BBCF/Hazama/Combos

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< BBCF‎ | Hazama
 Hazama


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Notes

  • The j.C7 in the combos means j.Cx2 > jc > j.Cx5, and j.C5 means j.Cx5. j.C7 does not work on all situation, so adjust if you must.
  • Hazama chains link into each other after retracting with the A followup, so chains does not cancel into other chains. However for notation simplicity, we will consider chains being cancelable to other chains. For example instead of notation like 5D~A, 6D, it's written as 5D~A > 6D.
  • Hitting an air button during a chain followup will cause Hazama to start falling. This is essential for most BnBs with 5D~D > whiff j.2C. Regarding combos that needs to whiff j.2C, there are two ways to do it:
  1. do it as soon as possible and do a microdash to continue;
  2. or delay the j.2C after your character has contacted with opponent. This will left you almost right below the opponent.
  • Some combos require certain character specific delays, otherwise the chain will hit in its deadzone and the opponent will tech out.

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Universal BnB ComboWorks against any grounded opponent, anywhere.
Very Easy

2A or 5A > 5B > 5C > 3C > Ender
This is Hazama's most basic press-and-work combo. Depend on the situation you want there are several Ender you can choose:

  • 236ABBCS Hazama jabaki.pngGuardAllStartup15Recovery21Advantage-1. Use this when you want to gain some distance from the opponent. With 50 Heat this can combo into 632146CBBCF Hazama 632146Cexe.pngGuardAllStartup1+(30 Flash)+15RecoveryTotal 70Advantage-46 to finish opponent off without risky combos. Doing this from an A starter is tight, however.
You can also add 2C in between 5C and 3C when you are close to squeeze out damage.
  • 214BBBCF Hazama Jagai.pngGuardAllStartup15Recovery104Advantage+10 for an okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. attempt. After hit, you can do:
    • Nothing and left in stance, for an auto high-low mixup next time;
    • RessengaBBCS Hazama ressenga.pngGuardHigh/AirStartup18Recovery1+11LAdvantage+1 [+3] for close range Oki. 2A after will catch forward rolls, and is a safer Oki option.
    • ZaneigaBBCS Hazama zaneiga.pngGuardLow/AirStartup16Recovery20Advantage-5 [-3] for damage. After than, IAD j.2C is a staple safe jump and has a chance to catch rolls.
Related Combos
ComboPositionDamageHeat Gain / LossNotes

1507 [d]
- [t]
Anywhere
2A or 5A > 5B > 5C > 3C > 236A
Position
Anywhere
Damage
1507
Heat Gain / Loss
10
2A or 5A > 5B > 5C > 3C > 236A Anywhere150710

1757 [d]
- [t]
Anywhere
2A or 5A > 5B > 5C > 2C > 3C > 236A
Must be close.
Position
Anywhere
Damage
1757
Heat Gain / Loss
12
2A or 5A > 5B > 5C > 2C > 3C > 236A Anywhere175712
Toggle Details
Must be close.

COSTS 50 HEAT
2733 [d]
- [t]
Anywhere
2A or 5A > 5B > 5C > 3C > 236A, 632146C
Position
Anywhere
Damage
2733
Heat Gain / Loss
-40
COSTS 50 HEAT
2A or 5A > 5B > 5C > 3C > 236A, 632146C
Anywhere2733-40

1807 [d]
- [t]
Anywhere
2A or 5A > 5B > 5C > 3C > 214B > (66)C
Position
Anywhere
Damage
1807
Heat Gain / Loss
12
2A or 5A > 5B > 5C > 3C > 214B > (66)C Anywhere180712

2149 [d]
- [t]
Corner
2A or 5A > 5B > 3C > 236A, 665C > 214B > (66)C
Corner combo to add a little damage.
Position
Corner
Damage
2149
Heat Gain / Loss
15
2A or 5A > 5B > 3C > 236A, 665C > 214B > (66)C Corner214915
Toggle Details
Corner combo to add a little damage.


Combos after launchYour main damage source.
Medium

Launchers > 214D~C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B
As you definitely can not rely on BnB to get your damage done (look at that measly damage!), you need to make every bit of damage count. The more damaging combos revolves around one move: Charged ZaneigaBBCS Hazama zaneiga.pngGuardLow/AirStartup16Recovery20Advantage-5 [-3]. There are several ways to combo into it (i.e. the Launchers above):

  • ThrowBBCS Hazama FThrow.pngGuardThrow(70)Startup7Recovery23Advantage-. In such case, you need to do dash Zaneiga (66C).
  • Backward ThrowBBCS Hazama BThrow.pngGuardThrow(70)Startup7Recovery23Advantage- don't need dash Zaneiga unless they are in the corner. Nevertheless it will help.
Note that if you are in the corner, you can't Backward Throw combo into Zaneiga. This is why you should use forward throw most of the time.
  • HoutenjinBBCS Hazama Jayoku Houtenjin.pngGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33. Anything you have problems with can be solved by this move, however it does waste a lot of combo time, making some combo change.


Now on to the aerial parts. There are many variations after 5D~D, but for here we give the most basic one you can do. For how to perform whiff j.2C, the tip is to hit 2 as soon as 5D is out, and then press C as soon as possible (you can just mash). Another problematic part would be j.8D as you might accidentally double jump; in such case, hold 8 (or 7 or 9) for a little longer after jump then press D so j.8D can come out without a jump.

Related Combos
ComboPositionDamageHeat Gain / LossNotes

3246 [d]
- [t]
Midscreen
You not in the corner (4T)
4/6T > 214D~66C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B
Position
Midscreen
You not in the corner (4T)
Damage
3246
Heat Gain / Loss
23
4/6T > 214D~66C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen
You not in the corner (4T)
324623

COSTS 50 HEAT
3738 [d]
- [t]
Midscreen
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
The simplest Houtenjin combo. The route is shorter since we do not have combo time.
If you have an additional 5C before 3C, ignore j.8D~D since combo time is not enough to fit j.C7.
Position
Midscreen
Damage
3738
Heat Gain / Loss
-31
COSTS 50 HEAT
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Midscreen3738-31
Toggle Details
The simplest Houtenjin combo. The route is shorter since we do not have combo time.
If you have an additional 5C before 3C, ignore j.8D~D since combo time is not enough to fit j.C7.

