HazamaHazama



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ACSJR2501038084all1HB53901014
5BSJR5502279089HL3HB8312+21317
5CSJR300x2124x210089(once)HL4HB101(1)622-91723
  • Counter carries
  • 5F hitstop
2ACSR150628084all1F629+11014
2BSR4501868086L1F10322-111914
2CSJR6602739089HL3HBF13325-112825
  • 8~12F head invul
6ADR6002487092H4HB22321-53319
  • Forces crouch on ground hit, 28F hitstun
  • grounds opponent on air hit
  • cannot emergency tech
  • breaks 1 guard primer
6BDR6002489089L3F25212+33217
  • Breaks 1 guard primer
6CR500x3310x310089(once)all3FP207, 6, 31704417
  • 17~35F in the air
  • staggers fo 48F on CH
  • grounds opponent on air hit
  • cannot emergency tech
  • counter carries
  • 19F guardstun
  • breaks 1 guard primer
  • 0F hitstop
3CSR7002898092L4F14421-63540
  • Downs on hit
  • downs and pulls opponent in on CH
  • cannot emergency tech on CH
j.ACSJR180749084HA1H738-1214
j.BSJR4501869086HA2H104(2)214-during move16
  • Can only hit once
  • second part of active frames are behind Hazama
j.C (1)SJR6002489089HA3H10223-2517
  • 5F hitstop
  • can cancel into followup 12~13F
j.C (2)SJR3001249089HA3H7223-2221
  • 5F hitstop
  • can cancel into followup 9~10F
j.C (3)SR3001249089HA3H7223-2221
  • 5F hitstop
  • can cancel into followup 9~10F
j.C (4)SR3001249089HA3H11321-2521
  • 5F hitstop
  • can cancel into followup 14~15F
j.C (5)SR7002899089*HA3H9226-2723
  • 110% bonus proration
  • 5F hitstop
j.2CSJR6202569092HA4H14323-during move19
Forward Throw-, R0, 14000, 57990100, 551300, 4ground throw7317-during move12, 70
  • 2nd attack blows back on hit
  • 100% minimum damage
  • 2nd attack has 3F hitstop
Back Throw-, R0, 14000, 57990100, 551300ground throw7313-during move12, 60
  • 2nd attack slides down on hit
  • 100% minimum damage
  • 2nd attack has 15F hitstop
Air Throw-, SR0, 14000, 579100100, 551200, 4air throw7312-during move12, 60
  • 2nd attack ground bounces on hit, adds 60F of untechable time upon bounce
  • 100% minimum damage
  • 0F hitstop
  • hitbox height for throw is 60~280
Counter AssaultR005092all4HB8427-122619
  • 1~20F fully invul
  • blows back on hit
  • 180F Heat Gauge Cooldown



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Ouroboros
  • Maximum of 2 stocks
  • B, C, and D followups of Ouroboros use up 1 stock (cannot use these versions if there are no stocks left)
  • stocks refill if Hazama has been on the ground for 150F (cumulative)
  • gains 1 stock if chain is guarded and there were no stocks before chain was guarded, gains 2 stocks if chain hits
  • refill time (waiting to refill stocks when Hazama is on the ground) freezes during hitstop or superflash
  • Ouroboros data follows the format (close version, far away version)
  • Close version has 8F hitstop. Far away version has 10F hitstop on guard; on hit, Hazama has 10F hitstop and opponent has 30F hitstop
  • Can cancel into followups during the chain's active frames or until 18F after hitstop.
5DSR300, 500124, 207100, 7084, 94*all1, 5HBP167, 2617-8F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 31F upon stopping extension
2DSR400, 600165, 248100, 7084, 94*all1, 5HBP162, 3015-9F of recovery14, 24
  • Can only hit once
  • chain comes back in 30F upon stopping extension
6DSR400, 600165, 248100, 7084, 94*all1, 5HBP165, 3115-6F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 34F upon stopping extension
4DSR400, 600165, 248100, 7084, 94*all1, 5HBP163, 3315-6F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 34F upon stopping extension
j.DSR300, 500124, 207100, 7084, 94*all1, 5HBP166, 2628-12F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.2DSR300, 500124, 207100, 7084, 94*all1, 5HBP166, 2628-12F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.6DSR200, 50082, 207100, 7084, 94*all1, 5HBP166, 2628-12F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.4DSR300, 500124, 207100, 7084, 94*all1, 5HBP166, 2628-12F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
j.8DSR400, 600165, 248100, 7084, 94*all1, 5HBP166, 2628-12F of recovery14, 24
  • 60% repeat proration
  • can only hit once
  • chain comes back in 30F upon stopping extension
A Followup----------refer to notes*-6*refer to notes*-
  • Same effects on regular or on CH
  • frame advantage is off of close version; frame advantage is +3 if using far away version
B Followup----------total 71F-22*during move-
  • 7F~ in the air for ground version
  • able to cancel into moves in the air 34F~
  • frame advantage is off of close version; frame advantage is -13 if using far away version
C Followup----------total 33F-17*during move-
  • 5F~ in the air for ground version
  • able to cancel into moves in the air 29F~
  • frame advantage is off of close version; frame advantage is -8 if using far away version
D Followup----------total 29F-2*during move-
  • 7F~ in the air for ground version
  • able to cancel into moves in the air 14F~
  • frame advantage is off of close version; frame advantage is +7 if using far away versio



