Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into a j.214A ender, which places him in a great position to start everything over again.
At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.
In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.
|"This is getting a little bothersome. Can I leave the rest of the work to you?"|
|Lore:||Hazama is a captain of the Novus Orbis Librarium's (NOL) Intelligence Department and one of the first antagonists of the series. In reality, he is an artificial human created as a host for the soul of Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and, by extension, the Black Beast. Although Hazama usually retains a calm and charming demeanor, this is simply a mask with which he hides his selfish and manipulative personality that lurks underneath. At the end of BlazBlue: Chrono Phantasma, he and Terumi become separate, and he gains his own will. During the events of Central Fiction, he puts his manipulation skills he picked up from his time as Terumi's host in order to pursue his own mysterious agenda.|
- Hazama's chains are mapped to his B buttons.
- Can only use 1 chain per jump.
- Press B a second time to launch Hazama, press B a third time to do a long range kick.
- 5B from Blazblue.
- Cancels forward momentum, meaning no sliding knee.
- NOT A JAB.
- Classic poke.
Lost a lot of its stagger pressure potential due to losing the slide. Still, it's a good backup for if 5A won't hit due to speed or range. Plus on block.
- Short range normal, very high damage combo starter.
- Special cancel-able on hit.
5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage. Be careful, when using this on block when the opponent has 3 bars, as it gives the opponent the opportunity to punish you with pushblock super.
Also, this is not your poke. NOT YOUR POKE. NOT YOUR POKE.
- 5AA is special cancel-able on hit
- 5AAA is special cancel-able on hit.
On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.
- 5AAAA launches on hit.
- Very unsafe on block.
- Whiffs on smaller airborne opponents midscreen if you hit with the tip of 5AAA.
Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.
- Hazama throws out his chain as a projectile.
- Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.
- Press B a third time to do a followup kick
- Special cancel-able on hit or block.
Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.
The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.
- Uses Hazama's Crush Trigger animation.
Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.
- Hazama's 2B from BB.
- Not incredibly fast, but makes up for its speed with its range.
- Fast low.
- Jump-cancellable on block and hit
Depending on spacing, it may be better to use this instead of 2C, as it allows you to cancel into 5A for a full combo.
- 2B launches on hit.
- May or may not be an anti-air.
Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.
- 2BB is special cancel-able on hit or block.
Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit.
- 2BBB pulls Hazama in to the chain.
- Cannot act immediately after pulling yourself in.
This will almost always pull you close enough to continue your combo.
- 2BBBB is jump cancel-able on hit.
You may need to delay this button depending on both spacing and what kind of combo you're attempting.
- Hazama's 3C from BlazBlue.
- I know you're still inputting it as 3C.
- All around one of Hazama's best pokes.
- Hits low.
- Special cancel-able on hit or block.
- Use this to combo into falling/devouring fang.
Excellent range makes this a very important tool in Hazama's neutral game. Use this to harass opponents who think they're at a safe distance. However since Jabaki(Venom sword) is no longer a special move, using it at a far range could be dangerous.
- Hazama's j.(C) x5 from the BB games.
- Can be held to get all five hits.
Combo filler, jump-in, or situational air-to-air. Hazama's only really accessible air normal. Note that all hits are high.
- j.B comes out at a great angle.
- Can be used to pick an opponent up after Hungry Coils.
- Can OTG.
Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.
- j.BB pulls Hazama in to the chain.
- Cannot act immediately after pulling yourself in.
The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd.
- j.BBB is jump cancel-able on hit.
Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.
- Hazama's j.2C from BlazBlue.
- I know you're still inputting it as j.2C.
As of 2.0, the old j.2C replaces the Jameijin(which became a special move) and preserves basically all nice properties in CF. Useful as a cross-up tool, and can fastly put you on the ground after chains, which is useful to bait anti-airs.
- Hazama's j4D from the old BB games.
- For when the opponent is to close for j5B.
If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."
As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.
- Forward throw launches the opponent vertically into the air.
- Back throw side switches and wall bounces the opponent.
Detailed description of the usefulness of the move go here
Rising Fang - Gashoukyaku
- Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.
- If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.
Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.
Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.