COSTS 50 HEAT
4638 [d]
- [t]
Midscreen
5B > 5C > 3C > 236236B, 214D~66C, 666C > 5D > whiff j.2C2C > 4D~A > j.C7 > j.214B
We do not use j.8D~D since combo time is not enough to fit j.C7.
Position
Midscreen
Damage
4638
Heat Gain / Loss
-26
COSTS 50 HEAT
5B > 5C > 3C > 236236B, 214D~66C, 666C > 5D > whiff j.2C2C > 4D~A > j.C7 > j.214B
Midscreen4638-26
Toggle Details
We do not use j.8D~D since combo time is not enough to fit j.C7.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

The Midscreen Standing JagaiMidscreen, must be close (inside throw range).
Medium

2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Hazama's combos, in short, are a pain to pull off, in terms of difficulty and the distance requirement. But you need damage, so it's time to learn how to do the combo.

There are 2 microdashes you need to do, i.e. the 214B~66B, 665B part.

  • The first microdash is done as fast as JagaiBBCF Hazama Jagai.pngGuardAllStartup15Recovery104Advantage+10 hits, no need to time this.
  • The second microdash is done when Hazama lands and his coat is near fully fallen.

For help landing a 665B after 214B/D~B, check this playlist by Chickzama to see Hazama land it at various screen positionings at different speeds. Alternatively, you can replace 665B with (dl.)665A which makes it easier despite having lower damage, however if the opponent is too far away after 214B~66B, then this option becomes unavailable.

ComboPositionDamageHeat GainNotes

2565 [d]
- [t]
Midscreen
2A > 5B > 5C > 214B~66B, 665A5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
You might need to delay 665A if it will be too high for 5C to hit.
Position
Midscreen
Damage
2565
Heat Gain
18
2A > 5B > 5C > 214B~66B, 665A5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen256518
Toggle Details
You might need to delay 665A if it will be too high for 5C to hit.

2738 [d]
- [t]
Midscreen
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
A version will have a ~7% damage trade off in general.
Position
Midscreen
Damage
2738
Heat Gain
19
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen273819
Toggle Details
A version will have a ~7% damage trade off in general.

2584 [d]
- [t]
Not in corner
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > 623D
With side swap.
Position
Not in corner
Damage
2584
Heat Gain
18
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > 623D Not in corner258418
Toggle Details
With side swap.

2799 [d]
- [t]
Corner
2A or 5A > 5B > 3C > 236A, 665C > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B
Standard corner combo.
Good news: you might not need to dash the second (66)5C.
Position
Corner
Damage
2799
Heat Gain
20
2A or 5A > 5B > 3C > 236A, 665C > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B Corner279920
Toggle Details
Standard corner combo.
Good news: you might not need to dash the second (66)5C.


Standard Launch ComboFor the close ranges
Medium-Hard

6A > 236236B > 214D~66C, 66C > 5D~A > 66D > 214D~66A > (66)5C > 2C > 4D~A > j.8D~D > j.C5 > j.214B
This is a core combo to get the most out of the launch. Some points to note that:

  • 214D~66C must hit real close, preferably your dash should go almost full length;
  • 214D~66A must be as fast as possible.
  • If you knock your opponent too high, 214D~66A may whiff, you can remedy this by delaying 5D

66D is optional with a ~100 damage dropoff.


Standard Launch ComboFor the further ranges
Medium

6T > 214D~66C, 66C > 5D~D > whiff j.2C665C > 2D~A > walk back slightly 4D~A > j.8D~D > j.C7 > j.214B
If you can't get a point blank 214D~66C, use this route instead. Note that the height after 665C must be enough so it does not hit the dead zone of 2D.

  • Walking back slightly is not technically required, but it may help with more obscure conversions from neutral if you happen to land an anti air 5C

Optimal Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Maximal punish under Charged RessengaFor the insanes
Very Hard

214D~A, 665C > 6C > 5D~D > whiff dl.j.2C ▷ (66)5C > 2D~D > dl.j.4D~A > dl.j.8D~A4D~D > j.C7 > j.214B
2D~D > j.4D~A > j.8D~A4D~D is the most damaging air route you can get, though come with specific criterion. One is that you need to start from a Long starter, you need to use the late delay method to delay j.2C so that no microdash is needed, and j.8D needs to be close to the ground.

The reward is a 50~150 damage increment, depend on the starter you use.


Overdrive Meterless ExtensionOne other important damage source
Hard

5B > 3C > cOD, 665C > 6D > 214D~A, 5C > (dl.)2D~A, 6A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B (100% Health)
While Hazama's combo aren't great in distance, that can be solved by using Overdrive, which is one of the best in the game.

The main structure of the combo is to try getting the 110% proration moves 2D or 6A in the combo, so that it dealt the most damage. For example the combo above deals 4144 damage, but the ring also takes 440 health and heal 550 for you. That's a net 5k difference!

Depending on distance and height, 214D~A can side switch, though 5C > (dl.)2D is not direction-dependent so it should be fine. Higher and closer to Hazama trends towards side switching, so you can mitigate or choose when it happens by how far you microdash the first 5C

  • Microdashing or walking can help with getting 5C and 6A to connect more consistently
  • The delay of 2D can be described as cancelling near the beginning of recovery rather than during the active frames of 5C


3C Jagai ExtensionMore close range damage
Hard

5C > 3C > 214B~66B665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Basically the same as Midscreen Standing Jagai, but with more stricter distance requirement and dash timing. Thus this is more frequently used in parts of combo, like after j.2C you can dash in and perform this sequence.

This combo gives you an ~7% damage increment compared to similar combo. You can replace 665C with  665B for an easier timing.

  • The structure of this combo is also used to connect a 2B if you believe you are too far to reliably connect 665B or 665C


j.2C ConfirmOverhead Hitter
Very Hard

j.2C > jc (direction is situational) > j.4D~D > 665C > 3C > 214B~66B665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Where you hit the j.2C will affect how you will jump as well as how strict the timing will be. The deeper the hit the easier the timing. If you hit far enough in one direction your jump will need to be inputted forward and you will have to input j.4D~D in the opposite direction. There is also a chance that j.4D~D will side switch if you're high enough and so you must microdash the opposite direction.

