BBCSE/Hazama

From Dustloop Wiki

Overview

A mysterious man who works for the NOL's Intelligence Department, he is the vessel for Yuuki Terumi who was once one of the Six Heroes (the villain who ruined Ragna's life, earning his eternal hatred). He first became playable in Continuum Shift and is the main villain and antagonist of the BlazBlue series. Often considered the "troll" of BlazBlue, his smooth style has had many people playing him since Continuum Shift's release.
Drive: Ouroboros

Appropriately named, Ouroboros is the name of his snake chains. Because of Hazama's limited movement options on the ground and the fact that his dash and airdash move him very little, his drives are his most important movement tools. Chains have a limit on how far they can extend and depending on whether they hit the opponent from afar or close to them changes the amount of hitstun or blockstun they inflict. The far away version gives more hitstun/blockstun and is very easy to hitconfirm but on the other hand, close version of chains have very little. Because of this fact, being very far away/across the screen from the opponent is the ideal place to zone by extended chains. Chains can be cancelled while they are being extended or a little after they have fully extended.

Ouroboros has a maximum of 2 stocks. most followups of Ouroboros use up 1 stock, which means you cannot use these versions if there are no stocks left. The stocks can be regained by staying on the ground for 150 frames. Hazama gains 1 stock if the chain is guarded and there were no stocks before chain was guarded and gains 2 stocks if the chain hits.
Hazama

BBCSE Hazama Portrait.png

Health: 11,000
Guard Primers: 4
Movement Options: 1 Double Jump/Airdash, Single dash (Cannot hold button for dash continuation), Chain movement

 Hazama Zoning, Rushdown

Pros
Cons
  • Fast projectile that covers many angles, and provides extra varied movement options for various approaches and escapes
  • Solid mixups added in with pressure tools; including overheads, lows, cross-ups, jump-ins, tick throws and safe-on-block normals
  • Solid meter gain and damage output with most combos and his overall BnBs
  • One of the best fatal counter supers in the game at 50 heat
  • Slow walking speed outside of Drive with forward dash covering a set distance and having short air dashes; Drive followups also have 2 uses maximum
  • Poor range on most of his normals and other moves, often needing to be dangerously close to his opponent
  • No real meterless reversal options; requires heavier reliance on defensive system mechanics
  • Often needs resources to convert most of his threatening options; 6A and 6B need meter to either super cancel or Rapid Cancel them for effective conversions
See also: Hazama Full Frame Data

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • A: can block while in the air without using barrier
  • All: can be blocked however

All attacks can be blocked with aerial barrier unless stated otherwise.

Move List

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 5 3 9 0 Click!

Basic standing jab, very quick. Whiffs on all crouching characters but Hakumen and Tager. Can pickup with 5C or 2C on aerial CH.

Gatlings into: 5A (up to three times in a blockstring), 5B, 5C, 5D, 2A, 2B, 2C, 2D, 6A, 6B, 6C, 6D, 4D, 3C, throws, special, distortion, and astral. Jump-cancelable.

Not the best for pressure since whiffing most crouching characters, but it can be used for a very fast and mostly safe anti-air.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550 227 90 89 8 3 12 +2 Click!

Decent ranged normal, staple pressure tool. Used for many setups such as frame-traps and high-low mixups.

Gatlings into: 5C, 2B(once per blockstring), 2C, 6A, 6B, 6C, 3C, special, distortion, and astral. Jump-cancelable.

Safe pressure tool with a decent frame advantage, can be used as an anti-air. Combos into 214D~C on aerial CH.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300×2 124×2 100 89 10 1(1)6 22 -9 Click!

Excellent for damaging combos. Decent anti-air potential. Hits twice. Combos into 214D~C from either ground or aerial CH.

Gatlings into: 5D, 2C(once per blockstring), 2D, 6C, 6D, 4D, 3C, special, distortion, and astral. Jump-cancelable on either hit.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 6 2 9 +1 Click!

Staple pressure tool, excellent setup potential.

Gatlings into: 5A, 5B, 5C, 2A(up to three time in a blockstring), 2B, 2C, 6A, 6C, throws, distortions, and astral.

Having +1 frame advantage, this jab can help with frame traps or make less predictable blockstrings or even baiting reversals.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 80 86 10 2 13 -1 Click!

Basic low poke. Can hit and punish opponents who tech late.

Gatlings into: 5B(once per blockstring) 5C, 2C, 6A, 6B, 3C, special, distortions, and astral.

