BBTag/Hazama

From Dustloop Wiki
Jump to navigation Jump to search
Overview

Overview

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.
Playstyle
Hazama
Pros Cons
  • Corner carry: Flexible combo routes with good corner carry.
  • Chains: His B normals give him a large amount of range to both control space and move about.
  • Anti-airs: Effective Anti-air game between Reversal Action, 2B, and Hungry Coils.
  • Mixups: Solid mixup options supplemented by his special moves including a command grab 214C.
  • Good Damage: High damage solo routing with meter and/or in corner, and even better with Resonance.
  • Pitiful Range: Embarrassingly small footsies range and normals, requiring him to close the gap often. Blockstrings are short, and hit-confirms are very distance dependent.
  • Weird Mobility: Limited chain angles and a slow step dash make getting close awkward.
  • Synergy: Nearly always wants a large, long range assist to get in. Hazama's own assists offer unique tools but are situational or offer poor reward.

Drive: Ouroboros

Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.

  1. Hazama's chains are mapped to his B buttons.
  2. Can only use 1 chain per jump.
  3. Press B a second time to launch Hazama, press B a third time to do a long range kick.
Hazama
BBTag Hazama Portrait.png
Health:17,000
Prejump:4F
Backdash:25F (1~7F Inv All)
Forward dash:24F (Short) 33F (Long)
Unique Movement Options:Run replace with Forward Step Dash
Ouroboros
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.4A (7F)
2A (7F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.A+D (10F)

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1300 All 7 3 12 +2 B
  • 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.

Level P1 P2
3 100 80

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 950×2 All 8 1(1)6 21 -8 B
5AA 1700 All 13 3 21 -5 B
5AAA 1500 All 15 2 21 -3 B
5AAAA 2000 All 13 4 44 -27 B
  • 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.

Version Level P1 P2
5A 4 100 85
5AA 4 100 85
5AAA 3 100 80
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 17 Total: 64 -22 P1
5BB
5BBB 1500 High 8 7 14 H
  • 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.

Version Level P1 P2
5B 3 80 80
5BB
5BBB 3 80 80

5B:

  • Hazama enters 39F recovery animation on hit/block


5BB:
5BBB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B
  • Uses Hazama's Crush Trigger animation.

Standard Crash overhead. Good vertical range and deceptively fast despite its short horizontal range.

Level P1 P2
3

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 23 -11 F
  • 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.

Level P1 P2
2 90 75

2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1700 All 13 3 37 -21 B 8~(End of Active) H
2BB 1500 All 13 Total: 58 P1
2BBB
2BBBB 1500 High 8 7 14 H
  • 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.

Version Level P1 P2
2B 4 90 75
2BB 3 80 80
2BBB
2BBBB 3 80 80

2B:
2BB:

  • Hazama enters 39F recovery animation on hit/block


2BBB:
2BBBB:

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 14 4 21 -4 F
  • 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.

Level P1 P2
5 90 90

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 10 2 23 H
j.AA 1000 High 5 2 23 H
j.AAA 1000 High 4 2 23 H
j.AAAA 1000 High 6 3 21 H
j.AAAAA 1000 High 5 2 26 H
  • 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.

Version Level P1 P2
j.A 2 80 85
j.AA 2 80 85
j.AAA 2 80 85
j.AAAA 2 80 85
j.AAAAA 2 80 85

j.A:
j.AA:
j.AAA:
j.AAAA:
j.AAAAA:

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1500 All 13 Total: 73 P1
j.BB
j.BBB 1500 High 8 7 14 H
  • 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.

Version Level P1 P2
j.B 3 80 80
j.BB
j.BBB 3 80 80

j.B:

  • Hazama enters ??F recovery animation on hit/block


j.BB:
j.BBB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 14 4 22 H
  • 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.

Level P1 P2
4 80 85

j.2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2B 1500 All 13 Total: 73 P
j.2BB
j.2BBB 1500 High 8 7 14 H
  • 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.

Version Level P1 P2
j.2B 3 80 80
j.2BB
j.2BBB 3 80 80

j.2B:

  • Hazama enters ??F recovery animation on hit/block


j.2BB:
j.2BBB:


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Forward throw launches the opponent vertically into the air.
  • Back throw side switches and wall bounces the opponent.

If you want a flashy round ender, do this into rekkazen. It looks funny I promise.

Level P1 P2
0, 4 100 50
  • Minimum Damage 2000

Rising Fang

5A+D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 Air Unblockable 10 8 16+28L -30 B 1~13 All
  • 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.

Level P1 P2
4 80 60
  • Minimum Damage 115


Skills

Falling Fang

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500, 1500 [1500, 2200] All, High 15 2(27~69)4 1+13L -1 B, H
236B 2200 High 30~64 4 1+13L -1 H
  • A does Jagai-Ressenga
  • A can be held to delay the attack, which gives the charged version of Ressenga.

Use partner skills or Houtenjin to follow-up on both the charged version and uncharged version. The timing for Houtenjin is strict (~4F), so practice is definitely needed.

The uncharged version can lead into unblockables with active switch for most of the cast. The sequence normally goes sandwich > Cross Combo > 236A > AS > fast low (normally 2A). This setup can be pushblocked on the first hit.