Full Combo list

Meterless, Normals Starters

2A / 5A Starter

Grounded Combos
ComboDamageHeatPositionDifficultyNotes

BasicMidscreen
Easy
1507-1807 [d]
- [t]
Anywhere
2A > 5B > 5C > (2C) > 3C > 236A / 214B~C
Use 236A when you want to gain some distance from the opponent, or 214B~(66)C to gain knockdown and safejump oki.
2C must be close for extra damage but 236A will be your only ender option.
Damage
1507-1807
Heat
10-12
Position
Anywhere
2A > 5B > 5C > (2C) > 3C > 236A / 214B~C 1507-180710-12Anywhere[2] Easy
Toggle Details
Use 236A when you want to gain some distance from the opponent, or 214B~(66)C to gain knockdown and safejump oki.
2C must be close for extra damage but 236A will be your only ender option.

JagaiMidscreen
Medium
2339/2526 [d]
- [t]
Midscreen
2A > 5B > 214B~66B, 665A/665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
The most simple Jagai combo.
Damage
2339/2526
Heat
16-18
Position
Midscreen
2A > 5B > 214B~66B, 665A/665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 2339/252616-18Midscreen[3] Medium
Toggle Details
The most simple Jagai combo.

JagaiMidscreen5C
Medium
2738 [d]
- [t]
Midscreen
2A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
The optimal Jagai combo with an extra 5C.
Damage
2738
Heat
19
Position
Midscreen
2A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 273819Midscreen[3] Medium
Toggle Details
The optimal Jagai combo with an extra 5C.

2ACornerOki
Easy
2443 [d]
- [t]
Corner
2A > 5B > (5C) > 3C > 236A, 665C > 214B~B , 665C > 214B~C
Corner combo with a Zaneiga knockdown, convenient for oki afterwards.
Damage
2443
Heat
17
Position
Corner
2A > 5B > (5C) > 3C > 236A, 665C > 214B~B , 665C > 214B~C 244317Corner[2] Easy
Toggle Details
Corner combo with a Zaneiga knockdown, convenient for oki afterwards.

2ACornerDmg
Medium
2987 [d]
- [t]
Corner
2A > 5B > (5C) > 3C > 236A, 665C > 214B~66B, (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B
Standard corner combo that prioritize damage.
Damage
2987
Heat
21
Position
Corner
2A > 5B > (5C) > 3C > 236A, 665C > 214B~66B, (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B 298721Corner[3] Medium
Toggle Details
Standard corner combo that prioritize damage.

2AJakou
Medium
2804 [d]
- [t]
Not in corner
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > (j.8D~A ▷) 623D, 3C > 214B~C
Standard Hazama BnB with side swap. j.8D~A land into Jakou might be difficult due to low untech, so you can omit that if you feel strict.
Damage
2804
Heat
19
Position
Not in corner
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > (j.8D~A ▷) 623D, 3C > 214B~C 280419Not in corner[3] Medium
Toggle Details
Standard Hazama BnB with side swap. j.8D~A land into Jakou might be difficult due to low untech, so you can omit that if you feel strict.
Anti-Air Combos
ComboDamageHeatPositionDifficultyNotes

AA
Easy
2586 [d]
- [t]
Midscreen
5A > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Opponent must be low enough for 2C to connect.
Damage
2586
Heat
18
Position
Midscreen
5A > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 258618Midscreen[2] Easy
Toggle Details
Opponent must be low enough for 2C to connect.

AACorner
Easy
2254 [d]
- [t]
Midscreen
5A > 5C > 2C > 4D~A > j.8D~A236D
Damage
2254
Heat
16
Position
Midscreen
5A > 5C > 2C > 4D~A > j.8D~A236D 225416Midscreen[2] Easy

AACornerPlus
Easy
3101 [d]
- [t]
You in the corner
5A > 5C > 2C > 4D~A > j.8D~A623D, 5C > 236A, (66)5C > j.214B~C
A swap combo.
Damage
3101
Heat
22
Position
You in the corner
5A > 5C > 2C > 4D~A > j.8D~A623D, 5C > 236A, (66)5C > j.214B~C 310122You in the corner[2] Easy
Toggle Details
A swap combo.

5B or 2B Starter

ComboDamageHeatPositionDifficultyNotes

Medium
3270 [d]
- [t]
Midscreen
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Standard B starter combo, must be close.
Replacing 665B with 665A makes it easier despite having lower damage (3054/21).
Damage
3270
Heat
23
Position
Midscreen
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 327023Midscreen[3] Medium
Toggle Details
Standard B starter combo, must be close.
Replacing 665B with 665A makes it easier despite having lower damage (3054/21).

Medium
2888 [d]
- [t]
Midscreen
2B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Same as above but it's a low, must be close. Using dash momentum on 2B helps.
Damage
2888
Heat
20
Position
Midscreen
2B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 288820Midscreen[3] Medium
Toggle Details
Same as above but it's a low, must be close. Using dash momentum on 2B helps.

Medium
2878 [d]
- [t]
Midscreen
2B > 3C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
If you accidentally catch with 3C then this also works.
The 665B after 3C Jagai is easier to do than the grounded version.
Damage
2878
Heat
20
Position
Midscreen
2B > 3C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 287820Midscreen[3] Medium
Toggle Details
If you accidentally catch with 3C then this also works.
The 665B after 3C Jagai is easier to do than the grounded version.

Medium
3077 [d]
- [t]
Not in the corner
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D
Standard B starter combo with Jakou ender.
Damage
3077
Heat
22
Position
Not in the corner
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D 307722Not in the corner[3] Medium
Toggle Details
Standard B starter combo with Jakou ender.

Medium
2669 [d]
- [t]
Midscreen
j.B > (j.C) > 665B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
In any case you hit an j.B after either chains or air dash, this can be useful.
Damage
2669
Heat
19
Position
Midscreen
j.B > (j.C) > 665B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B 266919Midscreen[3] Medium
Toggle Details
In any case you hit an j.B after either chains or air dash, this can be useful.
Corner Combos
ComboDamageHeatPositionDifficultyNotes

Easy
3606 [d]
- [t]
Corner
5B > 5C > 3C > 236A, 665C > 214B~66B5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B
Thank god you don't need to microdash in the corner.
You can replace 665C by 663C in case 665C will not reach, though depend on distance you might still need to microdash after 214B~66B.
Damage
3606
Heat
25
Position
Corner
5B > 5C > 3C > 236A, 665C > 214B~66B5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B 360625Corner[2] Easy
Toggle Details
Thank god you don't need to microdash in the corner.
You can replace 665C by 663C in case 665C will not reach, though depend on distance you might still need to microdash after 214B~66B.