A decent mixup tool. Mostly safe at a distance with some good gatling options.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 90 89 13 3 25 -11 Click!

The staple anti-air. This move has aerial invul on frames 8~12

Gatlings into: 5C(once per blocksting), 5D, 2D, 6D, 4D, 3C, special, distortions, and astral. Jump-cancelable

Though just a few air invul frames, this move trades alot, but in mostly in Hazama's advantage. Damaging combos require 50+ meter.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 70 92 22 3 21 -5 Click!

Basic overhead. Forces crouching state on ground hit. With meter, this attack can have great combo ability.

Cancels into: Distortions, and astral.

Can cause untechable knockdown on air hit, can followup. Combos on Tager and Hakumen, anyone on CH. Breaks 1 guard primer.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600 248 90 89 25 2 12 +3 Click!

Slow, casual low kick. Has a nice frame advantage of +3 on block. Slow startup, but can be very rewarding if applied correctly.

Cancels into: Distortions, and astral.

Mostly used for frametraps and baiting reversals. Also good starter for a Jayoku combo if it hits. Causes knockdown on air hit, followup possible.

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500×3 310×3 100 89(once) 20 7, 6, 3 21 -3 Click!

A combat tool mainly used in combos. First knife hit breaks 1 guard primer. In the air for frames 17~35. Can stagger for 48 frames on CH. Can cause untechable knockdown on air hit. Now has repeat proration. Though nerfed it stills has massive damage potential.

No gatlings.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 289 80 92 14 4 21 -6 Click!

Staple ground footsie. Generally safe at maximum distance. Downs on hit, CH has untechable knockdown and falls towards you.

Cancels into specials, distortions, and astal.

Can cause damaging combos on counter hit or with meter. A staple for BnBs.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 90 84 7 3 8 -- Click!

Basic air jab. Good combo ability on hit. Can setup tick throws.

Gatlings into: j.A(up to three time in blockstring), j.B, j.C, air throws, and air specials. Jump-cancelable.

A quick aerial attack, it can win most air-to-air battles with its speed. A hit can easily pick up into an air combo. Still quite vulnerable to well spaced or invincible attacks.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 90 86 10 4(2)2 14 -- Click!

Excellent air poke and cross-up tool.

Gatlings into: j.C and air specials. Jump-cancelable.

Can be used for a good chain approach. Great horizontal hitbox where its second part of it can actually hit behind him and that a good thing to keep in mind.

j.C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1st Hit 600 248 90 89 10 2 23 -- Click!
2nd Hit 300 124 90 89 7 2 23 -- Click!
3rd Hit 300 124 90 89 7 2 23 -- Click!
4th Hit 300 124 90 89 11 2 21 -- Click!
5th Hit 700 289 90 89 9 2 26 -- Click!

Can cancel into itself for up to 5 hits. Only the first two hit are jump-cancelable, all five hits are special-cancelable. The fifth hit has 110% bonus proration, not bad if you can get that as a starter hit. Fairly good for aerial pressure. A staple for all of Hazama's air combos and not much else.

j.2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 90 92 14 3 23 -- Click!

Pretty good horizontal hitbox. This normal is usually applied as an air-to-ground attack. Jump-cancelable.

IAD from jump-cancelable normal for a crossup hit, can followup.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 8 4 30 -15 Click!

Drive Moves

5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300,500 124, 207 100,70 84,86 16 7,14 17 -- Click!


Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.

Most often, this chain can combo into Jabaki if you are far enough away from the corner, but still close enough to where Jabaki wallbounces.

A Followup

D~A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- refer to note* -6* Click!

Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air.

Staple follow-up in combos in order to combo into another chain hit or Jakou.

B Followup

D~B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 5 after landing -22* Click!

Primarily an evasive follow-up. 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.

C Followup

D~C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- total 33F -15* Click!

On hit or block, this chain can be used to appear behind the opponent and bait anti-airs as well. Make sure to use this follow-up every once in a while to mix up your opponent.

D Followup

D~D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- total 29F -0* Click!

Your staple approach/combo chain. This chain gets you to the opponent quick and straightfoward. It's like having a super IAD but in many directions.

Used in combos so you can follow up with normals.

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400,600 165, 248 100,70 84,86 16 2,21 15 -- Click!

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

In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo burst safe. Said type of combo is usually seen at the end of a match.

6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400,600 165, 248 100,70 84,86 16 5,19 15 -- Click!

Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.

After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu.

4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400,600 165, 248 100,70 84,86 16 3,21 15 -- Click!

This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.

4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm.