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.

As a result, NEVER use the charged version of this move.


  • B does Ressenga Raw
  • B can be held to delay Ressenga

A fairly good overhead. However, using this move sticks him in place for 30+ 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.

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.

Version Level P1 P2
236A 3 80 80
236B 3 80 80

236A:

  • Hold back to cancel. Cancel animation 21F
  • 1st hit into 2nd hit is a true blockstring
  • Minimum Damage 75×2 (150)


236B:

  • Hold back to cancel. Cancel animation 21F
  • Minimum Damage 110

Devouring Fang

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1500, 1500 [1500, 2200] All, Low 15 2(25~69)4 17 -4 B, F
  • 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.

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.

Version Level P1 P2
214A 3 80, 90 80

214A:

  • Hold back to cancel. Cancel animation 21F
  • 1st hit into 2nd hit is a true blockstring
  • Minimum Damage 75, 75 [110] (150 [185])

Shadow Serpent

j.214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1800 All 13 Until L 16L 0 H
  • 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.

Can be used as a combo ender to be closer to the opponent than j214B, but either option doesn't lead into the best okizeme.

Level P1 P2
3 80 80
  • Minimum Damage 90

Flying Sickle Thrust

j.214B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2300 All 13 6 Until L+9L H
  • 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').

Level P1 P2
4 80 85
  • Minimum Damage 115


Extra Skills

Hungry Coils

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3300 All 11 Total: 53 T
  • 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.

Level P1 P2
4 100 85
  • Minimum Damage 0, 330 (330)

Bloody Fang

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0×2 Throw 15~37 3 31 T
  • 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.

Level P1 P2
0, 3 100 80
  • Minimum Damage 0×2

EX Flying Sickle Thrust

j.214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 All 10 6 Until L+2L H

A more damaging and more versatile version of j.214B. On hit, you can cancel into chains(especially j.2B) to continue comboing.

Can also be used as your fastest cancel out of air options in order to bait and/or block moves such as antiairs or supers.

Level P1 P2
4 80 85
  • Minimum Damage 250


Partner Skills

5P

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All (18)+13 3 19+22L -27 B
  • 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.

This is your primary way to get Hazama back onto point using Active Switch.

Level P1 P2
3 70 80
  • Minimum Damage 75

4P

Vengeful Viper -> Rising Fang

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All (18)+10 2(18)8 29 -18 B
  • 1st hit can briefly vacuum the opponent out of corner
  • 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.
  • 1st hit will ground bounce aerial opponents

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.

Level P1 P2
4 70 85
  • Minimum Damage 85×2 (170)

6P

Hungry Coils

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3300 All (18)+11 Total: (18)+53 T
  • 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. If you are going to use Duo you should switch to Hazama as his Duo is the multi-target but less damage type, irrelevant if your partner character is of the same type.

Level P1 P2
4 70 85
  • Minimum Damage 0, 165 (165)


Distortion Skills

Serpent's Infernal Rapture

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3980 [4980] All 4+(40 Flash)+1 3 19+31L -32 B 1~Flash All

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.

This is the main metered way Hazama can stabilize a hitconfirm into a heavy-hitting combo.

Usually, if your partner is still alive, then you should use partner skill instead of 236B+C if the damage has prorated too much. That being said, you have enough time after landing this super to raw swap into your partner character and continue from there.

Defensively, its fast startup means that it can potentially catch a plethora of safejump setups, and usually wins trades due to the massive launch.


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.

  • If you screw up your rhythm, the combo drops.
Level P1 P2
5 60 80
  • Values in [] are for Enhanced version
  • Minimum Damage: 796 [996]

Eternal Coils of the Dragon Serpent

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×10, 2900
[500×2, 250×24, 1250×2]
All 1+(30 Flash)+14 2 Total: 70 -46 P 1~Flash All
2~19 P
  • 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.
  • 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.


Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.

Level P1 P2
0 80 100
  • Values in [] are for Enhanced version
  • Minimum damage 100×10, 957 (1957) [100×2, 50×24, 363×2 (2126)]

Distortion Skill Duo

Eternal Coils of the Dragon Serpent

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
100×8, 1200
[50×24, 650×2]
All 1+(70 Flash)+1 See Notes 92 [115] -76 [-99] B 1~4 All

Go for it if you can kill. Unlike the normal version of this super, this hits two characters.

Level P1 P2
1×8, 4
[1×24, 4×2]
100 100
  • Values in [] are for Enhanced version
  • Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2(56)3
  • [Active Frames are 2(1)2(1)2(1)2(1)2(1)2(1)2(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2,1(1)1(1)1(1)1(1)1(1)1(1)1(1)2(51)2(10)3]
  • Minimum Damage: 2000 [2500]


Astral Heat

Hungry Darkness of 1000 Souls

222B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
DESTROYED All 1+(46 Flash)+16 X{(3)X}×8 Total: 115 -44 1~91 All
  • 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.

Level P1 P2
5


External References

Navigation

Hazama
Ambox notice.png To edit frame data, edit values in BBTag/Hazama/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

System Explanations

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes

Mechanics Glossary