Medium
3727 [d]
- [t]
Corner
5B > 3C > 236A, 665C > 6C > 5D~A > (6D) > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B
Must be point-blank.
Higher damage can be achieved by using less knockback moves before slide, so 665C > 6C can connect. This includes the more commonly used poke 2B > 3C.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.
Damage
3727
Heat
26
Position
Corner
5B > 3C > 236A, 665C > 6C > 5D~A > (6D) > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B 372726Corner[3] Medium
Toggle Details
Must be point-blank.
Higher damage can be achieved by using less knockback moves before slide, so 665C > 6C can connect. This includes the more commonly used poke 2B > 3C.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.
You in the corner
ComboDamageHeatPositionDifficultyNotes

Medium
3603 [d]
- [t]
You in the corner
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D, j.6D~D > 2C > 2D~D > j.C5 > j.214B
If you are in the corner, you can do side swap.
Damage
3603
Heat
25
Position
You in the corner
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D, j.6D~D > 2C > 2D~D > j.C5 > j.214B 360325You in the corner[3] Medium
Toggle Details
If you are in the corner, you can do side swap.

Medium
3352 [d]
- [t]
You in the corner
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D, 3C > 214B~C
Ends in Jagai Oki, provided that you aren't too far away from corner after Jakou.
Damage
3352
Heat
23
Position
You in the corner
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D, 3C > 214B~C 335223You in the corner[3] Medium
Toggle Details
Ends in Jagai Oki, provided that you aren't too far away from corner after Jakou.
Counter
ComboNotes

- [d]
- [t]
Anywhere
CH 5B, 665A/662A > ~
Not the most prettiest thing you can have, but you can just for safety to use fast jab to combo off it.
CH 5B, 665A/662A > ~ Not the most prettiest thing you can have, but you can just for safety to use fast jab to combo off it.

- [d]
- [t]
Anywhere
CH 5B > 6C > ~
5B > 6C is a 4 frame trap, and sometimes if they ate a counter it will just work.
See the 5C Starter section for how to combo after 6C.
CH 5B > 6C > ~ 5B > 6C is a 4 frame trap, and sometimes if they ate a counter it will just work.
See the 5C Starter section for how to combo after 6C.

5C and 2C Starter

  • You can replace all combos below that uses 665C with 665B or 665A to lower the difficulty, but you need to omit 6D~A, if presented.
Anywhere or Midscreen
ComboPositionDamageHeat GainWorks on:DifficultyNotes

Medium
3495 [d]
- [t]
Midscreen
5C > 3C > 214B~66B, 665B > 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Standard C starter combo. Replace 665B with 665A If you hate strict timing (3275/23).
Position
Midscreen
Damage
3495
Heat Gain
25
Works on:
Anyone
5C > 3C > 214B~66B, 665B > 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen349525Anyone[3] Medium
Toggle Details
Standard C starter combo. Replace 665B with 665A If you hate strict timing (3275/23).

Very Hard
3565 [d]
- [t]
Midscreen
5C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
THe Optimal C starter combo. 665C is very hard, a 1 (+3) frame link.
Position
Midscreen
Damage
3565
Heat Gain
25
Works on:
Anyone
5C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen356525Anyone[5] Very Hard
Toggle Details
THe Optimal C starter combo. 665C is very hard, a 1 (+3) frame link.

Very Hard
3358 [d]
- [t]
Not in the corner
5C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > 623D
Sideswap.
Position
Not in the corner
Damage
3358
Heat Gain
24
Works on:
 ?
5C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > 623D Not in the corner335824?[5] Very Hard
Toggle Details
Sideswap.

Very Hard
4037 [d]
- [t]
Midscreen
6C > 5D~D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
The basic 6C first-hit combo. It hurts.
Position
Midscreen
Damage
4037
Heat Gain
28
Works on:
Anyone
6C > 5D~D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen403728Anyone[5] Very Hard
Toggle Details
The basic 6C first-hit combo. It hurts.

Very Hard
CROUCHING HIT
4223 [d]
- [t]
Midscreen
5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
That is an ouch if your opponent got hit by this.
Position
Midscreen
Damage
4223
Heat Gain
30
Works on:
Anyone
Difficulty
[5] Very Hard
CROUCHING HIT
5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
Midscreen422330Anyone[5] Very Hard
Toggle Details
That is an ouch if your opponent got hit by this.
Corner Cobmos
ComboPositionDamageHeat GainWorks on:DifficultyNotes

Medium
3616 [d]
- [t]
Corner
5C > 3C > 236A, 665C > 214B~66B ᐅ (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B
Thank god you don't need to microdash 5C that hard in the corner.
Position
Corner
Damage
3616
Heat Gain
25
Works on:
Anyone
5C > 3C > 236A, 665C > 214B~66B ᐅ (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner361625Anyone[3] Medium
Toggle Details
Thank god you don't need to microdash 5C that hard in the corner.

Medium
3982 [d]
- [t]
Corner
5C > 3C > 236A, 665C > 6C > 5D > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B
Must be point-blank.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.
Position
Corner
Damage
3982
Heat Gain
28
Works on:
Anyone
5C > 3C > 236A, 665C > 6C > 5D > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner398228Anyone[3] Medium
Toggle Details
Must be point-blank.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.
Counterhit Combos
ComboPositionDamageHeat GainWorks on:DifficultyNotes

Hard
COUNTER HIT
4292 [d]
- [t]
Midscreen
5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
5C > 6C isn't crouch only now if you got a counter hit.
Position
Midscreen
Damage
4292
Heat Gain
30
Works on:
Anyone
Difficulty
[4] Hard
COUNTER HIT
5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
Midscreen429230Anyone[4] Hard
Toggle Details
5C > 6C isn't crouch only now if you got a counter hit.