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300,500 124, 207 100,70 84,94 16 6,14 28 -- Click!

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.

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

j.2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300,500 124, 207 100,70 84,86 16 6,14 28 -- Click!

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 deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.

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

j.6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200,500 82, 207 100,70 84,86 16 6,14 28 -- Click!

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 stance-canceling backwards throw or after Jabaki wallbouncing (far away).

j.4D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300,500 124, 207 100,70 84,86 16 6,14 28 -- Click!

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 completely valid as a starter. j.4D~C after finishing a corner combo to cross up your opponent.

j.8D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400,600 165, 248 100,70 84,94 16 6,14 28 -- Click!

Good runaway chain, but it is unlikely that this chain will connect outside of a combo.

CS2 relaunch (6D~A > 4D~A > j.7D~A > Jakou) still works on some characters, so that is where you will see this used in combos most often.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 0, 579 90 100, 55 7 3 17 -- Click!

Your basic forward throw, knocks your opponent away when used. Now throws are special-cancelable in Continuum Shift Extend.

You can't get too much damage from it midscreen, but with meter and/or near the corner, it can lead to great damage combos.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1800 0, 745 90 100, 55 7 3 13 -- Click!

Much of same from the forward throw, just sent in a backward slide. Useful if you want your opponent to be in the corner now instead of you.

Midscreen you can cancel into Jasetsu then to J.6D for a followup combo. Hazama's throws are just as much important to his mix-up and positioning as his other attacks. Don't be discouraged to use them if the other player isn't going to do much about it.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 0, 579 100 100, 55 7 3 12 -- Click!

Groundbounces when connects, adding 60 frames of untechable time. That gives it a great chance to land a good damage combo from it. Usually followed up with Zaneiga or Jayoku Houtenjin.

Can also be applied as a useful air-to-air chain approach.

Special Moves

Jabaki

236D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 186 100 70 15 2 21 +1 Click!

Staple corner combo component and regular midscreen combo ender. Can follow up in corner with dashing 6C because of wallbounce. Follow up with dashing 5C if you're not sure if the 6C will connect.

This gives reasonably good corner push since it sends airborne opponents flying towards the corner. The same effect is produced on standing counter hit. Generally, you will see this move used after 3C.

Jasetsu

214D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- Total 95 -- Click!

Most of Hazama's special moves revolve around this move. Most people refer to this as "stance." It is not an attack itself, but some of Hazama's most powerful moves are stored in this stance.

Two types of moves come out of stance: regular and super (denoted by 'S'). Regular moves can be activated between frames 6 and 25 after stance is performed. After frame 25, the moves become powered up. They do more damage and have better frame advantage. You can tell you have done the (S) version of a stance move because a glowing blue silhouette will surround Hazama during the follow-up.

Ressenga

214D~A

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Normal 700 434 60 89 6+19 3 12 +2 Click!
S 900 558 60 94 25+19 4 12 +5 Click!

A relatively fast overhead move. This is the other midscreen combo ender you will see often. During pressure, it's safest to do this move after 5C as opposed to 3C. Opponents mashing 5A can beat it, however, so make sure they respect your pressure before immediately resorting to this.

3C combos into the regular version of this move. Can follow-up with a regular midscreen combo if either version counter hits.

Gashoukyaku

214D~B

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Normal 700 579 70 82 6+7 5 14+20F landing -20 Click!
S 1000 828 80 94 25+7 5 14+20F landing -18 Click!

Often referred to as his 'flash kick,' this is about the closest thing Hazama has to a DP. This is a relatively good anti-air for opponents who think they can start their pressure by jumping in on you. On block, this move has high push-back, and even further push-back for the (S) version. Both versions break one guard primer. (S) version fatal counters. Either can be followed up with 6D on midscreen counter hit (unless the opponent is really high up in the air so that only the top tip of the hitbox connects).

Combos from just about any normal that hits an aerial opponent, but mostly you'll see 5C, 2C, or 3C, leading into this. 214D~B > 3C or 214D~B > (dash optional) 5C > 2C > 214D~B are staple corner combo enders.

Zaneiga

214D~C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Normal 1000 621 80 90 6+21 3 17 -1 Click!
S 1200 745 85 94 25+21 3 17 +1 Click!

This is the most powerful meterless attack in Hazama's arsenal. In any situation that you land this, you're pretty much guaranteed to land at least 3.5k damage or more depending on the combo, position, or starter. This Hazama's other standing low besides 6B. Both versions break one guard primer. Has repeat proration.

