

It is worth mentioning that this attack is invulnerable to all throw-attribute attacks during startup. This, however, will not necessarily beat all throw-attribute attacks; mistiming this attack can cause it to lose to throws that has longer invulnerability, such as Tager's Wedge CatapultBBCF Tager WedgeCatapult1.pngGuard:
Throw
Startup:
30
Recovery:
30 (Miss), 41 (Hit)
Advantage:
-
.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 100 60
  • Minimum Damage 100%: 600

Distortion Drives

Serpent's Infernal Rapture

236236B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1950 [2100] All 3+(40 Flash)+1 3 51 -33 B -
[1~3 All]

The famous Houtenjin move that is decent in many ways.


Normal Version

Not an invincible reversal, despite its appearance. Due to its speed, it can still take advantage of gaps in opponents pressure or punish otherwise safe moves, though this largely depends on the gap in the blockstring, the type of blocking used, etc. Outside of that, its the main way to get reward off normal hit 6A or 6B, and if used off the right combo starter (such as 5C or 3C), you can land damage anywhere between 4-5K, making this a good investment for combos.


Overdrive Version

In Overdrive, this move is now invincible on startup. Have fun.

As a wake-up reversal, you can check whether if they have attacked during the startup of your Overdrive, and if not then you can hold your meter until they have a gap you can reversal out.

  • 20% Minimum damage: 390 [420]. You probably aren't using this for minimum damage.
  • Fatal Counters, but it is a Normal starter so cashing out more on FC is impossible.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 5 50 94
  • Values in [] are during OD Fatal Counter Minimum Damage 20%: 390 [420] The normal version also technically has invuln starting on frame 3, before the superflash, but it runs out during the superflash, effectively making the invuln last less than a single frame.

Eternal Coils of the Dragon Serpent

632146C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×2, 200×8, 2000
[800×2, 90×24, 1000×2]
All 1+(30 Flash)+15 2 Total 70 -46 P2 1~19 P

Combo ender. Spawns a projectile portal at the floor underneath the opponent; if it hits, Hazama grab them close and slash them. The projectile has a minimum range and can spawn offscreen. In Overdrive, it will spawn at the edge of the screen if it would otherwise spawn beyond that.


Normal Version

Since it is projectile invuln, it can be used during neutral to punish projectile moves from far ranges. During combos you'll generally use this after 623D since it positions them nicely for it, and it can be super canceled into.

If you Rapid Cancel at the right time, you can regain control of Hazama with the opponent still stuck in the coils. Not the most meter-efficient setup; use only if you're going to win the round with the next hit and you feel like being an ass.


Overdrive Version

OD version is even better for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation, even if Overdrive expires during it. Use when you need to anti-burst, or to deal more to close out the round.

  • 20% Minimum damage: 1040 [1152]
  • With lifesteal, the minimum damage in OD goes up to at least 1492, with at least 425 health recovered by Hazama.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80
  • Values in [] are during OD Minimum Damage 20%: 1040 [1152] Note that there is a minimum distance for this move of 300 pixels meaning that, if the opponent is close enough, the initial projectile will miss. However in OD the portal will appear in the corner if it would otherwise go offscreen. Initial projectile is much taller but less wide than it looks.

The Serpent's Unholy Wrath

632146D during Serpent's Benediction

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2, 280×2, 57×9, 400, 800
[0×2, 280×2, 57×17, 400, 800]
Throw(80) 12+(30 Flash)+0 2 40 T 1~14 All

Hazama's super command grab.


Normal Version

It's invulnerable until its active frames and does some pretty good damage. Since it is active immediately after superflash, your opponent cannot jump in superflash to response.

This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it can come out on the first frame of stance, you can also use this as a handy situational reversal.

Due to the game's input leniency, 632146DD registers as a proper input for stance activation into immediate Burensou. This makes quick command grabs in pressure easier to utilize consistently.


Overdrive Version

Under Overdrive it dealt slightly more damage, and heals Hazama significantly. The animation also gets longer in OD, allowing his life-steal ring to do more work.

  • 100% Minimum damage: 2553 [3009]
  • With lifesteal, the minimum damage in OD goes up to at least 4149, with Hazama recovering at least 1425 health. This will kill all opponents in the red health range.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 0×2, 4×2, 3×9 [×17], 4×2 100 100×2, 70×13 [100×2, 70×21]
  • Values in [] are during OD 100% minimum damage: 2553 [3009]


Exceed Accel

Glimmering Fang of the Basilisk

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 400×3, 1000
{600, 400×5, 700×4}
All 20 [10] 3 34 -10 B 1~22 All
[1~22 All]

Your Exceed Accel, giving Hazama another reversal option.

Swaps sides on hit, and the life-steal ring remains active until the animation ends, letting you drain a lot of health. Otherwise behaves the same as every other Exceed Accel. Has good range and is the only meterless reversal Hazama has, and is the most damaging Exceed Accel bar none due to the added lifesteal. However, you're usually better off not using it and staying in Overdrive instead, both due to the strength of Hazama's Overdrive and because OD Houtenjin is a far more rewarding reversal.

  • Attack itself does 280/594 Minimum Damage, but the lifedrain ring can add an extra 160~220 damage.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100
  • Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Minimum Damage 10%: 280 {540+54}


Astral Heat

Hungry Darkness of 1000 Souls

1632143D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 30000 All 1+(46 Flash)+16 X{(3)X}×7 Total 115 P 1~91 All

A situationally comboable astral, with a common conversion being after air throw. It's also got a lot of invulnerability, so it can be used against very slow moves, during superflash, or other times where you can throw this out on reaction. This can also be combo'd into after a far 2D hit, which also helps you complete first part of the Astral motion if you input it as 1D.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3


Colors

BBCF Hazama color 1.png
BBCF Hazama color 2.png
BBCF Hazama color 3.png
BBCF Hazama color 4.png
BBCF Hazama color 5.png
BBCF Hazama color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Hazama color 7.png
BBCF Hazama color 8.png
BBCF Hazama color 9.png
BBCF Hazama color 10.png
BBCF Hazama color 11.png
BBCF Hazama color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Hazama color 13.png
BBCF Hazama color 14.png
BBCF Hazama color 15.png
BBCF Hazama color 16.png
BBCF Hazama color 17.png
BBCF Hazama color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Hazama color 19.png
BBCF Hazama color 20.png
BBCF Hazama color 21.png
BBCF Hazama color 22.png
BBCF Hazama color 23.png
BBCF Hazama color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


External References


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