Easy
COUNTER HIT
3181 [d]
- [t]
Midscreen
2C > 665B > 5C > 2C > 4D~A > j.8D~D > jC7 > 214B
2C counter hit, work for both ground hit and anti-air hit.
If you cannot react fast enough to do 214D, this becomes an alternative.
Position
Midscreen
Damage
3181
Heat Gain
22
Works on:
Anyone
Difficulty
[2] Easy
COUNTER HIT
2C > 665B > 5C > 2C > 4D~A > j.8D~D > jC7 > 214B
Midscreen318122Anyone[2] Easy
Toggle Details
2C counter hit, work for both ground hit and anti-air hit.
If you cannot react fast enough to do 214D, this becomes an alternative.

Easy
COUNTER HIT
3842 [d]
- [t]
You in the corner
2C > 623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B
2C counter hit also gives a guaranteed Jakou follow-up, provided that you can react fast enough.
Position
You in the corner
Damage
3842
Heat Gain
27
Works on:
Anyone
Difficulty
[2] Easy
COUNTER HIT
2C > 623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B
You in the corner384227Anyone[2] Easy
Toggle Details
2C counter hit also gives a guaranteed Jakou follow-up, provided that you can react fast enough.

COUNTER HIT
- [d]
- [t]
Anywhere
2C > 214D~C > ~
By using Zaneiga, All combos regarding 3CCH will still work with 2CCH.
See below on how 3C combos work.
Position
-
Damage
-
Heat Gain
-
Works on:
-
Difficulty
-
COUNTER HIT
2C > 214D~C > ~
-----
Toggle Details
By using Zaneiga, All combos regarding 3CCH will still work with 2CCH.
See below on how 3C combos work.

Throw Starter

Forward Throw
ComboPositionDamageHeat GainWorks on:DifficultyNotes

Easy
2100 [d]
- [t]
Anywhere
6T > 623D
Super basic throw confirm. Switches sides.
Position
Anywhere
Damage
2100
Heat Gain
15
Works on:
Everyone
6T > 623D Anywhere210015Everyone[2] Easy
Toggle Details
Super basic throw confirm. Switches sides.

Medium
3451 [d]
- [t]
Midscreen
6T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > (walk back) 4D~A > j.8D~D > j.C7 > j.214B
Basic Throw BnB.
Position
Midscreen
Damage
3451
Heat Gain
24
Works on:
Everyone
6T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > (walk back) 4D~A > j.8D~D > j.C7 > j.214B Midscreen345124Everyone[3] Medium
Toggle Details
Basic Throw BnB.

Medium
3110 [d]
- [t]
Midscreen
6T > 214D~66C, 666C > 5D~B > j.5D~A66D~A > 664D~A > j.8D~A > 623D
A twist for anti-bursting after 5D. You can also end in aerial parts j.C7 > j.214B (3262/23).
Position
Midscreen
Damage
3110
Heat Gain
22
Works on:
Everyone
6T > 214D~66C, 666C > 5D~B > j.5D~A66D~A > 664D~A > j.8D~A > 623D Midscreen311022Everyone[3] Medium
Toggle Details
A twist for anti-bursting after 5D. You can also end in aerial parts j.C7 > j.214B (3262/23).

Medium
3413 [d]
- [t]
Corner
6T > 214D~C, 666C > 5D~A > 6D > 214D~66A, 665C > 2C > 2D~D > j.B > j.C7 > j.214B
You can add dash on 214D~C if you feel the distance is too far, same for 6D.
6D is optional for damage.
Position
Corner
Damage
3413
Heat Gain
24
Works on:
Everyone
6T > 214D~C, 666C > 5D~A > 6D > 214D~66A, 665C > 2C > 2D~D > j.B > j.C7 > j.214B Corner341324Everyone[3] Medium
Toggle Details
You can add dash on 214D~C if you feel the distance is too far, same for 6D.
6D is optional for damage.

Medium
3144 [d]
- [t]
You in the corner
6T > 214D~C, 666C > 5D~A > 666D~A > 623D, 3C > 214B~C
Side swap into the corner into oki.
Depend on the height you might need to do 666D~A to wait for the height that Jakou needs to hit.
Position
You in the corner
Damage
3144
Heat Gain
22
Works on:
Everyone
6T > 214D~C, 666C > 5D~A > 666D~A > 623D, 3C > 214B~C You in the corner314422Everyone[3] Medium
Toggle Details
Side swap into the corner into oki.
Depend on the height you might need to do 666D~A to wait for the height that Jakou needs to hit.

Medium
3513 [d]
- [t]
You in the corner
6T > 214D~C, 666C > 5D~A > 666D~A > 623D, 5C > 2C > hjc > j.C7 > j.214B
It's quite damaging.
If you use D-pad or keyboard to do 9hjc, be sure to delay j.C or 236C will come out.
Position
You in the corner
Damage
3513
Heat Gain
25
Works on:
Everyone
6T > 214D~C, 666C > 5D~A > 666D~A > 623D, 5C > 2C > hjc > j.C7 > j.214B You in the corner351325Everyone[3] Medium
Toggle Details
It's quite damaging.
If you use D-pad or keyboard to do 9hjc, be sure to delay j.C or 236C will come out.

Medium
3345 [d]
- [t]
You in the corner
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B
If you hate hjc and need a simpler combo.
Position
You in the corner
Damage
3345
Heat Gain
24
Works on:
Everyone
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B You in the corner334524Everyone[3] Medium
Toggle Details
If you hate hjc and need a simpler combo.

Hard
3462 [d]
- [t]
You in the corner
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~D > j.C7 > j.214B
If you hate hjc and need a more damaging combo.
Position
You in the corner
Damage
3462
Heat Gain
24
Works on:
Everyone
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~D > j.C7 > j.214B You in the corner346224Everyone[4] Hard
Toggle Details
If you hate hjc and need a more damaging combo.
Backward throw
ComboPositionDamageHeat GainWorks on:DifficultyNotes

Medium
3451 [d]
- [t]
Not in the corner
4T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B
This follows your ordinary forward throw combos.
Position
Not in the corner
Damage
3451
Heat Gain
24
Works on:
Everyone
4T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Not in the corner345124Everyone[3] Medium
Toggle Details
This follows your ordinary forward throw combos.