Falling Fang - Ressenga
- A does Jagai-Ressenga
- A can be held to delay the attack, which gives the charged version of Ressenga.
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin.
- B does Ressenga Raw
- B can be held to delay Ressenga
A fairly good overhead. However, using this move sticks him in place for 27 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.
Use partner skills or Houtenjin to follow-up. The timing for Houtenjin is strict (~4F), so practice is definitely needed.
As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.
Devouring Fang - Zaniega
- A does Jagai-Zaneiga
- A can be held to delay the attack.
- This move is your friend in combos.
As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin.
- B does Zaneiga Raw
- B can be held to delay Zaneiga
Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish. Follow-ups can also be avoided by jumping back and barrier blocking if you get predictable.
As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.
Shadow Serpent - Jameijin
- Hazama's Shadow Serpent (Jameijin) from Centralfiction.
- On whiff, the recovery is cancelable into forward dash, normals, and specials.
- Stops all horizontal momentum and causes Hazama to fall quickly to the ground.
As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.
If you hear "I take Shadow Serpent!" repeated a few times, run.
Flying Sickle Thrust - Hirentotsu
- Hazama's Flying Sickle Thrust/Hirentotsu from BBCS/BBCP.
- Does hard knockdown on hit, your air combo ender.
Hazama's standard air combo ender. Use this to get oki off of any aerial moves you may hit-confirm.
Note that this move can be Tiger Knee'd (2147B or (8/9)214B) a staple combo component in the corner, to recreate the famous 'Hirentotsu loop' in BBCSEX (or 'TK loop').
Hungry Coils - Jakou
- Wallbounces anywhere.
- Side swaps on hit.
- Large invincible frames during the catching move.
- Opponent is locked out of burst on successful hit
Can be used against opponent approaching in air. Can also be linked up by j.B>j.BB or canceled into 214+BC as a few examples.
Bloody Fang - Gasaishou
- Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing.
- Has grab invul against all grabs during startup, even moves such as Tager's GETB.
- Has no actual damage if it connects.
- Costs 1 bar of meter.
- whiffing this shit will be the last mistake you make.
As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.
Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.
In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.
EX Flying Sickle Thrust
A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.
- Launches opponents on hit.
Hazama performs the non-super version of Jayoku Houtenjin. Has some good range due to Hazama moving forward and will sometimes catch people at a reasonable height.
Vengeful Viper -> Rising Fang
- Launches the opponent into the air on the 2nd hit
- 2nd hit is untechable until the opponent touches the ground.
- You can pop cross combo and then use his 6P if the second hit connects.
Good pressure assist upclose and combo extender in corner. May be used to stop air approaches in a pinch thanks to the 2nd hit having a good vertical hitbox.
Hungry Coils - Jakou
- Wallbounces and side swaps on hit.
- Doesn't track, but very generous hitbox.
Only really useful during an air combo or after a launcher (or as a very situation anti air.)
If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super.
Serpent's Infernal Rapture - Jayoku Houtenjin
Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw.
Usually, if your partner is still alive, then you should use partner skill instead of Jayoku if the damage has prorated too much.
Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.
If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
- Tracks the opponent's location.
- Has minimum distance that makes it whiff.
- Can catch opponents in the air if they're close to the ground.
- 20% minimum damage (100*10, 600)
- Still not a low, stop trying to use it as a low.
- Startup until active is completely invulnerable to projectile attacks.
Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples. Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.
- 20% minimum damage (100*2 , 50*24, 250*2)
Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.
Distortion Skill Duo
Eternal Coils of the Dragon Serpent - Mizuchi Rekkazan
P during Partner's Distortion Skill
- 100% minimum damage: 2000. 2500 during Cross Combo
Go for it if you can kill. Unlike the normal version of this super, this hits two characters.
Hungry Darkness of 1000 Souls - Senkon Meiraku
- Can be combo'd off. (ex. 214A, 2C, Forward/Back throws in corner.)
- Try to not do the pretzel motion on reflex, you're just hurting yourself.
Classic Astral Heat with the giant snake. Can also be used as a reactive and flashy reversal if you feel like due to the i-frames.
|To edit frame data, edit values in BBTag/Hazama/Data.|
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Click [★] for character's full frame data