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Jabaki
236D
R45018610070*all3HBP15221+13530
  • 24F hitstun on ground
  • blows back on air hit or on CH; wall bounces in corner on hit, adds 40F of untechable time
  • 23F guardstun
  • 10% repeat proration
Jasetsu
214D
----------total 95F-during move-
  • Can cancel into followups 7F~, followups become strong (S) versions after 26F~
Ressenga
⇒ A
R7004346089HA3HB6+19312+22417
  • 5~21F in the air
  • grounds opponent on air hit
Ressenga (S)
⇒ A
R9005586094H5HB25+19412+52421
  • Foot invul throughout animation
  • 1~22F in the air
  • grounds opponent on air hit
Gashoukyaku
⇒ B
R7005796080HL4HB6+7514+20F landing-203745
  • 1~8F fully invul
  • 3F~ in the air
  • floats on hit
  • 15F hitstop on opponent on CH
Gashoukyaku (S)
⇒ B
R9007457590HL5HB25+7514+20F landing-183752
  • 1~8F fully invul
  • 3F~ in the air
  • floats on hit
  • fatal possible
  • 15F hitstop on opponent on CH
Zaneiga
⇒ C
R10006218090*LA4F6+21317-13450
  • Floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 40% repeat protation (strong version counts as well)
Zaneiga (S)
⇒ C
R12007458594*L5F25+21317+13450
  • Floats and pulls opponent in on hit
  • breaks 1 guard primer
  • 40% repeat protation (normal version counts as well)
Stance Cancel
⇒ D
----------total 18F-during move-
Hirentotsu
j.214B
R7005797592all4HB13319F after landing-10*3050
  • Grounds opponent on hit
  • ground bounces on CH
  • cannot emergency tech
  • breaks 1 guard primer
  • frame advantage is off of lowest jump possible (startup 18F)
Gasaishou
236C
-00100100, 60900ground throw12231+11*during move12
  • 6~12F fully invul
  • 2nd attack has 5F hitstop
  • gains 5% heat upon successful throw
  • frame advantage is frame difference off of successful throw
Jakou
623D
R0, 20000, 82870100*-4HBP14341-during move19, 70
  • 2nd attack wall bounces on hit, cannot emergency tech
  • counter carries
  • 2nd attack has 40% repeat proration
  • cannot hit opponent on ground
  • 1st attack has 7F hitstop on opponent on guard, 30F hitstop on opponent on hit
  • 2nd attack has 0F hitstop on both hit and guard



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Jayoku Houtenjin
236236B
R2500(575)5094*all5HB6+1321+31F landing-34during move120
  • 1~superflash fully invul
  • 4F~ after superflash in the air
  • floats on hit
  • fatal possible
  • breaks 1 guard primer
  • 50% repeat proration
  • 20% minimum damage
  • 30F hitstop
  • 300F Heat Gauge Cooldown
Mizuchi Rekkazan
632146C
R200, 0, 500x8, 3200(46, 0, 115x8, 736)10082, 100, 84x9all0, 2, 1x8, 4HBPx2, HBx94+17254-46during move12, 120, 90x9
  • superflash~20F after superflash projectile invul
  • 1st attack forces standing
  • 2nd attack floats and pulls opponent in on hit
  • 20% minimum damage
  • attacks 3~10 float on hit
  • 11th attack slides down on hit
  • 1st attack is projectile (Lv 2)
  • 180F Heat Gauge Cooldown
  • hitstops: 1st attack = Hazama 0F, opponent 90F; 2nd attack = 20F; 3rd~10th attacks = 1F; 11th attack = 12F
Senkon Meiraku
6321463214D
-death0--all5HBP1+16-total 116F-43--
  • Can also be performed with 3632143D
  • 1~90F after superflash fully invul
  • projectile (Lv 2)
  • 180F Heat Gauge Cooldown



Ground Revolver Action Table

5A5B5C2A2B2C6A6B6C3CDThrowSpecial & SuperJump
5AYes+YesYesYesYesYesYesYesYesYesYesYesYesYes
5B--Yes-1x Per
String
YesYesYesYesYes--YesYes
5C-----1x Per
String
--YesYesYes-YesYes
2AYesYesYesYes+YesYesYes-Yes--YesYes-
2B-1x Per
String
Yes--YesYesYes-Yes--Yes-
2C--1x Per
String
------YesYes-YesYes
6A------------Super-
6B------------Super-
6C--------------
3C------------Yes-

Air Revolver Action Table

j.Aj.Bj.Cj.2CDThrowSpecial & SuperJump
j.AYes+YesYes--YesYesYes
j.B--Yes---YesYes
j.C--5 Times+---YesFirst 2 Hits
j.2C------YesYes
  • + Available even on whiff