Medium
2978 [d]
- [t]
You in the corner
4T > 214D~66B2C > 4D~A, 662D~D > j.B > j.C7 > j.214B
Zaneiga will miss at corner, so we use 214D~B.
You got less damage from using backward throw when you are in the corner, so consider not doing that.
Position
You in the corner
Damage
2978
Heat Gain
21
Works on:
Everyone
4T > 214D~66B2C > 4D~A, 662D~D > j.B > j.C7 > j.214B You in the corner297821Everyone[3] Medium
Toggle Details
Zaneiga will miss at corner, so we use 214D~B.
You got less damage from using backward throw when you are in the corner, so consider not doing that.

Hard
3106 [d]
- [t]
You in the corner
4T > 214D~66B665C > 2D~D > j.4D~A > j.8D~D > j.C7 > j.214B
Position
You in the corner
Damage
3106
Heat Gain
22
Works on:
 ?
4T > 214D~66B665C > 2D~D > j.4D~A > j.8D~D > j.C7 > j.214B You in the corner310622?[4] Hard

Medium
2934 [d]
- [t]
You in the corner
4T > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B
An alternative is to use the ordinary Jagai combos for safer route.
Position
You in the corner
Damage
2934
Heat Gain
21
Works on:
Everyone
4T > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B You in the corner293421Everyone[3] Medium
Toggle Details
An alternative is to use the ordinary Jagai combos for safer route.
Air throw
ComboPositionDamageHeat GainWorks on:DifficultyNotes

Easy
3176 [d]
- [t]
Midscreen
j.T ▷ 666C > 5D~A > 666D > 214D~66A, 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B
Ressenga gives you hard knockdown which is always your safest bet in combos.
Position
Midscreen
Damage
3176
Heat Gain
22
Works on:
Everyone
j.T ▷ 666C > 5D~A > 666D > 214D~66A, 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen317622Everyone[2] Easy
Toggle Details
Ressenga gives you hard knockdown which is always your safest bet in combos.

Medium
3234 [d]
- [t]
Midscreen
j.T ▷ 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B
Damage.
Position
Midscreen
Damage
3234
Heat Gain
23
Works on:
Everyone
j.T ▷ 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen323423Everyone[3] Medium
Toggle Details
Damage.

Medium
3232 [d]
- [t]
Corner
j.T ▷ 6C > 5D~A > (66)6D > 214D~66A, 665C > 2C > 4D~A > 2D~D > j.B > j.C7 > j.214B
You might need to delay 6C or it might only hit twice (it impacts damage but combo can still get going).
Do not dash 6C because it'll cause the combo to fail.
Position
Corner
Damage
3232
Heat Gain
23
Works on:
Everyone
j.T ▷ 6C > 5D~A > (66)6D > 214D~66A, 665C > 2C > 4D~A > 2D~D > j.B > j.C7 > j.214B Corner323223Everyone[3] Medium
Toggle Details
You might need to delay 6C or it might only hit twice (it impacts damage but combo can still get going).
Do not dash 6C because it'll cause the combo to fail.

Medium
3461 [d]
- [t]
You in the corner
j.T ▷ 666C > 5D~A > 666D > 623D, 5C > 2C > 4D~A, (66)2D~D > j.C7 > j.214B
666D~A > 623D will cause the combo to fail due to timeout.
If you are placed point-blank on the wall, after 666C just do 664D~A > j.8D~A > 623D and the do sideswap combo.
Position
You in the corner
Damage
3461
Heat Gain
24
Works on:
Everyone
j.T ▷ 666C > 5D~A > 666D > 623D, 5C > 2C > 4D~A, (66)2D~D > j.C7 > j.214B You in the corner346124Everyone[3] Medium
Toggle Details
666D~A > 623D will cause the combo to fail due to timeout.
If you are placed point-blank on the wall, after 666C just do 664D~A > j.8D~A > 623D and the do sideswap combo.

6A Counter Starter

ComboNotes

- [d]
- [t]
Anywhere
CH 6A, 2A > ~
CH 6A leaves you +7 which, if meterless, can only be followed by 2A. Refer to 2A combos above.
CH 6A, 2A > ~ CH 6A leaves you +7 which, if meterless, can only be followed by 2A. Refer to 2A combos above.

6B Fatal Starter

  • If it did not counter, you can only use Houtenjin to follow-up.
ComboPositionDamageHeat GainWorks on:DifficultyNotes

FATAL COUNTER
[d]
- [t]
6B, 214D~A/214D~C > ~
Fatal 6B stuns a lot such that you can do 214D~C (or A) afterwards. Don't dash though!
Refer to combos starting with 214D.
Position
-
Damage
-
Heat Gain
-
Works on:
-
Difficulty
-
FATAL COUNTER
6B, 214D~A/214D~C > ~
Fatal 6B stuns a lot such that you can do 214D~C (or A) afterwards. Don't dash though!
Refer to combos starting with 214D.

Hard
FATAL COUNTER
4116 [d]
- [t]
Midscreen
6B, 5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
5C > 6C isn't crouch only now if you got a Fatal 6B.
Position
Midscreen
Damage
4116
Heat Gain
29
Works on:
Anyone
Difficulty
[4] Hard
FATAL COUNTER
6B, 5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B
Midscreen411629Anyone[4] Hard
Toggle Details
5C > 6C isn't crouch only now if you got a Fatal 6B.

Hard
FATAL COUNTER
4233 [d]
- [t]
Midscreen
6B, 214D~C, 6C > 5D~D > whiff j.2C ᐅ 66 6A > 5C > 6C > 5DD > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B
The extra untech allows you to do 6A after a 5D~D, and 5C > 6C in late combo time.
Position
Midscreen
Damage
4233
Heat Gain
30
Works on:
Anyone
Difficulty
[4] Hard
FATAL COUNTER
6B, 214D~C, 6C > 5D~D > whiff j.2C ᐅ 66 6A > 5C > 6C > 5DD > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B
Midscreen423330Anyone[4] Hard
Toggle Details
The extra untech allows you to do 6A after a 5D~D, and 5C > 6C in late combo time.

