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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
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. |
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. |
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. |
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. |
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
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
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
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
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.
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
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