Can combo into regular version off of air-throw, certain normals that CH an airborne opponent, or a really close gold burst. Can combo into (S) version off of CH 3C, backward or forward throw in the corner, after Jayoku Houtenjin, or after RC Jakou.

Stance Cancel

214D~D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- total 18F -- Click!

This is analogous to the A follow-up with Hazama's chain. If you go into stance and for some reason decide that you want to not attack, then this is the follow-up for you. This move's more practical applications include use after midscreen backward throw in order to follow up with j.6D or use after 3C in a corner combo for faster recovery.

Hirentotsu

j.214B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700 579 75 92 13 3 19F after landing -10 Click!

Hazama's standard air combo ender. This move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner (the 'Hirentotsu loop' or 'TK loop') and in more advanced midscreen combos. Breaks one guard primer.

Use this to get oki off of any aerial moves you may hit-confirm.

Note that it turns out, the loop actually can work in all versions of Continuum Shift, even the vanilla version.

Gasaishou

236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 100 100,60 12 2 31 +11 Click!

Very nice command throw. You gain 5 heat upon a successful grab. Can combo into normals that come out fast enough as well as Jayoku Houtenjin.

Jakou

623D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0,2000 0, 828 70 100 14 13 41+? -- Click!

A command chain mostly used to extend combos or to throw opponents into the corner if the corner behind you is closer. Once it connects, it slams the opponent against the wall behind you. Wallbounces regardless of Hazama's position on screen. The recovery on this move is long, so it's best to either land one or more regular chains or have 50 heat to rapid cancel. Air unblockable.

Use dash 3C (or dash 5C on Tager) to follow this up midscreen without meter. Can combo into many normals in the corner.

Distortion Drives

Jayoku Houtenjin

236236B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2500 0 50 94* 6+1 3 21+31F landing -34 Click!

This super is why Hazama is so scary once he gets 50 heat. Even the simplest midscreen combo you follow-up with after this will net you at least 4k damage and about 30 heat back. In the corner, because of the TK loop, you will often get your heat spent and then even more after that. This super is best done after a normal or two because of the remarkably low P1. However, this is Hazama's one true DP and it can Fatal Counter. So if you know that you're going to counter hit your opponent if they're going for a frame-trap or trying to hit you with a slow normal, then using Houtenjin as a starter is acceptable. Breaks one guard primer. Make sure when it lands you get the most you can from it, since it has 420F heat gain cooldown.

Most commonly, you'll see the following normals or chains of normals leading into this super: 5B or 5B > 3C, 5C, j.2C or chain-in > j.2C, 6A, 6B, or any throw including air throw and gasaishou.

Mizuchi Rekkazan

632146C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
200,0,500×8,3200 0 100 82,100,84×9 4+17 2 54 -46 Click!

This super is the polar opposite of Jayoku Houtenjin in that it is used as a combo ender rather than a starter. This is a homing super like Arakune's "f of g." However, there is minimum distance that the opponent must be away from Hazama in order for this super to connect (i.e. if you are too close, the super will whiff).

Most practically, this super combos off of 3C and Jakou, but you can do it off of a midscreen forward or backward throw if you must.

Astral Heat

Senkon Meiraku

1632143D or 63214632143D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Death 0 -- -- 1+16 -- total 116F -43 Click!

A surprisingly easy to combo into astral if you let it be. This astral is very unsafe on block, as with most astral heats. If your opponent for some reason is close to you and tries to do a raw super or astral on you, this astral can usually hit them out of it.

Can combo off of 6A, 6B, 214D~C, or a close enough 3C midscreen. In the corner, you can combo into the astral from Jabaki, backward throw, and forward throw > 214D~C.


Strategy

Offensive

NOTE: CURRENTLY WIP Hazama has a very poor move speed, and has a hop instead of a run. Tor help close in on your opponent, you must make good use of his Drive and its follow-ups. The distance you are from your opponent determines the amount of hitstun the chain delivers. Being close to your opponent will not give a lot of hitstun, and will leave you open to a punish. Being far away (just shy of full screen) will give more hitstun, but the opponent has time to prepare a response. With this data, the best place for Hazama to start closing in is about 1/2 screen away from your opponent. Ouroboros will keep the opponent in hitstun long enough for you to use the D follow-up and use j.B to put the opponent in pressure.

