BBCF/Hazama/Combos

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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


Combo List

Note:

  • The j.C7 in the combos means j.Cx2 > jc > j.Cx5. j.C7 does not work on all situation, so adjust if you must.
  • Chains cannot cancel into other chains, but for simplicity we still write it as a cancel chain, like 5D~A > 6D instead of 5D~A, 6D.

No Resources

A Starters
Combo Position Damage Heat Gain Works on: Difficulty Notes
2A or 5A > 5B > 5C > 3C > 236A Anywhere 1507 10 Everyone Easy Use this when you want to gain some distance from the opponent. Can also be used on block to help return to neutral.
2A or 5A > 5B > 5C > 2C > 3C > 236A Anywhere 1757 12 Everyone Easy To add a little damage, must be close
2A or 5A > 5B > 5C > 3C > 214B > 66A Anywhere 1750 12 Everyone Easy
2A or 5A > 5B > 5C > 3C > 214B > C Anywhere 1807 12 Everyone Easy Common midscreen ender.
2A > 5B > 214B~66B, 665A > 5C > 2C > 4D~A > j.8D~D > j.C7 > 214B Midscreen 2339 16 Everyone Easy The most simple Jagai combo.
2A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > 214B Midscreen 2738 19 Everyone Medium Standard Hazama BnB.
Anti-air Starters
All opponents are in the air in this table.
Combo Position Damage Heat Gain Works on: Difficulty Notes
5A > 5C > 4D~A > j.8D~D > j.C7 > 214B Midscreen 2586 18 Everyone Easy
5A > 5C > 4D~A > j.8D~D > (214B), 236D Midscreen 2254 16 Everyone Easy
5A > 5C > 2C > 4D~A > j.8D~D, 236D, 5C > 236A, 5C > 214B~C You in the corner 3101 22 Everyone Easy A swap combo.
214D~A/214B~A overhead starters
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 > 214B
Midscreen 2354 18 Everyone Medium ~ Hard For crouch opponents
214B~A > 662A is a 3F link which need more practice.
214D~A, 665C > 6C > 5D~D > (j.2C) > (66)5C > 2D~D >
j.4D~A > j.8D~A > 4D~D > j.C7 > 214B
Midscreen 3324 23 Everyone Hard (66) is optional depend on distance.
To do j.8D~ without doing a double jump, hold 8 at the recovery of j.4D~A.
214D~C/214B~C low starters
Combo Position Damage Heat Gain Works on: Difficulty Notes
(CH) (214B)~C, 5B > 5C > 2C > 4D~A > j.8D~D > j.C7 > 214B Midscreen 3101 22 Everyone Easy (214B)~C is only comboable on counter.
214D~C, 665C > 6C > 5D~D > (j.2C) > (66)5C > 2D~D >
j.4D~A > j.8D~A ▷ 4D~D > j.C7 > 214B
Midscreen 3760 26 Everyone Hard (66) is optional depend on distance.
To do j.8D~ without doing a double jump, hold 8 at the recovery of j.4D~A.
Throws
Combo Position Damage Heat Gain Works on: Difficulty Notes
6T > 214D~C, 666C > 5D~D > (j.2C) > 2C > 4D~A > j.8D~D > j.C7 > 214B Midscreen 3246 23 Everyone Easy The most simple throw combo.
6T > 214D~C, 666C > 5D~D > (j.2C) > (66)5C > 2D~A > 4D~A > j.8D~D > j.C7 > 214B Midscreen 3451 24 Everyone Medium
6T > 214D~C, 666C > 5D~D > (j.2C) > 665C > 2D~D > j.4D~A > j.8D~A ▷ 4D~D > j.C7 > 214B Midscreen 3431 24 Everyone Hard
6T > 214D~C, 666C > 5D~B > j.5D~A > 666D~A > 664D~A > j.8D~A > 623D Midscreen 3110 22 Everyone Medium A twist for anti-bursting after 5D~B.
6T > 214D~C, 666C > 5D~B > j.5D~A > 666D~A > 664D~A > j.8D~D > j.C7 > 214B Midscreen 3262 23 Everyone Medium Above combo but end at aerial parts.
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C7 > 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 > 214B Midscreen 2720 19 Everyone Hard j.C but 17 times, because why not?

Combos use meters

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 > 214B Midscreen 2431 -20 Everyone Easy In case when you want to kill
and don't want to do (risky) Jagai combos.

Houtenjin (236236B) Combos

Midscreen Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
6A > 236236B > 214D~66C, 666C > 5D > 6D~D > 214D~A > 5C(1) > 2C > 4D~D > j.C5 > 214B Midscreen 4138 -30 Everyone Medium Overhead conversion combo.
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.

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 Easy
2A/5A > 5B > 5C > 2C > 236A, 632146C Midscreen 2847 -38 Everyone Easy
2A/5A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~A (> 214B) ▷ 623D > 632146C Midscreen 3624 -32 Everyone Medium BnB ends with DD.
6T, 5D~B > j.6D~A > 666D~A > 664D~A > j.8D~A > 623D > 632146C Midscreen 3683 -31 Everyone 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 Easy No one like burst, so here is the simplest anti-burst combo.
6A > 236236B, 214D~66C, 666C > 5D~A > 666D~A > 664D~A > j.8D~A ▷ 623D > 632146C Midscreen 4960 -82 Everyone Easy Require at least 82 Heat.
6B > 236236B, 214D~66C, 666C > 5D~A > 666D~A > 664D~A > j.8D~A ▷ 623D > 632146C Midscreen 5134 -80 Everyone Easy Require at least 80 Heat.
Same as above but it's a low.

Overdrive Combos

  • Combos end in EA will have their damage list as Normal[Active flow]. Active flow is active during the whole combo in which its damage is listed in [].
  • Health means the most health you can have to perform this combo.
Midscreen Combos
Combo Position Health Damage Heat Gain Works on: Difficulty Notes
5C > 3C > cOD, 665C > 2D, 666A, 3C > EA Midscreen
Close to opponent
100% 3631[4796] 19 Everyone Medium Delay the 5C after OD or 6A would not hit.
5C > 3C > cOD, 665C > 6D > 214D~44A, 665C > 2D, 666A, 3C > EA Midscreen 50% 3948[4897] 23 Everyone Medium 665C > 6D > 214D~44A can be replaced as
5C > 6D > 214D~66A, but sideswap might happen.

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 land and do damage. 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.


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 becomes viable in mid-range since you can always use Houtenjin to solve your problem.

Close-range Grounded Combo

Combo parts That Launch

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 KD (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.

On hit, there are several options to go to air combo:

  • 214B>66B requires a microdash, usually followed up by 665B
    • 665A is a lot easier but cause reduced damage
    • If you do 3C>214B>66B then you can do 665C, only recommended in corner
  • 214D>C has a lot of follow-up:
    • If you hit it raw then do 666C>5D>(whiff j.2C)~,
    • If combo time isn't enough (e.g. 2A starter>~>Houtenjin), then just 5C>2C
  • 236C can be followed up by 5C>2C
    • For more damage, do 665C > 2D~D > ~

Air Combos

Video Examples

BBCF2 HAZAMA combo collections


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