Hard
FATAL COUNTER
4365 [d]
- [t]
Midscreen
6B, 214D~C, (66) 5C > (dl.) 2D > 214D~A, > 5C > 6C > 5DD > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B
5C > 2D must hit at the point where 214D~C spins high enough, but not too high to the point where 214D~A cannot connect.
Position
Midscreen
Damage
4365
Heat Gain
31
Works on:
Anyone?
Difficulty
[4] Hard
FATAL COUNTER
6B, 214D~C, (66) 5C > (dl.) 2D > 214D~A, > 5C > 6C > 5DD > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B
Midscreen436531Anyone?[4] Hard
Toggle Details
5C > 2D must hit at the point where 214D~C spins high enough, but not too high to the point where 214D~A cannot connect.

3C Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
3CCH > 214D~C, 666C > 5D~A > 666D~A > 214D~66A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4075 29 Anyone [3] Medium Basic 3C punish combo.
3CCH > 214D~C, 666C > 5D~D > whiff j.2C ▷ (66)5C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4163 29 Anyone [3] Medium Higher damage than above.
3CCH > 214D~C, 666C > 5D~D > whiff j.2C ▷ (66)5C > 2D~D > j.4D~A > j.8D~A4D~D > j.C7 > j.214B Midscreen 4230 30 Anyone Extreme Higher damage than above (twice).
3CCH > 214D~C, 5C > 2C623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B You in the corner 4558 32 Anyone [2] Easy Sideswap.
3CCH > 214D~C, 5C > 2C623D, (66)5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~A4D~D > j.C5 > j.214B You in the corner 4620 33 Anyone [4] Hard
3CCH > 214D~C, 6C > 5D~A > 666D~A > 664D~A > j.8D~A > 623D, j.6D~D > 214B~C You near the corner 3837 27 Anyone [3] Medium Use when you need j.6D to get back to the corner.
3CCH > 214D~C, 6C > 5D~A > 6D~A > 214D~66A, 5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner 4161 29 Anyone [3] Medium Standard corner 3C punish combo.
Some moves do not need micordash so be aware of distance.
Refer to the 5C starter above, and remove the first 5C.
Refer to the 5C starter above, and remove the first 5C.
Refer to the 5C starter above, and remove the first 5C.

6C Starter

Meterless, Chain Starters

  • All the Chain will need to hit the Far version in order to be comboable.

5D Starter

  • You can replace all combos below that uses 665C with 665B or 665A to lower the difficulty, but you need to omit 6D~A, if presented.
Combo Position Damage Heat Gain Works on: Difficulty Notes
5D~D, j.2C ᐅ (66)5C > 3C > 214B~66B ᐅ 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3084 22 Anyone [3] Medium Standard 5D Combo.

j.6D Starter

Meterless, Special Starters

Weak Stance (214B)

Combo Position Damage Heat Gain Works on: Difficulty Notes
CH (214B)~A/B/C - - - - - Just... just use the charged stance if you get a counter.
Combo Position Damage Heat Gain Works on: Difficulty Notes
(214B)~A, 2A > 5C > 3C > 214B > 66A Anywhere 1555 12 Everyone Beginner For crouch opponents
Simple way to create oki off of an overhead Ressenga.
(214B)~A, 662A > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2354 18 Everyone Medium ~ Hard For crouch opponents
214B~A > 662A is a 3F link which need more practice.

Charged Stance (214D)

Combo Position Damage Heat Gain Works on: Difficulty Notes
214D~A, 665C > 6C > 5D~D > (j.2C) > (66)5C > 2D~D > j.4D~A > j.8D~A > 4D~D > j.C7 > j.214B Midscreen 3324 23 Everyone [4] Hard (66) is optional depend on distance.

Others

Combo Position Damage Heat Gain Works on: Difficulty Notes
CH 236A, (IAD) j.6D~D ▷ (dl.) 6C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3511 25 Everyone [3] Medium You might need to IAD if 236A hits at the very tip.
Delay 6C to let opponent fall lower for it to connect.

Combo Position Damage Heat Gain Works on: Difficulty Notes
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C7 > j.214B Midscreen 2570 18 Everyone Easy ~ Medium j.C 12 times, welcome back to BBCS.
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C2 > vertical jc > j.C5 > j.8D~D > j.C5 > j.214B Midscreen 2720 19 Everyone [4] Hard j.C but 17 times, because why not?

Houtenjin Combos

Combo Position Damage Heat Gain Works on: Difficulty Notes
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3738 -31 Everyone [2] Easy Your safest bet on damage.
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D623D, 3C > 214B~C You in the corner 3845 -31 Everyone [2] Easy Swap.  
214B (block) > A, 236236B, 6C > 5D~D > (j.2C), 665C > 2D~A > 4D~D > j.C7 > j.214B Anywhere 3368 -33 Everyone Intermediate If too close to Bullet, the (near) version of 5D will hit her instead of the (far) version, ruining the combo.

Combo Position Damage Heat Gain Works on: Difficulty Notes
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D623D, 3C > 214B~C You in the corner 3845 -31 Everyone [2] Easy Swap.  

Mizuchi Rekkazan Combos

Combo Notes
~ 3C > 632146C 3C is your staple button to cancel it off. Note 632146C has a minimum distance to hit so try not to dash it unless necessary.
~ 5D > 632146C 5D can be used also, if in part of combos you have the heat to do so.
4T/6T > 632146C Throws also can be comboed. Timing is required.
~ > 236A, 632146C You can combo it off a 236A slide. Note if you are using Normal starter it can be tight.
~ > 623D > 632146C 623D can be super canceled into 632146C after the pull of 623D.
Note that this is not completely Burst safe; opponent can still time the burst to avoid the hit, so try to delay it furtuer instead of a immediate cancel, to bait you their attempt to burst.


Misc. Combos

Crush Trigger (CT) Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
2A > 5B > 3C > CT > 665C > 2C > 4D > j.8D~D > j.C7 > j.214B Midscreen 2431 -20 Everyone [2] Easy In case when you want to kill
and don't want to do (risky) Jagai combos.

Mizuchi Rekkazan (632146C) Combos

Midscreen Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
2A/5A > 5B > 5C > 2C > 632146C Midscreen 2922 -39 Everyone [2] Easy
2A/5A > 5B > 5C > 2C > 236A, 632146C Midscreen 2847 -38 Everyone [2] Easy
2A/5A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~A (> 214B) ▷ 623D > 632146C Midscreen 3624 -32 Everyone [3] Medium BnB ends with DD.
6T, 5D~B > j.6D~A > 66D~A > 664D~A > j.8D~A > 623D > 632146C Midscreen 3683 -31 Everyone [3] Medium An anti-burst chain combo.