Defensive

TBA

Combos

Notations

> = cancel into next move
jc = jump cancel
hjc = high jump cancel
tk = doing a jumping special move as close to the ground as possible. Usually performed by a 2147 or 8/9214 motion with the joystick or pad.
CU = cross-under (mainly for 6C after Zaneiga)
(text) = whatever's listed in the parentheses is optional
[text > text > text > ...] x N = repeat the string of normals and/or specials 'N' amount of times. Usually reserved for Hirentotsu loops or Gashoukyaku twice at the end of a combo.
CH = counter hit starter
[AA] = anti-air combo; opponent is in the air at the start of the combo
Blue text = opponent must be crouching for combo to work
Red text = requires 50 heat in order to use the combo
Magenta text = requires 100 heat
Green text = combo is character specific; check the notes to see who it works on
Turquoise text = requires crouching and is character specific
Yellow text = Fatal Counter combo
Orange text = requires Fatal Counter and 50 heat
j.214B* = j.C x 5 > j.214B
j.214B# = j.B > j.C x 2 > jc > j.C x 5 > j.214B

The last two notations are there because they are the standard, optimal air combos that Hazama has.
Note: in all combos, assume that 5C hits twice unless stated otherwise


Midscreen

(236C) > (dash) > 2A > 5B > (2B) > (5C) > (2C) > 3C > 214D~A
Damage: 1119, Heat Gain: 10

+ 5C and 2C = Damage: 1482, Heat Gain: 15
+ 2B = Damage: 1228, Heat Gain: 12
+ 236C and 5C = Damage: 869, Heat Gain: 18
+ 236C, dash, 2B, 5C, and 2C = Damage: 1054, Heat Gain: 22

2A > 5B > (5C) > (2C) > 3C > 236D
Damage: 1022, Heat Gain: 8

+ 5C and 2C = Damage: 1407, Heat Gain: 13
+ 2B = Damage: 1145, Heat Gain: 10

5D~D > j.B > 2A > 5B > 3C > 214D~A
Damage: 1327, Heat Gain: 14
5D~D > j.2C > dash 5B > 2B > 5C > 2C > 3C > 214D~A
Damage: 1781, Heat Gain: 21
5D~C > j.A x 2 > 2A > 5B > 2B > 3C > 214D~A
Damage: 1310, Heat Gain: 17
j.6D~D > dash 2A > 5B > 5C > 2C > 3C > 214D~A
Damage: 1515, Heat Gain: 18
j.5D~D > j.B > 2A > 5B > 5C > 3C > 214D~A
Damage: 1439, Heat Gain: 17
j.B+C > 214D~C > dash 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B*
Damage: 3612, Heat Gain: 61
j.B+C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
Damage: 3699, Heat Gain: 61
4B+C > 214D~D > j.6D~C > 5C > 2C > 4D~D > j.214B#
Damage: 2913, Heat Gain: 36
4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
Damage: 3204, Heat Gain: 47
4B+C > 214D~D > j.6D~C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > (dash) 5C > 2C > 214D~B*
Damage: 3220, Heat Gain: 49

*Note: guaranteed corner carry from any where on the stage (even the exact middle)

6B+C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 2C > j.C x 5 > (dash) 2C > 4D~D > j.214B#
Damage: 4185, Heat Gain: -50+49 Net = -1
[AA] CH 2C > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B*
Damage: 5379, Heat Gain: -50+53 Net = +3
[AA] CH 214D~B > 623D > RC > dash > (S)214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B#
Damage: 4438, Heat Gain: -50+59 Net = +9
CH 6B > 3C > 214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > 2C > 4D~A > 623D > dash 3C > (632146C)
Damage: 4330, Heat Gain: 70

+ 632146C = Damage: 5410, Heat Gain: 70-50 Net = 20

214D~C > (dash) 6C > dash 5C > j.C x 5 > dash 2C > tk j.214B > 5C > 2C > hjc > j.214B#
Damage: 3739, Heat Gain: 60
214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > hjc > j.214B#
Damage: 3869, Heat Gain: 60
214D~C > (dash) 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C*
Damage: 4000, Heat Gain: 69

*Note: guaranteed corner carry from any where on the stage (even the exact middle)

(S)214D~C > (dash) 6C > [dash 5C > 2C > tk j.214B] x 4*
Damage: 4487, Heat Gain: 60

*Note: does not work on Carl, Taokaka, Rachel, Arakune, Bang, Noel, or Makoto. In most cases, you'll want to land the 214D~C in a way that lets you to connect with a dashing 6C and make it easier.

