Combo Notation Guide | |||||||||
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Read First
- For some combos, Hazama must hold 214B in order to combo into 2C. This held input is notated 214[B].
- Hazama's 5AAA > 5B combos are character specific. See the Combo Theory section for details.
Combo List
Routes
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AA > 214A > 2A > 5BBB > 5AAA > 5BBB > 2C > 214A > 2A > 214A | Any | 6942 | [2] Easy | Hazama's bread and butter |
2 | 5A > 2C > 214A > 5AAA > 5BBB > 2C > 214A > (2A > 214A)*2 | Any (Midscreen) | 7532 (7972) | [2] Easy | More damaging than the last combo, but only works with point blank 5A. |
3 | (5AA > 2C > 214A)*3 > 2A > 214A | Corner | 8525 | [2] Easy | Similar to the previous combo, it is a point blank 5A starter. |
4 | (5AA > 2C > 214A)*2 > 5AAA > 5B > 214B > 2C > 214A | Corner | 8538 | [2] Easy | Advanced version of the previous combo. Does slightly more damage. |
5 | 5B/j.B/j.2BBB > 5AA > 214A > 2A > 5BBB > 5AAA > 5BB > j.214B | Any | 5523 | [2] Easy | Ouroboros starter for catching opponents from long range. |
6 | 5B/j.B/j.2BBB > (5AA > 2C > 214A)*2 > (2A > 214A)*2 | Corner | 6377 | [2] Easy | Same starter as previous combo, for if the opponent is in the corner. |
7 | 2C > 214A > 5AAA > 5BB > 5AAA > 5B > 214[B] > 2C > 214A | Any | 7371 | [2] Easy | 2C sweep starter. Hold 214B until the timing is right. |
8 | 2C > 214A > (5AA > 2C > 214A)*2 > (2A > 214A)*2 | Corner | 7910 | [2] Easy | 2C sweep starter in the corner. Last 2C must be delayed. |
9 | Grab > (5AAA > 5BBB)*2 > 2C > 214A > 2A > 214A > (2A > 214A) | Any (Midscreen) | 5632 (5796) | [2] Easy | Hazama's basic grab combo. |
10 | Grab > 2C > 214A > (5AA > delay 2C > 214A)*2 > 2A > 214A | Corner | 6038 | [2] Easy | Standard grab combo for when you catch an opponent in the corner. |
11 | 236B > 5AA > 214A > 2A > 5BBB > 5AAA > 5BB > j.214B | Any | 6249 | [2] Easy | Falling Fang overhead starter combo. |
12 | 236B > (5AA > 2C > 214A)*2 > 5A > 2C > 214A > 2A > 214A | Corner | 7510 | [2] Easy | Overhead starter combo in the corner. |
13 | 214B > (5AAA > 5BBB)*2 > 2C > 214A > 2A > 214A | Any | 7344 | [2] Easy | Devouring Fang low starter combo. |
14 | 214B > 2C > 214A > (5AA > 2C > 214A)*2 > 2A > 214A | Corner | 7956 | [2] Easy | 214B low starter combo in the corner. |
15 | 5AA > 214A > 2A > 5B > 236C > 5AA > 2C > 214A > 2A > 214A | Back Corner | 7159 | [2] Easy | Single meter combo that forces your opponent into your corner using Jakou. |
16 | 214C > dash 5A > 2C > 214A > 6AAA > 5BBB > 2C > 214A > (2A > 214A)*2 | Any (Midscreen) | 5871 (6268) | [2] Easy | Command grab starter that costs one meter. |
17 | 214C > (6AA > 2C > 214A)*3 > 2A > 214A | Corner | 6692 | [2] Easy | Command grab starter in the corner. |
18 | 5AA > 214A > 2A > 5BBB > 5AAA > 5BBB > 2C > 214B+C | Any | 8549 | [2] Easy | Standard super ender combo. |
19 | 5AA > 2C > 236B+C > 5AAA > 5BBB > 2C > 214A/214B+C | Any | 9083/10668 | [2] Easy | Basic super combo extender using Infernal Rupture. Ends in either Zaneiga or Rekkazan. |
20 | (5AA > 2C > 214A)*2 > 5AAA > 5B > 214[B] > 2C > 214B+C | Corner | 10345 | [2] Easy | Super ender in the corner. Delay 214B slightly so it hits. |
21 | 5A > 2BBBB > j.B > j.214C > j.2BB > 5BBB > 5A > 5B > 214[B] > 2C > 214B+C | Corner | 8549 | [2] Easy | Stylish super combo. Obviously not optimal, but you'll get praised for landing this on netplay. |
22 | 5AA > 2C > 236B+C > (RB) > 5AAA > 5BBB > 2C > 214A > 2A > 214A > 236B+C > 5B > 214B+C | Any | 12521 | [3] Medium | Uses resonance mid-combo and works at 5 meters. |
23 | (RB) 5AA > 2C > 236B+C > 5AAA > 5BBB > jc(7) > j.2B > 5B > 214A > 2A > 214A > 236B+C > (214B > 236B+C)*2 > 5B > 214B+C | Any | 15162 | [4] Hard | 10 meter resonance combo. Not recommended because of the difficulty. |
Resonance Blaze
Starter | Combo | Position | Damage | Meter Usage | Video | Notes |
---|---|---|---|---|---|---|
5A | 5A > 2C > 236B+C > 6A > 236C > [6]2C > 214A > 236B+C > 2C > 214B+C | Any | 14000 | |||
5A | 5A > 2B > 5A > jc(9) > j.BBB ▷ 5A > jc(9) > j.2BBB ▷ 5AAA > 5BBB > jc(7) > j.2BB ▷ 5B > 214A > 222B+C | Midscreen | DESTROYED | 2 | ||
5A | 5A > 2B > 5A > jc(9) > j.BBB ▷ 5A > jc(9) > j.BBB ▷ 5AAA > 5BBB > jc(7) > j.2BB ▷ 5B > 214A > 2A > 214A > 222B+C | Midscreen to Corner | DESTROYED | 2 | ||
5B | 5BBB > 5A > 2B > 5A > jc(9) > j.BBB ▷ 5A > jc(9) > j.2BBB ▷ 5AAA > 5BBB > jc(7) > j.2BB ▷ 5B > 214A > 2A > 214A > 222B+C | Midscreen | DESTROYED | 3 | ||
5B | 5BBB > 5A > 2B > 5A > jc(9) > j.BBB > 5A > jc(9) > j.2BBB > 5A > jc(9) > j.2BBB > jc(7) > j.2BB > 5B > 214A > 2A > 214A > 222B+C | Midscreen | DESTROYED | 2 |
With Assists
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
# | Combo string | Any | Damage | [0] Difficulty | Description. |
Combo Theory
Character Specifics
- In order to land certain combos, you'll need to memorize 2 attributes for each character; Their spinning and sliding animations. You can see the spinning animation from B+C and the sliding animation from 4B+C.
- The spinning animation only applies to landing A+D after forward throw or not;
The real list you have to remember is the sliding animation.
- Some characters have different body types, and you'll find that it is impossible to land 5AAA > 5B mid-screen on opponents that have smaller hitboxes when they are sliding. The characters that do not get hit by these combos are;
Because of this, the combos that rely on 5AAAGuardAllStartup15Recovery21Advantage-3 to land 5BGuardAllStartup17RecoveryTotal: 64Advantage-22 from a slide state will have a (Slider safe) version underneath.
Video Examples
Hazama combos in version 2.0 by Meno
External Documents and References
System Pages
Mechanics
Application & Advanced Information
Archived Information