100% Combos

Midscreen Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
6T/4T > 236236B, 623D > 632146C Midscreen 3713 -99 Everyone [2] Easy No one like burst, so here is the simplest anti-burst combo.
6A > 236236B, 214D~66C, 666C > 5D~A > 66D~A > 664D~A > j.8D~A623D > 632146C Midscreen 4960 -82 Everyone [2] Easy Require at least 82 Heat.
6B > 236236B, 214D~66C, 666C > 5D~A > 66D~A > 664D~A > j.8D~A623D > 632146C Midscreen 5134 -80 Everyone [2] Easy Require at least 80 Heat.
Same as above but it's a low.
6A/6B > 236236B, 214D~66C, 666C > 5D > 214D~66A > 66C > 2C > 4D~A > 623D > 632146C Midscreen 5149/5259 -80 Everyone

Overdrive Combos

  • Combos that end in EA will have their damage list as Normal [Active flow].
    • Active flow is inactive the whole time for the Normal values, while AF will always be active during the combo for the values in [].
  • Damage might be listed as a sum like A+B; this means that the combo deals A actual damage plus B damage stolen from the ring. This number might depend on several factors so it's for reference only.
    • Note Hazama also heals 125% of the ring damage dealt to himself.
  • Health means the most health you can have to perform this combo. Remember, less health = more OD time.
Midscreen Combos
Combo Position Health Damage Heat Gain Works on: Difficulty Notes
5B > 3C cOD, 665C > 6D > 214D~A, (66) 5C > 2D > EA Midscreen 100% 3329+660 [4379+700] 18 [20] Everyone [3] Medium Depending on distance and height, 214D~A can side switch, though 5C > (dl.)2D is not direction-dependent so it should be fine.
5B > 3C > cOD , 665C > 6D > 214D~A, 5C > (dl.)2D~A, 6A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 100% 4144+460 29 Everyone [3] Medium

Combo Theory

Microdashing

To put it simply, microdashing (Inputting 66, before a normal) is very important for Hazama. It is used for his BnBs, regular combos, pressure, OD combos, and will probably never leave. While this will be hard to learn, after enough practice, it will become second nature. Hazama's combos require different timings for the microdash to be buffered but are essential to know if you want to deal solid damage at different ranges. Such examples of microdashing are:

  • Combo Filler > 214B~66B > 665B > etc: The first microdash is done near immediately after Jagai(214B) makes contact with the opponent. The second microdash is done when Hazama lands and his coat is near fully fallen.
  • 5D~D > j.2C (Can be on hit or whiff) > 665C > etc: As soon as the j.2C makes contact with the opponent, the microdash is inputted. Same for it on whiff. As soon as it comes out, input 66.
  • 214D~A > 665C > 2C > etc: The microdash is buffered as soon as both Hazama and the target touch the floor.

For help landing a microdash B after 214B/D~B, check this playlist by Chickzama to see Hazama land it at various screen positionings at different speeds.

Mid-range Grounded Combo

Between the close range (when 5B can hit) and the far range (5D has longer hitstun) is the weakest range that you can have combos if you don't have the meter. Usually you will land ~>2B>3C>(either Jabaki or Jagai) to send them in the corner or prepare for the next okizeme.

When you have 50 meter, Hazama's combo game becomes viable in mid-range since you can always use Houtenjin to solve your problem.

Close-range Grounded Combo

Grounded combos at a close range usually use 214B~66B as a launcher. In the corner you can use 3C's knockdown to set up for more damage. As a cheeky example, you can loop 3C > 236A > 663C > 236A several times. Most combos will use 3C > 665C > 6C in order to set up 5D. Note that the microdash from a 3C > 236A string is very tight, so it may take time to get used to.

Launchers

Almost 90% of the time your combo will end in Jamenjin, namely ~>j.Cxn > j.214B, so it is important to know your launcher's option. The main ground-to-air launcher is the Jagai > dash Gashoukyaku (214B > 66B), charged Zaneiga (214D~C), and Gasaishou (236C) if you break their guard with command throw. If opponent is in hard knockdown (e.g. CH 3C, 214D~A), then 5C > 2C will do the job. Of course, if you feel that you could drop, you can always call Houtenjin (236236B) to help if you have meter.

Move Combo from Note
214B~66B Close 5B/5C/3C Your to-go combo launcher, but must be close to the opponent to follow-up with a microdash.
If opponent is on crumple after 214B, you can follow-up with 665A or 665B, with former being easier but less damaging;
If opponent floor bounced after 214B (mostly from 3C > 214B), you can follow-up with 665B or 665C. 665C is extremely difficult to pull off in midscreen, so it is advised to use it in the corner.
214D~C Forward/Backward throws
214B/3C/2C/6B counter
Houtenjin
A good launcher that is easy to combo afterwards. In long combo time, you can follow-up with 6C > 5D, and either whiff j.2C in midscreen or 6D in corners.
If in short combo time (e.g. 2A starter > ~ > Houtenjin), then you can just do 5C > 2C.
236C None (command throw) While also being a launcher, it is rarely used due to the low reward.
Can be followed up by 5C > 2C; For more damage, do 665C > 2D~D > ~.
A+B (25% heat gauge) 3C Crush trigger is almost never used due to bad proration, however it makes a free launcher after 3C and it can be used for safe kills.
236236B (50% heat gauge) Almost any ground moves
j.214B (knockdown)
Houtenjin can solve any problems.
Follow-ups are mostly 214D~C or 623D if anti-burst or side swap is needed.

Character Specific Parts

2A while downed

The following characters can be hit by 2A while downed:  Rachel,  Tager,  Susano'o and  Valkenhayn.

These charcters can utilize new combo parts TK j.214B, 2A.

Easy 5C(1) > 2D

The combo part 5C(1) > 2D after downed will hit for the following characters:

 Carl,  Celica,  Hibiki,  Izanami,  Jin,  Kagura,  Litchi,  Platinum.

Video Examples

BBCF2 HAZAMA combo collections


Navigation

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