6A > 236236B > dash (S)214D~C > 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash 5C > j.C x 5 > 5C > 214D~B > 3C
Damage: 4597, Heat Gain: -50+37 Net = -13
5C > 236236B > dash (S)214D~C> 6C > dash 5C > 2C > tk j.214B > dash 5C > j.C x 5 > (dash) 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > (dash) 5C > 2C > 214D~B > (dash) 3C*
Damage: 6202, Heat Gain: -50+50 Net = 0

*Note: "dash (S)214D~C > 6C > dash 5C > 2C" will cause the first tk j.214B to whiff on Taokaka, Arakune, Carl, and Rachel. Instead use "walk forward (S)214D~C > dash 6C > dash > 5C > 2C." the dash 2C after j.C x 5 is necessary on Rachel. This combo will not work on Makoto.

6A > [dash 5A > 5B] x 4 > 5C > 2C > 3C > 236D > 5D~D > j.214B**
Damage: 1889, Heat Gain: 34

**Note(s): works on Tager and Hakumen. 236D must cause wallbounce in order for combo to work.

Unlimited + Overdrive > B > C (both hits) > 236B > C (both hits) > 214A > 214B > 236236C
Damage: 7322 Heat Gain: 50

**Note(s): Very tricky timing on the distortion drive! When doing the second C, make sure you hit the opponent AT THE LOWEST POSSIBLE POINT before hitting the ground. Then you should be able to execute the combo perfectly.

Corner

(236C) > 2A > 5B > 3C > 236D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C
Damage: 2216, Heat Gain: 40

+ 236C starter = Damage: 1559, Heat Gain: 45

6B+C > (S)214D~C > dash 6C > dash 5C > j.C x 5 > 2C > 4D~D > j.214B*
Damage: 3409, Heat Gain: 54
6B+C > (S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C
Damage: 3873, Heat Gain: 78
6B+C > (S)214D~C > dash 6C > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
Damage: 3914, Heat Gain: 80

+ 632146C = Damage: 4994, Heat Gain: +80-50 Net = +30

4B+C > 214D~D > j.6D~D > dash 6C > dash 5C > 2C > tk j.214B > dash > [5C > 2C > tk j.214B] x 3 > dash > [5C > 2C > 214D~B] x 2 (near the corner, not directly in the corner)
Damage: 3919, Heat Gain: 84
2A > 5B > 3C > 236D > backwards jump j.6D~D > dash 6C > dash 5C > j.C x 5 > 2C > 214D~B > 3C (near the corner, not directly in the corner)
Damage: 2182, Heat Gain: 42
2A > 5B > 5C > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > dash 3C
Damage: 2519, Heat Gain: 56
2A > 5B > 3C > 236D > dash 6C > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > dash 3C
Damage: 2651, Heat Gain: 64
(S)214D~C > dash 6C > dash [5C > 2C > tk j.214B] x 2 > dash [5C > 2C > tk j.214B] x 3 > 5C > j.C x 5 > 5C > 214D~B > 3C
Damage: 5077, Heat Gain: 94
Gold Burst > 3C > 214D~C > CU 5C > 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > dash 5C > 2C > 214D~B
Damage: 3907, Heat Gain: 100
(S)214D~B > (dash) > (S)214D~C > (dash) 6C > dash [5C > 2C > tk j.214B] x 3 > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B
Damage: 5016, Heat Gain: 100
6A > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > dash 5C > 2C > 623D > [dash 5C > 2C > tk j.214B] x 2 > 5C > 2C > tk j.214B > 5C > 2C > 214D~B > 3C > 214D~B
Damage: 5307, Heat Gain: -50+63 Net = +13
6B > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 623D > dash 5C > 2C > tk j.214B > dash [5C > 2C > tk j.214B] x 2 > 5C > 2C > 214D~B > 3C > (632146C)
Damage: 6456, Heat Gain: -50+59 Net = +9

+ 632146C = Damage: 7536, Heat Gain: -50+59-50 Net = -41

5B > 3C > 236236B > dash (S)214D~C > dash 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 2 > 5C > j.C x 5 > 2C > 214D~B > 3C (with Hazama's back to the corner)
Damage: 6089, Heat Gain: -50+59 Net = +9
5C > 236236B > (S)214D~C > CU 6C > dash 5C > 2C > tk j.214B > 5C > 2C > 6D~A > 4D~A > 623D > dash [5C > 2C > tk j.214B] x 3 > 5C > 2C > 214D~B > 3C > (632146C)
Damage: 6801, Heat Gain: -50+67 Net = +17

+ 632146C = Damage: 7881, Heat Gain: -50+67-50 Net = -33

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